I must say, you are by far one of the best teachers for blender out there. You don't skip quite frankly anything. The pace is perfect and there's constantly a summary of what has been done so far. Great work man, keep it going!
I couldn't wrap my head around texturing realistic buildings in Blender for the better part of at least a decade. It always seemed so daunting. But this video is something else. Everything just clicked and I almost feel like I get it. I'm on multiple watches and doing practice for a couple days on and off now. This is amazing, thank you.
Hello, how would you take this model into a game engine? Is it possible to export the finished model and shader setup directly to a game engine? Or would you need to re-create this shader node system in your engine? Thankyou :)
Amazing to see your tutorial here Covingsworth! I watched the whole thing and never felt bored a single second, it very clear and precise, with a good tempo and we feel like we acquired a new skill at the end ;) I'd just like to add it's always a good idea to bake your textures in the very end, mostly if you're using Curvature and Ambient Occlusion maps. It helps your RAM not getting overwhelmed by too many texture files, and fasten the render for curvature and AO maps you created. Of course, do it only if you have UV's already haha, but since you showed a good tip for quick UV's (which I didn't know before watching the tutorial, so thank you for that), it should be a fun process.
What an amazing guide to more comprehensively, but at the same time clearly understand a more in depth material set up process! Many thanks and keep at it man, great stuff! :)
You know I didn't think this was actually going to work out with my models, but this node tree is real smart. Super helpful video. The UV's are a little fiddly when you're trying to use a texture atlas, but it can be done. Great video
Thanks for the video. Using the similar pipeline. Only in the end you also bake all the materials into one set of PBR maps to assemble your assets in a game engine. But Blender rocks once you realize the degree of subtle control and the ability to change every aspect of the material using this pipeline.
3:43 could you make a short tutorial in how to bake those Informations to textures? So that you can bake all the stuff from the blender Material to diffuse and normal and maybe to height mal
Ya they never cover actual game ready workflow it's kinda frustrating/laughable. No I am not paying money for anything that isn't specifically focused on making game assets.
11:01 You can automatically use a selected face as a mask using vertex paint without having to draw by hand. Detailed instructions can be found in Blender guru's How to make an abandoned house in Blender - Tutorial 16:00.
1:18 did you take those ref pics? i actually worked on one of those buildings while working for an architectural studio, in largo do terreirinho in lisbon, i recognize it. i used to walk there everyday
Its important to note that this AO and edgewear mask only works in Cycles Render Engine. If you want to replicate it in EEVEE use ambient occlusion node.
I can’t wait until someone creates a wonderful addon to do all this as well. I bet one already exists. Still it’s great knowing how to do this from scratch!
excellent video, very clearly explained, I could suggest as a complement to show how to import your finished model correctly and without errors into an engine like unreal
I really liked the results and your format of tutorial is great to follow along with so that's a big plus. I would want to export the final results to Godot though as a GLTF or OBJ but seem to be having issues with anything that isn't PBR based. Would you be able to make a tutorial on how to best approach taking this building into a game platform? Specifically Godot since Unity and Unreal seem to have easier work flows but my computer can't handle either of those.
The best way I can think to do that would be baking all the texture nodes into texture maps (One for the main building and one for the Mashrabiya). Blender lets you bake everything you'd need like the AO, roughness, displacement etc. Just search "Blender bake texture nodes" and follow along one of the tutorials (Ryan King Art's tutorial is great). Then theoretically all you'd need to do is bring in your OBJ into Godot and use the baked materials inside the engine
hello, when I control + g and group the settings from the first texture, the whole group is called 'node group' instead of group output and I can't link the BSDF propieties for the second texture there :(
I think that takes you just inside the group at first, make sure no node is selected and right click on an empty space and exit group option you will see , click that
node and layer based systems are at odds with each other, it's always one or the other, I don't know if blender would ever add such a system. People switch to the substance programs for texturing and shading.
