This might be a bit nick-picky, and this addon does look really great, but the "Blender's New Texturing Addon" in the title made me think this was featuring a new built-in addon *from* Blender, not a preorder advert for a paid addon *for* Blender. I'm by no means against artists monetizing their work, I get and respect the hustle, I just think the wording is a bit misleading (not even intentionally). Anyways, I love and appreciate your videos, and the addon does look cool, just my 2 cents there.
Price seems too high unfortunately. Seems like a great product otherwise, not that useful for me since I'm making game assets. Still better than some addons that promise similar functionality(kitops materials) ,I'd probably get it if it was a more reasonable price for what it is .
Probably non-existent , but its a solid addon, don't think you'd have cause for refund if you want to buy it in the first place, they were pretty upfront on what its used for.
Where can i get this!!!! I want it so baaadly. I recently discovered your channel bud amd I'm obsessed with your talent...looking forward to learning from you
Thank you for including the studio option! I enjoyed your hard surface jumpstart course but missed the reduced complete courses pack. Now I was able to get it, this is a great opportunity.
What if I want materials more geared toward less sci-fi works, but medieval/fantasy with more natural and magical materials? Stuff like wood, crystal, metal for swords, leather for grips, cloth, etc.
Then you’ll need to buy a different material pack or addon. Ours isn’t made for that stuff. You can, however, import your own materials and use all the customization sliders.
Throws wallet at screen. SOLD!! You two just solved my harrowing nightmare. I am currently developing a game. Metal material options currently are not great. Just in the previews I saw 4 great candidates. Yahoo!
Question: Are the procedural textures included with the materials something that can be applied to displacement maps for having the actual geo match the render? I ask because I do a lot of 3d model design for printing, and it would be *really* convenient if I could just match the render texture to the final print texture using your tools. :)
Well it depend on what model type are using. But knowing the blender is open src and people will have choice. But some time it a lot of work. As for export to game engine format it hard some time what ever it works.
@@JoshGambrell Thanks! And the stuff is already previously released or is it unreleased? Since I was a patreon for lot of months and now in the coach service.
@@JoshGambrell I already but it. It says coming soon in the coaching page where I already was member since several months ago (from the transition from patreon)
I know this is optimized for hard surface modeling, but can you add non hard surface textures in if you are doing character modeling? Say building a warrior character with armor pieces.
@@JoshGambrelloh and maybe further down the line. It would be great to have a surface imperfections with scratches and edge wear. Maybe a different version of each material. That would be sweet.
killer app Josh. nice product. early purchasing for the excellent saving$. simple question: when does an artist have to unwrap (u-v) a model, other than prior to importing into Substance Painter? believe most game asset artists unwrap. mahalo Proxe !
5:07 why blender not fixing this issues... in CGI much of issues, with textures, which not resolve it.. Besides problem with textures/mapping, there is no density like of shape. Only polygons.. Much of issues...
Thank you BLENDERBROS you guys are awesome, shit yeah I preordered I would by the biggest fool in the Blender community not to get this awesome addon. Can't wait! Also screw substance painter they ruined it, I went to 3D coat and I can do way more than I ever could in SP.
Edit: He's changed the title so it no longer says this product was made by Blender. So this comment may no longer be relevant. Not to pick, I don't like misleading titles and products. This intentionally states it was a new blender feature - not a $400 third party purchase for 50 materials "on sale for a limited time"... In addition, saying we will never ever need to use blender materials again when you are only providing a very basic plugin with a very limited number of materials ... is a dishonest statement. This isn't replacing anything in my workflow - certainly not blender materials or substance (and is almost 3x the price of substance on steam). Personally I don't like assumptive marketing and I think there are better material libraries out there. And the deceptive marketing and original title here is enough to have me completely put off and unsubscribed. Anyway, on the flip side, I'm glad to see anyone trying to create products. I hope you maintain that in an honest way with future subscribers.
Рік тому+4
Yes, and if you know nodes, you know that the seemless is from box projection mode from the texture node and the bevel effect at rendering time is the bevel node connected to normals.
I've already adjusted the title. You're looking wayyyy to deep into a title I dropped in 5 seconds my man. I'm more worried about launching, not some minor interpretation of a title on a UA-cam video. Anyways, it's adjusted to avoid confusion.
