I can't believe I've just voluntarily watched an almost 2 minute-long ad. EDIT: I can't believe I've just gotten 2.5k likes for pointing out the obvious.
Evi1M4chine Mass advertisement isn't a thing you can report for (I checked), and blocking the user only makes them unable to comment on your videos (which they won't do anyway).
For years he's provided us with some of the best Blender tutorials on RUclips for free. Suddenly everyone wants to complain that he's plugging his business. 40 cents per material is pretty darn cheap considering all the work that goes into scanning them and then editing them so they can easily be tiled without looking repetitive as well as the different maps. You either pay for the convenience of having someone else do the work or you make them yourself.
@@AnonymousFrogNG His tutorials (or any other one) do not need Poliigon assets to work, there are many websites that offer free textures and materials if you want to mess around and learn. Poliigon only offers resources so that you can make you scenes look better and more realistic if you want something more serious and professional. Quality is not free.
@@lxlyzd same as that oldest profesion bs, "Quality is not free." thats what hookers and other materialists say jezus saves you for free and thats utmost quality! :P
Im venezuelan and probably would never be able to touch a good pc here, but oh boy, these ultra realistics rendering are beautiful, I just cant stop watching
Are you tired of your metal shaders looking fake? Glossy BSDF doesn't seem to give it the right weight? Call now! For only $99,99 you can get our hand-crafted premium-quality textures that'll make you metals shine!" Sorry, I couldn't resist...
it's $144 per year for cheapest price which gives only lower resolutions, for the premium quality it's $216 per year. $1560/yr for their enterprise version. really pricey for some shaders
I'd gladly for pay $216 for a year of free HI-RES textures. Most of these aren't available anywhere else. And the other free PBR materials I have seen were pretty bad. Might be a bit pricey, but consider this: You get access to everything, including all shaders to ever be released. Just download them in a few different resolutions once, and save them in the cloud and you've got shaders forever.
Can literally grab a picture with your phone of a piece of metal you'd like to replicate with minimal light interference and throw it in gimp and make it tileable 100% for free. Then make bump, normal, roughness, any other map from that tiled image Well minus the cost of whatever you use to take the picture.
The secret is using an energy conserving material...if you aren't using one or your software doesn't have one, then you need to mimic it using ramps on gradient based on camera angle in order to get a Fresnel effect. To finish just add some curves in compositing to give it it's final black and white point. Hope it helps :)
The Exo Suit in District 9 looked perfect. They actually sampled lighting from the actual filming locations, which was what made the thing so realistic.
my problem is that whenever I apply a gloss shader, it doesn't look nearly as good as that knight armor you had, even without the scratches and smudges. It ends up just looking like an ugly mirror if I do low roughness or a straight diffuse when I do high roughness
Thanks for the tip, it's gonna be quite helpful for my uni work this year, and I'm sure I'll sub your service if 'm doing something that allows for assets like this because damn those look beautiful.
Honestly, it's not only a useful service, BUT the first half of the video was educational, AND he delivered exactly what the title promised. So yeah, 10/10 honestly!
To get realistic looking metal using any render engine, you must know the formula that render engine likes. Sounds a bit strange, I know, but each render engine has its own way of doing what it does. Because of this, materials will act differently for different render engines, and the greatest difference is metal materials. So my advice is to look at the render engines used in the applications you use. Next, do a search for instructions on how to formulate a simulation of realistic metals for that render engine. Follow that tutorial to the letter. I use several different programs to do my 3D art, and I have found that each render engine that those programs use work different from each other. Example: DAZ Studio comes with two different render engines, the 3Delight engine, and the Iray engine. Both work differently from each other. The Iray engine supposedly does photo realistic renders, but if you know what you are doing using the 3Delight engine, you can get photo realistic looking renders out of it also, Just know that what works in one, will not always work in the other.
Very nice initiative, :) BUT it will never cover something most 3D painter artists keep to ignore : every object, has its own way to wear ^^ ... And it's very common to observe misplaced traces of wearing at wrong places over a rendered CGI object despite the very good looking of a picture, at first sight, our brain always knows that something remains wrong, artificial.
Glitchy Soup yes but it's not a normal ad it's for the cgi community on youtube... the stuff in it is very relevant to their work.. i love the textures i download from his website saved me a ton of money and effort.. to me he's a blessing cause where I'm from it's impossible to pass by this stuff and that good
i just started blender and have been watching blender guru tutorials (you basically) and from all these textures and their uses i've noticed i've barely scratched the surface of what's able to be done in blender, hope you can make a tutorial video on big scenes, or how to make armor of sorts, you might've already but if u haven't please make a tutorial for Armor, medieval styled armor, really wanna make some medieval stuff
This is the most correct workflow of making realistic metal textures. However, it's not true that metal does not refract light at all. By this statement it's wrongfully implied that the more reflective the metal is the more 'real' it is, which of course is not true - or at least very inaccurate.
Came for an explanation, got an advertisement of "why I should buy this stupid textures" Honestly the knights armor was the worst example since it already looked good w/o texture.
vaas444 can you send me a career instead. I rather learn how to fish so I can keep eating on my own 😂 I'm tired of working for idiots, always wanted to do my own business...