Blender needs to take a look on texture painting improvements to at least have an alternative to substance painter, so we don't need to make too many nodes for just these materials. I'm okay with making it as long as there's a tutorial like this one. I noticed that blender is more focused on geometry nodes, for me it's way too hard to learn as it's a visual programming tool, I should focus on creativity rather than doing geo nodes setup.
great process, but when it comes to exporting it to GLTF,FBX,etc for a game engine, how much this information is preserved in those file formats? Especially about the decals. I know GLTF partially supports the principal shader. Do you have info on this?
Hi to make all the setup work in a game engine or a different software, you would need to bake out the PBR maps. I personally use the principled baker add-on, which makes the entire baking process quite easy. ~ Masha
Could you have also you have also used the gradient map for the blue paint as a factorial, even though that would also cover the pilars from the doors ?
Hi you can request access here: www.cgboost.com/resources There are two folders related to this video, on is with pbr textures and another one have the mesh and all the other textures. ~ Masha
@@cgboost Thank you man..but how do you export the meshes with materials for UE5 or Unity? It seems to give problems when you try to export image textures passing from "Mix" and "Color ramp" nodes... is it better to texturize it directly on UE?
This is a great tutorial - however one thing you don’t touch upon is whether this material can be baked and be used in a game engine such as Unreal Engine. I use Simple Bake, I’m sure this could be baked, but have you tried it yourself?
Hi, haven't tried this file, but I always use the same techniques for texturing stuff in blender and if you properly bake all the pbr maps I'm pretty sure it will work fine.
Amazing tutorial and stunningly beautiful results! One question though: Do you also have a workflow of baking all of this, so it can be used in a game engine like Unreal?
now u have to teach how to bake it with good resolution for a game engine, including displacement/bump map for low poly model lol awesome tutorial, thanks a lot!!
I really like this workflow First of all special thanks to you And I want to ask something that these Grunchs and brushes which you are providing can be used for commercial purpose ?? Which lisence it holdes
Hi, it depends. You can use the brushes to create something you will sell, but you can't sell the brushes. Like if you're collecting a brush pack to sell, you can't add these brushes to it. But If you're texturing a project with that brushes, you can totally then sell this project. Of course if you mention CG Boost as brush creators it would be great but it's not necessary. ~ Masha
Love the tutorials, they are really helping me. Question: If I made an asset similar to this in the exact same texturing way, could I export it to unreal engine 5 and all the textures would be the same?? Anybody know?
@@MonderMurshed I didn't end up following it because of the no answer, I don't think it would come out the same due to blender nodes and unreal not mixing
As a beginner to Blender Textures, this is a godsend! I'm having one slight issue, I have this as Material A, creating a different material and cpy pasting the code and changing out the textures effects the original material A. Should this be doing this? Material A is applied to object A Material B is applied to object B but I change one and it changes both
it depends on how they are organized, if they are grouped into a node when copying and pasting blender creates copies as connected instances by default. You need to disconnect them by clicking the number button on the group node. ~ Masha
First of all, thank you for your tutorial, which has given me a much better understanding of how to texture an object. I just have a problem with some of the textures from polyhaven. The image returned on my object and in length what it makes that I have a smoothed texture, is what somebody would have a solution?
Bro you just gave away everything in this video, but I will buy your course anyway. You are the best teacher imo
I must say, you are by far one of the best teachers for blender out there. You don't skip quite frankly anything. The pace is perfect and there's constantly a summary of what has been done so far. Great work man, keep it going!
I couldn't wrap my head around texturing realistic buildings in Blender for the better part of at least a decade. It always seemed so daunting. But this video is something else. Everything just clicked and I almost feel like I get it. I'm on multiple watches and doing practice for a couple days on and off now. This is amazing, thank you.
I’m so glad to hear this! Thank you
Hello, how would you take this model into a game engine? Is it possible to export the finished model and shader setup directly to a game engine? Or would you need to re-create this shader node system in your engine? Thankyou :)
Yes yes keep bringing this guy he is amazing!
This is the Best tutorial i have ever seen and follow, and these is how TT should be.. Respect Team Boost
If you have questions about it, just let us know here :)
best tutorial to blender material so far without increasing a lot of mesh count!
Where are the grunge textures? I can't find them at any of the links in the description.
You are by far one of the best teachers for blender out there. This is amazing, thank you
Amazing to see your tutorial here Covingsworth!