The implementation looks really cool and well thought, but I think the script is a little bit misleading. The industry standard for well made assets in videogames and films, use UV's and are textured in software's such as Substance. Please, if you are a newcomer into the 3D world, let us be clear that this type of workflow is surely useful in personal projects and/or concept or illustration art, but it won't substitute industry texturing. Procedural texturing takes a lot of RAM and if you build a whole scene without knowing how to optimized it, problems will arrive sooner than later. If you want to get a seat in the industry as an asset artist, learn about the foundations such as UV and texturing before relying in tools like this one.
UVs are required for external use outside of Blender. For general concept work within Blender it isn't needed at all. That's why we've added UV support.
You'll always have people moaning something is too expensive. It's better to serve people who want to be served rather than those who want handouts or borderline free products. They're also the most difficult to deal with.
As a new 3D artist(still learning the basics of mesh creation), I'm not sure how useful this addon will be to me right now, but the results look amazing. My focus is on modeling for games; Is it feasible to rely entirely on MaterialWorks for texturing without ever touching nodes?
The process for GameDev would be pretty simple: 1) UV Unwrap your model (we have a separate UV Assist addon sold separately with your order for quicker unwrapping) 2) Use the 'UV Projection' feature inside the addon 3) Export your model 4) Take the maps from the MaterialWorks library and bring them into your texturing software I'll record a video later this week.
1. Where can we get an overview of every single material in this pack? 2. Will new materials get added along the way. As an industrial designer it woud be nice to have some real life textures like SPI, VDI or Yick Sang.
I can drop some images to the sales page, we'd love to add more in the future, for now these 50 were the 'most essential' in terms of hard surface mats.
Probably going to pick this up in the morning. I do a ton of sci fi stuff and texturing is always the biggest waste of time. I enjoy environment design and designing ships etc I just want to get to the lighting and rendering when I have a cool design. It’s a buzz kill to have to use nodes and UV unwrap stuff.
Material Works questions (already pre-purchased full version and UV addon): Does it have a bake function? What would be the best game asset pipeline using Material Works to Unreal (yes I see the UV addon supports Substance Painter)? How does it differ from something like Sanctus?
No bake function, you'd want to do that in either Marmoset or Substance directly. Blender's baker isn't the best. Basically, unwrap your model, export it, bring it into Marmoset for baking maps like AO, then bring the MaterialWorks textures directly over to your game software (assuming you want to use our textures directly). I'll record a video later this week.
I know you have the transparency controls but as someone who's no pro at nodes and doesnt enjoy UV unwrapping either, could a functionality be made to stack textures? Say I want to use a metal surface texture but then I also want fingerprint surface imperfections on top. I know its doable in Blender but I never see a streamlined way to do it any of these texture add-ons. Adding that functionality would be a gamechanger.
Can you assign these materials to group of faces in one mesh? or do they have to be separate meshes?! If not I would like to see this functionality added.
I'm a little confused on how to use material works with cutters. When I use Everscroll to select a specific cutter and then use material works to apply a material, it doesn't do anything. For example I have a cube in which I used boxcutter to create a hole partway through the mesh. I want to apply a material inside that hole. Do I have to perform Smart Apply or some other step first?
Will future materials be added to this add on if I have already purchased this addon? Let's say that i buy full version , 50 materials and you release more un the future will I get them for free or how are you working towards that idea ?
Tried to buy this with PayPal with the UV tool extra and PayPal didn't add the extra $27 so I cancelled. If I use PayPal will those be two separate transactions or should they be one transaction of $84 (i.e. $57 + $27)?
@@paulcass6357 Perhaps it processes separately. Either way, you'll be charged $57 + $28. It's not on our end, it's up to whoever is processing the payment.
would love a tutorial later down the road specifically for Game Development. Go through the process of simple UV unwrapping, implementing this texture add on, and exporting for game development.
@@JoshGambrellYes I would love to see a tutorial for that too! Seeing that feature in action would really be the deciding factor for me. But the add on looks great!
