Everything I know was learned from someone else's RUclips tutorial or forum post. It is my duty to explain the same things in my own way that may be more helpful to those unable to gather the same info I did from those videos and forum posts!
Might be a weird comment, but I have misophonia and there are so many tutorials/guides I can't get through because of the lip/tongue smacking sounds some people do after every few words. Thanks for not doing that. Super clear, great explanations, and easy to follow. Really appreciate it
Bro, thanks a lot. Seriously, getting back into Blender and I'd forgotten a lot of things. In 10 mins you explained and showed everything I needed in a concise manner.
@@DerekElliott Can't wait! Honestly, there's a lot of things I am not as good at as I'd like to be. UV unwrapping, good modelling techniques (I wonder what the standard is. How many vertices is too many? How many loop cuts?), lighting, adding imperfections to materials, transferring projects from Blender to, say, Unity is not something I'd got around to in my time either. That said, I haven't yet seen the rest of your videos.
Great tutorial! However you could use the automatic shortcut for pbr material that loads all the textures at once, just click ctrl+shift+t (after you have already principled shader selected)
better late then sorry. glad i found this. im a infrequent blender hobbist ^^ and often need to relearn things, this video has structure flow and covers the basics. exacly what i need.
When you pressed shift + ctrl on the GLOSS texture, it created a viewer node. I did everything that you said and that didn't happen for me. Whenever I press shift + ctrl, it just connects the GLOSS texture to the material output.
Thank you so so much! This helped me a lot. Although, I'm using the new Blender 2.83 version just doing the same steps. But, they work fine! Thank you again! New subscriber
Looks good. Do you have any video on the same subject but in terms of more complex models? I mean how to set it up effectively if a model has more materials, part wood, part metal etc. Do I need to unwrap metal parts separately or you can do it with 1 map?
I don't have a tutorial on this yet. To answer your question, it can be done either way. All your textures could be on one map, or you could use multiple. In things like games, they would probably all be packed in to one texture to reduce file size
@@DerekElliott I sort of managed to solve this, by taking my texture and creating various maps from it. Adding the roughness map which included the whole texture, then with an external editor I just blacked out the parts I want to keep rough. For some reason UE was taking it with inverse, but after inverting the colors on the roughness texture I was able to achieve what I wanted: i.imgur.com/b6MhwiK.png reflection on the metal part and roughness on the wooden part. "1 texture to reduce the size" you mean 1 texture and 3-4 additional texture maps right? so it is basically 3-4 picture not 1.
I was using a GTX 970 when I recorded this. Very simple scene (one lamp, plane) helps a lot. Also I wasn't using the max texture size available. I got a 1080ti now but that GTX 970 kicked ass for many years, still works fine to be honest, just had the need for speed :)
Question: Having done this to a plane, and wanting to expand it to a cuboid shape using the solidify modifier. The textures/material of side faces of the new shape are a mess. Is there a way to fix that?
Hey Derek, thank you for the video, great explanation, helped me a lot! Earned yourself a new sub. As for 7:25 where you said the gloss maps is flipped the wrong way, isn’t it supposed to be that way? Since you have roughness maps and gloss maps, they are basically the same maps only reversed.
hello, could you help me, i downloaded a .obj and it came with 3 textures, diff.tga, nrm.tga and spec.tga. how do I use these textures in my model? Thank you!
Nice. How do I use a specular map though? The same as gloss? I've exported a model from a game. Its an outfit, should be a little bit shiny but not too much.
Same way but plug in to specular value. Darker maps will be less reflective, whiter maps would be more. You may need to invert it or use a color ramp to tweak it
Is 'Ambient Occlusion' the same thing as Gloss? My image texture comes with everything except gloss, it only has the Ambient Occlusion file, can it still be used as a gloss?
AO and gloss are not the same. You can probably use one of the other maps for gloss though if you use a color ramp to adjust it. Check out my tutorial on using a single image for textures!
@@xBlacksStarx oh yeah if you have a roughness texture I think that is the same as gloss you just might need to invert it. Rough areas on the map should be shown as white and vice versa. If the areas that should be rough are black then you probably need to invert it. Or just try it out and see if it looks right
sir i'm beginner on blender i have just downloaded a texture which include diffuse , height , normal , ambient occlusion , and specular map which one should i use
At first I thought "why repeat something Andrew already said?", but you're actually doing a better job of explaining some important details
Everything I know was learned from someone else's RUclips tutorial or forum post. It is my duty to explain the same things in my own way that may be more helpful to those unable to gather the same info I did from those videos and forum posts!