I watched the whole thing and never felt bored a single second, it very clear and precise, with a good tempo and we feel like we acquired a new skill at the end ;)
I'd just like to add it's always a good idea to bake your textures in the very end, mostly if you're using Curvature and Ambient Occlusion maps. It helps your RAM not getting overwhelmed by too many texture files, and fasten the render for curvature and AO maps you created. Of course, do it only if you have UV's already haha, but since you showed a good tip for quick UV's (which I didn't know before watching the tutorial, so thank you for that), it should be a fun process.
I can't believe this awesome tutorial is provided for free?! Tank you so much,
What an amazing guide to more comprehensively, but at the same time clearly understand a more in depth material set up process! Many thanks and keep at it man, great stuff! :)
The first tutorial i found that shows on how to really make a complex textures and everything and not just some simple cube, love it
You know I didn't think this was actually going to work out with my models, but this node tree is real smart. Super helpful video. The UV's are a little fiddly when you're trying to use a texture atlas, but it can be done.
Great video
Coming from the video short, it was giving a great overview what this video is about. Great use of the UA-cam shorts :)
This tutorial is so well put together. You take your time to show us what's what.
Thanks for the video. Using the similar pipeline. Only in the end you also bake all the materials into one set of PBR maps to assemble your assets in a game engine. But Blender rocks once you realize the degree of subtle control and the ability to change every aspect of the material using this pipeline.
Easily one of the most helpful tutorials for blender that I've watched!
3:43 could you make a short tutorial in how to bake those Informations to textures? So that you can bake all the stuff from the blender Material to diffuse and normal and maybe to height mal
Ya they never cover actual game ready workflow it's kinda frustrating/laughable. No I am not paying money for anything that isn't specifically focused on making game assets.
I felt like I would NEVER understand shaders! EXCELLENT tutorial!!
11:01 You can automatically use a selected face as a mask using vertex paint without having to draw by hand. Detailed instructions can be found in Blender guru's How to make an abandoned house in Blender - Tutorial 16:00.
1:18 did you take those ref pics? i actually worked on one of those buildings while working for an architectural studio, in largo do terreirinho in lisbon, i recognize it. i used to walk there everyday
the definate tutorial every concept artist should watch
Its important to note that this AO and edgewear mask only works in Cycles Render Engine. If you want to replicate it in EEVEE use ambient occlusion node.
Amazing Workflow and Clear Explanation - Awesome :)
Thanks!
I can’t wait until someone creates a wonderful addon to do all this as well. I bet one already exists. Still it’s great knowing how to do this from scratch!
You probably can find some add-ons on that topic on the Blender Market: blendermarket.com/
Fantastic video. Very easy to follow along and the work flow is extremely organized.
this was the part of my project that I was dreading. Thank you for making this.
I am amazed by this video. The best shader tutorial for creating the color of a building! excellent ! Thanks a lot !
Wow! That's so awesome! Thank you for this tutorial!
Wow , lots of great tips in this one. Thanks for sharing!
it was bit hard to understand at first but as i see it 2 to 3 times i can understand it better as how the nodes can be stacked to get best outcome
excellent video, very clearly explained, I could suggest as a complement to show how to import your finished model correctly and without errors into an engine like unreal
Fantastic tutorial. Please, where can i download the brush and decals from
Hi here you can get the project files: : www.cgboost.com/resources
Thankyou for sharing extremely knowledgeable contents. Please share about lighting realism in detail.
Thankyou
Great tutorial!!! Thanks guys, you' re amazing!
Cov I cannot thank you enough. For once i actually understood how to texture an mix all of that shit. THANK YOU, THANK YOU, THANK YOU!
thanks a lot! im trying to have all my workflow completly in blender this tut is amazing
I really liked the results and your format of tutorial is great to follow along with so that's a big plus.
I would want to export the final results to Godot though as a GLTF or OBJ but seem to be having issues with anything that isn't PBR based.
Would you be able to make a tutorial on how to best approach taking this building into a game platform?
Specifically Godot since Unity and Unreal seem to have easier work flows but my computer can't handle either of those.