Me too. I know its not Blender Bros style, but some turtorial on swords,spears,axes,maces would be so cool. When I search other videos with those topics they are not on the point. The only one I trust when it comes to hard surface is Josh but sadly all weapons he covers are just firearms. Would love to see some medieval stuff :)
Wait a sec, but you can also change the texture mapping to 'object' and then set projection method to 'box' (for example) and you don't need to play with UV's :P
I don't understand why brothers are always talk crap about free stuff? I mean, did they ever heard about triplanar mapping? And you can blend triplanar seams even in real-time engines. And like forever in offline renders. And many free textures are even better than commercial. It' is more about if you know how to use textures and have some knowledge about surfaces.
@@JamesBond-xv1ly Brother if you wanna tinker with nodes and connect shit up all day feel free, for $57 and a customizable addon and materials that removes the headache I believe that's a very fair trade.
@@JoshGambrell Man, I don't understand why you and Ryu attack free stuff all the time, being a part of Blender community. And Blender has asset browser to not connect nodes all day every time. I mean, can you stop telling people that free stuff is somehow inferior to paid stuff. It is not always true. I don't have anything against your addon, it's cool, but telling crap about free stuff whenever you can, makes you and Ryu look bad. And maybe it is bad in terms of marketing? Did you think about that? I, for example, stopped watching your and Ryu videos because of that. I mean, in the beginning I watched every video, and now like almost never. Because they always feel like you are trying to sell something, tell crap about Blender and setera. I mean, it's your channel, do whatever you like, but...
@@JamesBond-xv1ly They just work hard and adapt to hustle culture , I respect that. I'm not too excited by their rants about free stuff , after all if they had to write all the code for this addon from scratch it would cost them way more. They know that and we know that . Not easy being an indie artist, especially if you expect to make money out of it.
WOW...that sounds great 🤩 No UV, no nodes... I, too, am part of the group of people who don't like nodes 🙃 I have only one criticism to make. The ice cream is not that bad 🍦 I understand that you only specialize in science fiction and technology but this is an addon with much more potential. I mean, you could have a much larger buyer's market if the future the addon could handle all kinds of existing materials, such as wood, cloth, etc.
@@JoshGambrell Totally agree with you - for example, raw wood textures wouldn’t make sense - but maybe some processed wood textures for paneling! Definitely picking this up, great work.
This sounds like an awesome add on! I was wondering when the material textures are applied if you can export them out of Blender into Keyshot? I currently model mainly in Blender and render in Keyshot.
I’m not super familiar with Keyshot, but if there’s a way to important texture maps I’m sure it’s possible. I only use Cycles for rendering, it’s what I know best.
@@JoshGambrellI imagine if the textures are not baked in or embedded into the 3D file, you would probably need to apply the textures via a texture node through a label or surface material. If that is the case, it may need a UV unwrap or you can use one of the standard projection methods in Keyshot like Planar, Cylinder, Spherical, etc. If that is the case, do the texture maps in this have multiple texture maps like Roughness, Specular, Subsurf maps to create the texture like the poliigon materials? Or are these texture more just normal/bump maps to apply to material nodes? A big selling point for me is not requiring UV unwrapping, which I am still not really great at and use just the UV Unwrapping tool in Keyshot which has mixed results. May just have to invest time to master UV unwrapping in Blender so I can take those maps into Keyshot for better texture and label applications.
@@g0me2z You need to drop the mats either to the 4k or 1k folder, make sure that maps have proper tags, so the addon can auto sort them (for example steel_ something or something_plastic, etc)
@@phantomapprentice6749 so is it texture based or procedural? If it’s procedural does it support octane or only cycles? Can you use the materials inside substance? You didn’t answer the question, but thank you for responding 👌
@@JoshGambrell if it’s texture based then octane can use it, it’s similar to cycles. It just depends how the add on is adding stuff as octane uses a universal shader instead of cycles principal. So if it’s automatically linking in textures to the principal shader I’m not sure how that would work when it’s presented with a different shader. I imagine it would add it all to a principal shader then you’d have to go into the nodes and replace/link it all up to the universal shader instead. I’m happy to test it with you as octane is a very popular alternative to cycles. And could provide a good base of communication with looking things up by screen sharing or whatever with your coder. It’s basically cycles just with different names so your coder could do this easily I imagine!
This is all texture maps, yes, but proxe made custom node groups for additional customization within Blender Cycles. You can simply take the maps from the MaterialWorks library folder if you need them outside of Blender.