Might be a weird comment, but I have misophonia and there are so many tutorials/guides I can't get through because of the lip/tongue smacking sounds some people do after every few words. Thanks for not doing that. Super clear, great explanations, and easy to follow. Really appreciate it
I know this is an old tutorial, but I still come back to it every now and then just to clear things up with textures! Thank you so much!
I'll have to update it!
@@DerekElliott That would be great!
more tuts please, we love the way you explain things, you can be the next blender guru
Mazen Yasser but Andrew is our Lord and Savior!
Yes, sure he is :D
Bro, thanks a lot. Seriously, getting back into Blender and I'd forgotten a lot of things. In 10 mins you explained and showed everything I needed in a concise manner.
Fantastic! Welcome back to the game. If you aren't already very comfortable with this version I'd start using 2.8!
@@DerekElliott Oh yeah, thanks, I switched to 2.8! Kinda miss some of the shortcuts. But it's so exciting to see Blender growing.
Same. I'm hoping to get some 2.8 tuts out soon. Anything in particular you'd like to learn?
@@DerekElliott Can't wait! Honestly, there's a lot of things I am not as good at as I'd like to be. UV unwrapping, good modelling techniques (I wonder what the standard is. How many vertices is too many? How many loop cuts?), lighting, adding imperfections to materials, transferring projects from Blender to, say, Unity is not something I'd got around to in my time either. That said, I haven't yet seen the rest of your videos.
Very good tutorial Derek.. Short, clear and to the point.. appriciate !
Micha Sulman thanks for stopping by
Quick and Dirty! Fantastic!
You are the best one that have ever explained textures to me in the fastest time! Awesome. I subbed you! I now view it as so simple!
Trete Lo woohoo! Happy to hear
This is the best explanation on the net. Thank you 👍🏽
Thanks god, ive been stressing how to efficiently use all of the texture
Great tutorial! However you could use the automatic shortcut for pbr material that loads all the textures at once, just click ctrl+shift+t (after you have already principled shader selected)
better late then sorry. glad i found this. im a infrequent blender hobbist ^^ and often need to relearn things, this video has structure flow and covers the basics. exacly what i need.
Awesome. I should do an update
Hopefully waiting for some 2.8 - EEVEE tutorials, please !! Great job on this one !
What would you like to see? Something similar to this but Eevee?
This tutorial is really helpful! Thank you for this
When you pressed shift + ctrl on the GLOSS texture, it created a viewer node. I did everything that you said and that didn't happen for me. Whenever I press shift + ctrl, it just connects the GLOSS texture to the material output.
thanks man that was helpful
please do another or the rest of the maps! (Ambient Occlusion and Specular, lightmap)
I could do that!
Yes please
Thank you so so much! This helped me a lot. Although, I'm using the new Blender 2.83 version just doing the same steps. But, they work fine! Thank you again! New subscriber
Actually, poliigon has an add-on you can get on their site for free and it just does this job for you.
Actually, poliigon now has an add-on you can get on their site for free and it just does all the job for you.
Yep
Andrew Price Rocks 🤘🤘🤘🤘🤘
Fur sure
Big Fan And Follower Sir❤
If you cant find the add shadier or texture tab in the node editor turn in the cycles render
Good point!
What about the reflection map?
I think this would go either into your specular input or glossiness
@@DerekElliott I plugged it into the specular, worked like a charm. Thanks, mate.
thank you. As for me this is the best basic tutorial about texturing it the youtube)
Thank you!
Looks good. Do you have any video on the same subject but in terms of more complex models? I mean how to set it up effectively if a model has more materials, part wood, part metal etc. Do I need to unwrap metal parts separately or you can do it with 1 map?
I don't have a tutorial on this yet. To answer your question, it can be done either way. All your textures could be on one map, or you could use multiple. In things like games, they would probably all be packed in to one texture to reduce file size
@@DerekElliott I sort of managed to solve this, by taking my texture and creating various maps from it. Adding the roughness map which included the whole texture, then with an external editor I just blacked out the parts I want to keep rough. For some reason UE was taking it with inverse, but after inverting the colors on the roughness texture I was able to achieve what I wanted: i.imgur.com/b6MhwiK.png reflection on the metal part and roughness on the wooden part.
"1 texture to reduce the size" you mean 1 texture and 3-4 additional texture maps right? so it is basically 3-4 picture not 1.
Dude, I've used that same light bulb sound effect that you use for your intro in an animation I made, I'll never be able to unhear it lol.
So nice 😊
Cool!
thank you for explaining precisely. im still confused where to plug the reflection map and the displacement map
Coming soon!
4:29 normal map . 감사합니다~
Super helpful! Thanks for making this.
abrunsen of course! Glad it was helpful.
best! thanks
Great Tutorial! What mic do you use?