The best way I can think to do that would be baking all the texture nodes into texture maps (One for the main building and one for the Mashrabiya). Blender lets you bake everything you'd need like the AO, roughness, displacement etc. Just search "Blender bake texture nodes" and follow along one of the tutorials (Ryan King Art's tutorial is great). Then theoretically all you'd need to do is bring in your OBJ into Godot and use the baked materials inside the engine
Thank you for taking the time to make this great Tut!
I always say you you are very good designer
Excellent tutorial!
Cool little building ! The Box idea is new to me and I will try it . Looks good. Awesome tutorial ! :O)
This was a great tutorial.
Excellent video, I love seeing the various workflows of different 3D domains. Fascinating!
I would love to see this into a game ready assets. I feel like it will help boost more creativity!
obrigado pelo vídeo e por compartilhar conosco seu conhecimento, nunca tinha visto uma explicação tão detalhada e bem feita. tudo de melhor pra vc.
You are a legend this blows my mind
I never used Blender before, but I would like to learn for I can flow you, thank you for sharing the files
Just what I needed. Thank you 🙏🏻
It is such a great tutorial. Got to know the insight and workflow.
hello, when I control + g and group the settings from the first texture, the whole group is called 'node group' instead of group output and I can't link the BSDF propieties for the second texture there :(
Me too bro
I think that takes you just inside the group at first, make sure no node is selected and right click on an empty space and exit group option you will see , click that
Brilliant video, and expertly explained. Well done again guys!
Cool tutorial! Thank you so much for making this.
WOW THIS IS SO BEAUTIFUL! THANK YOU SO MUCH!!!
Bro this is a great video. It was very helpful
Excellent video, very well explained
Amazing guide. Thank you.
this tutorial is a goldmine thanks!
Blender really need a layer system for shaders, that level of spaghetti nodes for a super basic "color variation"+"wear"+"Decals" is ridicolous
node and layer based systems are at odds with each other, it's always one or the other, I don't know if blender would ever add such a system. People switch to the substance programs for texturing and shading.
there are add-on paks that do it without the need for manual spaghetti setup.
Blender needs to take a look on texture painting improvements to at least have an alternative to substance painter, so we don't need to make too many nodes for just these materials. I'm okay with making it as long as there's a tutorial like this one. I noticed that blender is more focused on geometry nodes, for me it's way too hard to learn as it's a visual programming tool, I should focus on creativity rather than doing geo nodes setup.
Check PBR Painter v2.4 by ByteBrush Studio, the next 3.0 version will make it even better
What are the add one? @@dagoelius
great process, but when it comes to exporting it to GLTF,FBX,etc for a game engine, how much this information is preserved in those file formats? Especially about the decals. I know GLTF partially supports the principal shader. Do you have info on this?
Hi to make all the setup work in a game engine or a different software, you would need to bake out the PBR maps. I personally use the principled baker add-on, which makes the entire baking process quite easy.
~ Masha
@@cgboost oh, never heard of that addon, let me check it out, thank you Sire!
@@EMB3D You're welcome :)
This is freaking rad.
thank you very much, i was looking for something like that for like a month
Great info, thank you! Looking forward to your course once I finish Blender Launch Pad.
Could you have also you have also used the gradient map for the blue paint as a factorial, even though that would also cover the pilars from the doors ?
Yeah, that would be the problem, it would cover the whole lower section of the building + having a falloff.
@@cgboost Thanks a lot 🥳
Very useful tutorial, i have a question, why did you add a grunge texture as a factor instead of a noise texture? is there any difference?
Amazed by this workflow! Great video :)
Greeeeeaaat vid mate. Top shelf work.
Beautiful video. Thanks!
Brilliant work, very clearly explained. Thank you !
Bro your tutorial is soooooooooo gooooooood... But I have a question, is there a way to optimize all 4k textures that used?
Ohh I can bake the textures right
great video! I need to update my buildings so this came at a good time
i learned SO MUCH from this video. thank you!
13:25 - where can I actually get that brush (and others)?