Man that’s not the topic of the video, but i really want a tutorial on how to make this kind of video with my 3D models. I am also literally smiling while watching this video, the materials are very cool
This might be a bit nick-picky, and this addon does look really great, but the "Blender's New Texturing Addon" in the title made me think this was featuring a new built-in addon *from* Blender, not a preorder advert for a paid addon *for* Blender. I'm by no means against artists monetizing their work, I get and respect the hustle, I just think the wording is a bit misleading (not even intentionally). Anyways, I love and appreciate your videos, and the addon does look cool, just my 2 cents there.
You're right, I've went ahead and changed the title to avoid any confusion.
@@JoshGambrell much respect, thanks for hearing me out
Price seems too high unfortunately. Seems like a great product otherwise, not that useful for me since I'm making game assets. Still better than some addons that promise similar functionality(kitops materials) ,I'd probably get it if it was a more reasonable price for what it is .
I am so very honored and proud to be a user of Material Works Josh. Thank you man, seriously, for all of your hard work and dedication.
Since the addon is "buy before you try", what is the refund policy?
Probably non-existent , but its a solid addon, don't think you'd have cause for refund if you want to buy it in the first place, they were pretty upfront on what its used for.
Where can i get this!!!! I want it so baaadly. I recently discovered your channel bud amd I'm obsessed with your talent...looking forward to learning from you
Thank you for including the studio option! I enjoyed your hard surface jumpstart course but missed the reduced complete courses pack. Now I was able to get it, this is a great opportunity.
Thanks for your support bro!
If we decide we want to edit the nodes, are they available in the node editor?
Yes but the node groups are a bit complex if you aren't a node junkie.
Awesome, what’s the plan for adding more materials in the future?
We want to prioritize grunge/edge wear generation first before we add any new materials.
@@JoshGambrell Sounds good. Your subs are blowing up btw. Been following you for ages and didn't realise how much you had grown. Great work!
Thanks for the support brother
This looks awesome! One question, is there anywhere we could see the list of materials it comes with?
I will add this to the sales page soon.
@@JoshGambrell Awesome! Thanks.
This looks really cool. Are future updates of materials included?
Most likely, but first goal is to add grunge and edge wear generation. Eventually we want to add compatibility with our decal & trim pack as well.
I haven't pre-ordered anything in ages. This better be worth it.
The trailer alone sold me I’ll be buying it soon
Looks great. Free updates ?
Will this work with older versions of Blender?
Depends how old. If you're in 2.79 you've got bigger problems
@@JoshGambrell 3.1.1 through 3.3.1?
What if I want materials more geared toward less sci-fi works, but medieval/fantasy with more natural and magical materials? Stuff like wood, crystal, metal for swords, leather for grips, cloth, etc.
Then you’ll need to buy a different material pack or addon. Ours isn’t made for that stuff. You can, however, import your own materials and use all the customization sliders.
I feel like this could be fantastic for industrial design/product rendering in blender
Home run yet again! Will there be a button/option to easily bake materials if we need or decide to go that route in our workflow?
Probably not, Blender's baker is just not as good as Marmoset or Substance, and hence I wouldn't want to encourage its usage.
Throws wallet at screen. SOLD!! You two just solved my harrowing nightmare. I am currently developing a game. Metal material options currently are not great. Just in the previews I saw 4 great candidates. Yahoo!
When is it available on Gumroad and if so, how much, and will future updates be free?
We’re done with Gumroad. The platform has progressively gotten worse unfortunately. It will be available on Blender Market on the 21st.
Question: Are the procedural textures included with the materials something that can be applied to displacement maps for having the actual geo match the render? I ask because I do a lot of 3d model design for printing, and it would be *really* convenient if I could just match the render texture to the final print texture using your tools. :)
We're using normal detail, so no displacement maps.
Well it depend on what model type are using. But knowing the blender is open src and people will have choice. But some time it a lot of work. As for export to game engine format it hard some time what ever it works.
dont know what this plugin does but this trailer made me come twice;) ... WOW impressiv
Is there any page showing the extra course for studio tier?
Yes, check the Hard Surface Academy page on our home store.