Blue yeti
The cycles rendering works pretty fast in your preview window! What hardware do you use there?
I was using a GTX 970 when I recorded this. Very simple scene (one lamp, plane) helps a lot. Also I wasn't using the max texture size available. I got a 1080ti now but that GTX 970 kicked ass for many years, still works fine to be honest, just had the need for speed :)
Subbed.
Big Shot welcome to the family!
Question: Having done this to a plane, and wanting to expand it to a cuboid shape using the solidify modifier. The textures/material of side faces of the new shape are a mess. Is there a way to fix that?
Hey Derek, thank you for the video, great explanation, helped me a lot! Earned yourself a new sub.
As for 7:25 where you said the gloss maps is flipped the wrong way, isn’t it supposed to be that way? Since you have roughness maps and gloss maps, they are basically the same maps only reversed.
Correct
interesting tutorial. Can you make danbo from the beginning of the model to the texture? because I'm new to the blender. thanks.
I'll check it out!
@@DerekElliott thank you...
hello, could you help me, i downloaded a .obj and it came with 3 textures, diff.tga, nrm.tga and spec.tga. how do I use these textures in my model? Thank you!
thank you very much
Nice. How do I use a specular map though? The same as gloss? I've exported a model from a game. Its an outfit, should be a little bit shiny but not too much.
Same way but plug in to specular value. Darker maps will be less reflective, whiter maps would be more. You may need to invert it or use a color ramp to tweak it
Whoa Hoss. How did you make all those viewports?
If you click and drag in the corners of any viewport you can create new ones. I show how to do this in my metal materials series part 1
dude i dont get color. only diff,ao,displacement,normal, and specular. what do i do? im so confused. thanks
Diffuse goes in to color
@@DerekElliott ohh. okay thankyou 😁
Is 'Ambient Occlusion' the same thing as Gloss? My image texture comes with everything except gloss, it only has the Ambient Occlusion file, can it still be used as a gloss?
AO and gloss are not the same. You can probably use one of the other maps for gloss though if you use a color ramp to adjust it. Check out my tutorial on using a single image for textures!
@@DerekElliott wow thank you so much for responding! And thank you so much for the tutorial! So I could use a Rough texture then instead of the gloss?
@@xBlacksStarx oh yeah if you have a roughness texture I think that is the same as gloss you just might need to invert it. Rough areas on the map should be shown as white and vice versa. If the areas that should be rough are black then you probably need to invert it. Or just try it out and see if it looks right
@@DerekElliott Will do, thank you so much again!!! You have yourself a new subscriber!
The Asmr...... 👀👀👀👀👀👀
O u like?
👌quality👌 😂
is there a way to convert color map to normal map inside of blender?
Not that I know of. I'm sure there is an add-on or something
hey how do u use relection maps? are they the same as gloss?
Yes but sometimes reflection maps should actually be plugged into the specular input
Just wondering, do you have a referral link to render.st ?
BangDroid I do, thanks for asking! render.st/in/5EEAE9692C
Please help me.
My blender's node editor is a lot different
AndroTech Gaming what about it?
@@DerekElliott instead of diffuse bsdf I get 'material' and I can't find anything called shader in node editor.
So there is no 'principled shader'
AndroTech Gaming make sure render engine is set to cycles
@@DerekElliott I feel really dumb now.
Thanks😂
AndroTech Gaming simple mistake. Glad I could help 😊
Shift Z didnt seem to do what yours did. When you got to 'Ive got a HDRI Image set up...' you lost me at this point i'm afraid.
I believe this hotkey changed, and I think I turned off the hdri so you don't need it
I am doing it step by step in 2.8 and cycles, but the surface never becomes glossy
Maybe too much bump? Or not enough light to reflect?
You got a radio voice !
Regis K Thank you, Thank you. [In radio voice]
Where do i put my height map?
Bump height input
@@DerekElliott thank you!
Thank you but doesn't work on 2.82
Hmm what changed? I'll need to update
What about specular ?
Specular gets plugged in to it's own input on the principled shader
How to export this
The textures are individual images that would be used in whatever other software
Poda puluthi
You start with three panels, that's not what my work space starts?
If you drag in the corners of a window you can create another. In my metal materials tutorial part 1 I show this. Let me know if you have any trouble
aka shiny
Just finished my first real character and i don't even know how to apply my maps smh. if you want to see it you can on my insta acc @NEOANAS_
Your voice is scary.
RAWR
sir i'm beginner on blender i have just downloaded a texture which include diffuse , height , normal , ambient occlusion , and specular map which one should i use
All of em!