I can't seem to find it in the links in the description. Thanks :)
Click this link: www.cgboost.com/resources
There you find the "UA-cam Tutorials & Project Files" (email required to download).
amazing tuturial
Man did you put also a link to download the model of the building? I can't find it
Hi you can request access here: www.cgboost.com/resources
There are two folders related to this video, on is with pbr textures and another one have the mesh and all the other textures.
~ Masha
@@cgboost Thank you man..but how do you export the meshes with materials for UE5 or Unity? It seems to give problems when you try to export image textures passing from "Mix" and "Color ramp" nodes... is it better to texturize it directly on UE?
this is wayy too beautiful
Outstanding tutorial! Thank you so much for making this.
This is a great tutorial - however one thing you don’t touch upon is whether this material can be baked and be used in a game engine such as Unreal Engine. I use Simple Bake, I’m sure this could be baked, but have you tried it yourself?
Hi, haven't tried this file, but I always use the same techniques for texturing stuff in blender and if you properly bake all the pbr maps I'm pretty sure it will work fine.
I really appreciated how you broke that down and explained it so well!!! Thank you and keep up the great work. 👍
Amazing tutorial and stunningly beautiful results!
One question though: Do you also have a workflow of baking all of this, so it can be used in a game engine like Unreal?
Dammn, that is such a great job! Amazin tut
now u have to teach how to bake it with good resolution for a game engine, including displacement/bump map for low poly model lol awesome tutorial, thanks a lot!!
The explanation is very detailed and very easy to be a learning medium, thank you for sharing 😊😊
I really like this workflow
First of all special thanks to you
And I want to ask something that these Grunchs and brushes which you are providing can be used for commercial purpose ??
Which lisence it holdes
Hi, it depends. You can use the brushes to create something you will sell, but you can't sell the brushes. Like if you're collecting a brush pack to sell, you can't add these brushes to it. But If you're texturing a project with that brushes, you can totally then sell this project. Of course if you mention CG Boost as brush creators it would be great but it's not necessary.
~ Masha
the results are astonishing!! Im wondering though, isn't such a workflow extremely expensive in terms of perfomance?
Love the tutorials, they are really helping me. Question:
If I made an asset similar to this in the exact same texturing way, could I export it to unreal engine 5 and all the textures would be the same?? Anybody know?
Did u get the answer? i have the same exact question please help.
@@MonderMurshed I didn't end up following it because of the no answer, I don't think it would come out the same due to blender nodes and unreal not mixing
HI, if you export them correctly into a PBR map they should work fine.
~ Masha
As a beginner to Blender Textures, this is a godsend! I'm having one slight issue, I have this as Material A, creating a different material and cpy pasting the code and changing out the textures effects the original material A. Should this be doing this? Material A is applied to object A Material B is applied to object B but I change one and it changes both
it depends on how they are organized, if they are grouped into a node when copying and pasting blender creates copies as connected instances by default. You need to disconnect them by clicking the number button on the group node.
~ Masha
@@cgboost Yeah I just figured this out while rebuilding it again about 10 minutes ago before looking at my notifications! Thanks for the reply!
AMAZING! Kudos for you!!! ;)
Good work
Great work ❤
Great video! I wonder, where can you get those .png decal textures? You create them or download them somewhere?
Lovely 🎉 But I don't find decals and another think in to discription((
Hi, you can get them here www.cgboost.com/resources in the UA-cam tutorials and project files section.
~ Masha
First of all, thank you for your tutorial, which has given me a much better understanding of how to texture an object. I just have a problem with some of the textures from polyhaven.
The image returned on my object and in length what it makes that I have a smoothed texture, is what somebody would have a solution?
I have a question, all these shading can be exported to unreal engine 5 without any error?
Hi I think the answer is yeah, you just need to export all the pbr maps correctly.
~ Masha
@@cgboost Glad to hear that, thanks.
personally for me substance painter is the way to go for texturing. I tend to love the layer based approach rather than node😀
I bought substance painter never used it
@@AmberSantana-is3dq 🤨
5:33 for some reason my Group nodes function doesn't work in the same way is this an update from blender 4.2?
Hi, what is not working for you exactly?
~ Masha
Great tut!
Thanks for this! Would you consider making this tutorial using nodes in Unreal Engine 5?
amazing!
great work