@@JoshGambrell Thanks! And the stuff is already previously released or is it unreleased? Since I was a patreon for lot of months and now in the coach service.
@@HestoySeghuro It's previously released, basically everything we've ever created (courses, asset packs etc). Also, you'll get immediate access to MaterialWorks.
@@JoshGambrell I already but it. It says coming soon in the coaching page where I already was member since several months ago (from the transition from patreon)
I know this is optimized for hard surface modeling, but can you add non hard surface textures in if you are doing character modeling? Say building a warrior character with armor pieces.
Of course. You can use these materials on anything you want. Who am I to define your style?
I'm a newbie to blender and this will make life lot more easier. Thanks for this add on!
looks amazing!
I do like the shots fired at Sanctus Library . lmao
Honestly I'm not even familiar with his library at all. Never used it.
@@JoshGambrell oh the comment on the ice cream material. Made me chuckle.
@@JoshGambrelloh and maybe further down the line. It would be great to have a surface imperfections with scratches and edge wear. Maybe a different version of each material. That would be sweet.
That is the plan for the next update!
whats the problem with sanctus libraby?
just a question - this blending method for the seams, its a cycles only feature or ?
Cycles only since it’s procedural. I don’t use Eevee at all.
@@JoshGambrell yeah at first glance it looks like the bevel node which is used for it. maybe im wrong since i cant look into it, thats why i asked
@@sebastianosewolf2367 It's just a bevel node but we added the slider within the addon.
@@JoshGambrell yeah it’s way more easier to use. I already bought the pack since it’s easier for my work to use such kind of packages
killer app Josh. nice product. early purchasing for the excellent saving$. simple question: when does an artist have to unwrap (u-v) a model, other than prior to importing into Substance Painter? believe most game asset artists unwrap. mahalo Proxe !
im sorry but 97 dollars is absolutely insane
Hey josh i'm just curious to know if i purchase Material Works are you going to send the download link via email?
On the 21st it'll be available inside your product library.
Will these transfer over to unreal engine ?
5:07 why blender not fixing this issues...
in CGI much of issues, with textures, which not resolve it..
Besides problem with textures/mapping, there is no density like of shape. Only polygons.. Much of issues...
Oh I must get this!!! @_@
Thank you BLENDERBROS you guys are awesome, shit yeah I preordered I would by the biggest fool in the Blender community not to get this awesome addon. Can't wait! Also screw substance painter they ruined it, I went to 3D coat and I can do way more than I ever could in SP.
Thanks for the support brother!
wow
👍👍👍
Waiting for crack cannot afford it 😭
This is FIIiiiiiiiiiiiiiiiiiiiiiiire
Edit: He's changed the title so it no longer says this product was made by Blender. So this comment may no longer be relevant.
Not to pick, I don't like misleading titles and products. This intentionally states it was a new blender feature - not a $400 third party purchase for 50 materials "on sale for a limited time"...
In addition, saying we will never ever need to use blender materials again when you are only providing a very basic plugin with a very limited number of materials ... is a dishonest statement. This isn't replacing anything in my workflow - certainly not blender materials or substance (and is almost 3x the price of substance on steam). Personally I don't like assumptive marketing and I think there are better material libraries out there. And the deceptive marketing and original title here is enough to have me completely put off and unsubscribed.
Anyway, on the flip side, I'm glad to see anyone trying to create products. I hope you maintain that in an honest way with future subscribers.
Yes, and if you know nodes, you know that the seemless is from box projection mode from the texture node and the bevel effect at rendering time is the bevel node connected to normals.
I've already adjusted the title. You're looking wayyyy to deep into a title I dropped in 5 seconds my man. I'm more worried about launching, not some minor interpretation of a title on a UA-cam video. Anyways, it's adjusted to avoid confusion.
@ So true!
Usually not an impulsive buyer but you exactly described my distaste of having to play around with nodes instead of actually making cool designs
^^ THIS ^^ Right here!!
The implementation looks really cool and well thought, but I think the script is a little bit misleading.
The industry standard for well made assets in videogames and films, use UV's and are textured in software's such as Substance. Please, if you are a newcomer into the 3D world, let us be clear that this type of workflow is surely useful in personal projects and/or concept or illustration art, but it won't substitute industry texturing. Procedural texturing takes a lot of RAM and if you build a whole scene without knowing how to optimized it, problems will arrive sooner than later.
If you want to get a seat in the industry as an asset artist, learn about the foundations such as UV and texturing before relying in tools like this one.
UVs are required for external use outside of Blender. For general concept work within Blender it isn't needed at all. That's why we've added UV support.
@@JoshGambrell Yep, excellent implementation. I have a question, is there a way to bake the textures into the UVs of the mesh?
I’d use Marmoset for baking. I never bake within Blender.
Blender didn't create this so why are you calling it "Blender's New Texturing Addon"?
Already adjusted the title.
Idk man, I know there are some comments saying this is pricey but I personally think it's a pretty good deal 🤷♂️ especially with the discount
You'll always have people moaning something is too expensive. It's better to serve people who want to be served rather than those who want handouts or borderline free products. They're also the most difficult to deal with.
As a new 3D artist(still learning the basics of mesh creation), I'm not sure how useful this addon will be to me right now, but the results look amazing. My focus is on modeling for games; Is it feasible to rely entirely on MaterialWorks for texturing without ever touching nodes?
yeah would love to know how well this texture workflow exports to unreal materials
The process for GameDev would be pretty simple:
1) UV Unwrap your model (we have a separate UV Assist addon sold separately with your order for quicker unwrapping)
2) Use the 'UV Projection' feature inside the addon
3) Export your model
4) Take the maps from the MaterialWorks library and bring them into your texturing software
I'll record a video later this week.
You guys are killing it, super inspiring to see, keep it up!
1. Where can we get an overview of every single material in this pack? 2. Will new materials get added along the way. As an industrial designer it woud be nice to have some real life textures like SPI, VDI or Yick Sang.
I can drop some images to the sales page, we'd love to add more in the future, for now these 50 were the 'most essential' in terms of hard surface mats.
Probably going to pick this up in the morning. I do a ton of sci fi stuff and texturing is always the biggest waste of time. I enjoy environment design and designing ships etc I just want to get to the lighting and rendering when I have a cool design. It’s a buzz kill to have to use nodes and UV unwrap stuff.
Why am I not Subscribed??? WHY!?
* just subscribed
@josh Gambrell I'll insta buy it if you could please show a game asset workflow. Blender Unity or Blender ThreeJS
Unfortunately, it only works if the English language is enabled in the blender. If you turn on your native language, it doesn’t work. Please fix this.
Looks neat, but the bombastic sales pitch here and in my inbox is a bit cringe.
Can I use the MP in octane too or only in cycles?
Will this work with Blender v. 3.2.2
"No bullshit texture like ice cream" lol you got me there.
oh man I missed the sale
Material Works questions (already pre-purchased full version and UV addon):
Does it have a bake function?
What would be the best game asset pipeline using Material Works to Unreal (yes I see the UV addon supports Substance Painter)?
How does it differ from something like Sanctus?
No bake function, you'd want to do that in either Marmoset or Substance directly. Blender's baker isn't the best. Basically, unwrap your model, export it, bring it into Marmoset for baking maps like AO, then bring the MaterialWorks textures directly over to your game software (assuming you want to use our textures directly). I'll record a video later this week.
@@JoshGambrell Thanks. Looking forward to it.
I know you have the transparency controls but as someone who's no pro at nodes and doesnt enjoy UV unwrapping either, could a functionality be made to stack textures? Say I want to use a metal surface texture but then I also want fingerprint surface imperfections on top. I know its doable in Blender but I never see a streamlined way to do it any of these texture add-ons. Adding that functionality would be a gamechanger.
That is most likely going to be the next update: grunge maps and surface imperfections. One thing at a time.
Can you assign these materials to group of faces in one mesh? or do they have to be separate meshes?! If not I would like to see this functionality added.
Just use the assign feature in edit mode and you should be good to go
Just purchased the full version, how do I download this? Will I get an e-mail or log into blender bros?
It will be available in your product library on the 21st
HYPE
Preordered. When exactly will I be able to download it?
July 21st
Hi. Does it generate mesh so I can print it on 3D printer?
Nope. We don’t do 3D printing. This is for concept art and general texturing
Looks really cool! Do I need to have your other plugins to have this work?
We don't have any other plugins, so no.
@@JoshGambrell Sorry, I think I got confused if I needed Hardops as well. This looks really cool and I just found your uv unwrap assist too!
Where has this been all my life.. I just purchased it, Game changer fam. Keep stack'n up the goods.
Bought it straight away without a second thought. Wish I had this addon earlier 😅
I'm a little confused on how to use material works with cutters. When I use Everscroll to select a specific cutter and then use material works to apply a material, it doesn't do anything. For example I have a cube in which I used boxcutter to create a hole partway through the mesh. I want to apply a material inside that hole. Do I have to perform Smart Apply or some other step first?
Will future materials be added to this add on if I have already purchased this addon?
Let's say that i buy full version , 50 materials and you release more un the future will I get them for free or how are you working towards that idea ?
Thank you Josh! Just purchased it
Tried to buy this with PayPal with the UV tool extra and PayPal didn't add the extra $27 so I cancelled. If I use PayPal will those be two separate transactions or should they be one transaction of $84 (i.e. $57 + $27)?
It should be a single transaction once totaled together
@@JoshGambrell Your dialog box says $84 but the ensuing PayPal confirmation says $57. i.e. just the price for the MaterialWorks addon.
@@paulcass6357 Perhaps it processes separately. Either way, you'll be charged $57 + $28. It's not on our end, it's up to whoever is processing the payment.
@@JoshGambrell Thanks. I'll give it a try.
OK, for the record it worked, but as two separate PayPal transactions. 😀
I can only afford this in two months :(
y u no make video sooner
One library to rule them all, just purchased it, can't wait!
I just ordered mine. Gonna be a great tool with Plasticity.
Boom! Thanks for your support.
Just wow !!!!!!!
will the addon be available on Blender Market after the full release on July 21st?
Yes, we will be adding it there.
Bought!
Really cool
would love a tutorial later down the road specifically for Game Development. Go through the process of simple UV unwrapping, implementing this texture add on, and exporting for game development.
I can record one this week! It's very simple actually.
@@JoshGambrellYes I would love to see a tutorial for that too! Seeing that feature in action would really be the deciding factor for me. But the add on looks great!
Me too. I know its not Blender Bros style, but some turtorial on swords,spears,axes,maces would be so cool. When I search other videos with those topics they are not on the point. The only one I trust when it comes to hard surface is Josh but sadly all weapons he covers are just firearms. Would love to see some medieval stuff :)
@@EnraEnra Medieval isn't really my style, it's SciFi/futuristic.
@@JoshGambrell well SciFi/futuristic Sword would do it too :)
Amazing🔥
Wait a sec, but you can also change the texture mapping to 'object' and then set projection method to 'box' (for example) and you don't need to play with UV's :P
There's even a Blend for the seams in the image texture node.
I don't understand why brothers are always talk crap about free stuff? I mean, did they ever heard about triplanar mapping? And you can blend triplanar seams even in real-time engines. And like forever in offline renders. And many free textures are even better than commercial. It' is more about if you know how to use textures and have some knowledge about surfaces.
@@JamesBond-xv1ly Brother if you wanna tinker with nodes and connect shit up all day feel free, for $57 and a customizable addon and materials that removes the headache I believe that's a very fair trade.
@@JoshGambrell Man, I don't understand why you and Ryu attack free stuff all the time, being a part of Blender community. And Blender has asset browser to not connect nodes all day every time. I mean, can you stop telling people that free stuff is somehow inferior to paid stuff. It is not always true. I don't have anything against your addon, it's cool, but telling crap about free stuff whenever you can, makes you and Ryu look bad. And maybe it is bad in terms of marketing? Did you think about that? I, for example, stopped watching your and Ryu videos because of that. I mean, in the beginning I watched every video, and now like almost never. Because they always feel like you are trying to sell something, tell crap about Blender and setera. I mean, it's your channel, do whatever you like, but...
@@JamesBond-xv1ly They just work hard and adapt to hustle culture , I respect that. I'm not too excited by their rants about free stuff , after all if they had to write all the code for this addon from scratch it would cost them way more. They know that and we know that . Not easy being an indie artist, especially if you expect to make money out of it.
WOW...that sounds great 🤩
No UV, no nodes...
I, too, am part of the group of people who don't like nodes 🙃
I have only one criticism to make.
The ice cream is not that bad 🍦
I understand that you only specialize in science fiction and technology but this is an addon with much more potential.
I mean, you could have a much larger buyer's market if the future the addon could handle all kinds of existing materials, such as wood, cloth, etc.
We're targeting hard surface artists. When you try to please everyone, you end up pleasing nobody.
@@JoshGambrell Totally agree with you - for example, raw wood textures wouldn’t make sense - but maybe some processed wood textures for paneling!
Definitely picking this up, great work.
This sounds like an awesome add on! I was wondering when the material textures are applied if you can export them out of Blender into Keyshot? I currently model mainly in Blender and render in Keyshot.
I’m not super familiar with Keyshot, but if there’s a way to important texture maps I’m sure it’s possible. I only use Cycles for rendering, it’s what I know best.
@@JoshGambrellI imagine if the textures are not baked in or embedded into the 3D file, you would probably need to apply the textures via a texture node through a label or surface material.
If that is the case, it may need a UV unwrap or you can use one of the standard projection methods in Keyshot like Planar, Cylinder, Spherical, etc.
If that is the case, do the texture maps in this have multiple texture maps like Roughness, Specular, Subsurf maps to create the texture like the poliigon materials? Or are these texture more just normal/bump maps to apply to material nodes?
A big selling point for me is not requiring UV unwrapping, which I am still not really great at and use just the UV Unwrapping tool in Keyshot which has mixed results. May just have to invest time to master UV unwrapping in Blender so I can take those maps into Keyshot for better texture and label applications.
This is amazing work🎉 Wanted to find out if there are any wood finishes in this pack. 😊
Not currently.
Anywho as soon as I have funds I'm buying hard ops/box cutter then this to complete the whole package. Thanks for all your amazing work.
Would it be possible to add my own material to the plugin ?
yup
yes, just drop it in the MaterialWorks library.
@@JoshGambrell That mean it will work like the ones from you ore i will have to set up something to work seemless and dropp uv maping?
@@g0me2z You need to drop the mats either to the 4k or 1k folder, make sure that maps have proper tags, so the addon can auto sort them (for example steel_ something or something_plastic, etc)
Can this work with octane and substance?
its just a material library with a very good interface to quickly texture and display hard surface models in *Blender*
@@phantomapprentice6749 so is it texture based or procedural? If it’s procedural does it support octane or only cycles? Can you use the materials inside substance? You didn’t answer the question, but thank you for responding 👌
It’s built with actual textures, so you could UV unwrap your model and bring them outside of Blender. I know nothing about Octane.
@@JoshGambrell if it’s texture based then octane can use it, it’s similar to cycles. It just depends how the add on is adding stuff as octane uses a universal shader instead of cycles principal. So if it’s automatically linking in textures to the principal shader I’m not sure how that would work when it’s presented with a different shader.
I imagine it would add it all to a principal shader then you’d have to go into the nodes and replace/link it all up to the universal shader instead.
I’m happy to test it with you as octane is a very popular alternative to cycles. And could provide a good base of communication with looking things up by screen sharing or whatever with your coder.
It’s basically cycles just with different names so your coder could do this easily I imagine!
This is all texture maps, yes, but proxe made custom node groups for additional customization within Blender Cycles. You can simply take the maps from the MaterialWorks library folder if you need them outside of Blender.
Man that’s not the topic of the video, but i really want a tutorial on how to make this kind of video with my 3D models.
I am also literally smiling while watching this video, the materials are very cool
Our friend InLightVFX made it for us. I'd have no idea how to do it personally since we don't do VFX.
@@JoshGambrell Ah ok, thanks
If Im able I will jump on the full version this month. Great work guys. :)
Says no UV's needed... proceeds to say you can blend UV seams, thus implying you need UV's.
You don't, you just failed to watch the video thoroughly.
UV's are an option
Man, he just uses triplanar mapping. Read about it and you'll be able to use any texture the same way. It is very easy to set-up in Blender.
I guess I'm one of the few who enjoys using nodes
But I'm gonna pick this up anyways!
That's hot.
This looks interesting want to see how it goes 🦾