Advertisement done right. Loved the video, it was extremely informative and this question of why CGI metal looks fake IS something I had been wondering so it was wonderful knowing the actual reasons.
Professional work we buy anything that doesn't need to be made and for personal/practice/hobby work I just make pretty much everything from scratch. Learning: Do as much as you can. Professional: Do as much as you need. No point making something generic for a professional project when it is cheaper to buy it. (Or free on Substance Share) You just have to be able to justify it though. You don't want a project looking generic or inconsistent as a whole.
22$ gets you 300 'credits' a month. A material has ~5-6 textures and each textures costs 1 credit. So you can get like 50 materials/month. That means a material costs you about 40 cents - not bad.
40 cents is still to much considering that if you look at the right places you'll most likely find some free to use textures. Open source/p2p > p2w. I'd gladly support projects, but most of the digital market is grossly overpriced considering that all they do is send a few bits to your computer, unlike physical products that do require time and physical labor to go from place A to B. inb4 Electricity, if I can move a couple of TB a month without breaking the bank then a couple of donations here and there from a wide group of people could easily pay for business class internet and servers, and you could still go for P2P files on your site... requiring little to no cost on internet or servers. and The original artist isn't touching a cent from those profits. This is just my personal opinion, and I'm obviously very biased towards Torrents and Open source.
+svampebob007 "all they do is send a few bits to your computer, unlike physical products that do require time and physical labor to go from place A to B." So you're telling me that whenever you buy anything, all you pay for is shipping costs? Everything is free to make, you just need to pay a few dollars to ship it to you, right? ...
So here's the question I have: Can I use this kind of metal when making models to mod an older game that doesn't support a lot of newer rendering techniques? Or would I be limited to use in games running in fairly new engines?
This is a bit of an over simplification. There are a few factors which contribute to the CG Metal look. For example, until recently almost all specularity was done using a Blinn-Phong method which tends to make the highlights too sharp. Now most shaders have switched to the GGX Shading Model which has a better falloff. Having better textures certainly adds a lot, but it's not the only issue.
I expected to get an indepth explanation on why most metals look fake, or at least enough for a dummy like me to fully grasp the concepts on why metals look fake, but received an advertisement.
I'm ok with this being an ad. If ad's need to exist for me to have free videos, the best kind of ads are the ones that teach me something interesting in the process.
@Poliigon will they be a possibility to pay with Pay Pal at Poliigon in the future? Becaus i really want to use Poliigon materials but I don`t have any credit card D:
But specular it's too pbr method. The difference it's that metalness workflow it's a simplification and at the end there's only an inverted channel of difference. Also in specular worflow you don't (or at least in Vray with LW ) use diffuse texture for metals. But you do need to make some aproximations to the IOR curve
To be honest I barely know anything about rendering textures, this was a video in my recommendations, but I'm glad I'm walking away with this new knowledge.
that's cool for game engine style rendering, but ray tracing has handled metals pretty well for around twenty years, does this apply to that? am i lost? i think i'm lost.
Did I just watch an advertisement?
ya sure did pal
I enjoyed the advertisement
I was waiting for the "skip this advert" button to come up for 2 whole minutes. Then the video ended.
Epetra I thought it was an informational video, but it was just a shitty ad.
@@Jeyricho You are fucking stupid or liar.
I can't believe I've just voluntarily watched an almost 2 minute-long ad.
EDIT: I can't believe I've just gotten 2.5k likes for pointing out the obvious.
Evi1M4chine what? You know you can upload ads onto RUclips right? Just down vote and leave
i thought this would be a breakdown on the problems with cgi in film, he didn't actually explain the problems.
Evi1M4chine Mass advertisement isn't a thing you can report for (I checked), and blocking the user only makes them unable to comment on your videos (which they won't do anyway).
Haha. I've found you again, Evi1M4chine.
Yes, you can. It's a subcategory of spam when reporting a video.
For years he's provided us with some of the best Blender tutorials on RUclips for free. Suddenly everyone wants to complain that he's plugging his business. 40 cents per material is pretty darn cheap considering all the work that goes into scanning them and then editing them so they can easily be tiled without looking repetitive as well as the different maps. You either pay for the convenience of having someone else do the work or you make them yourself.
The tutorials are free, the *tools* are not.
Can't use the free tutorials UNLESS you pay for the tools
Actually he doesn't scan them textures are made whit substance designer whit no camera
@@AnonymousFrogNG There's so many tutorials on his channel that don't need new tools besides the ones blender gives you and a few free add-ons though.
@@AnonymousFrogNG His tutorials (or any other one) do not need Poliigon assets to work, there are many websites that offer free textures and materials if you want to mess around and learn. Poliigon only offers resources so that you can make you scenes look better and more realistic if you want something more serious and professional.
Quality is not free.
@@lxlyzd same as that oldest profesion bs, "Quality is not free." thats what hookers and other materialists say jezus saves you for free and thats utmost quality! :P
love those short explanatory videos covering the basics
You mean Adverts?
LOL but if the ad is well done I got to admit I like to watch them too, guess this is a motiondesigner´s thing though :P
+dixelasm if u can recognize it as an ad, it's not done well.
No it needs to be 30 minutes long with just typing into a box! Like it has always been done.
pixelasm explanatory*
Blender Guru: The man who can make even something like an ad interesting and help you learn something.
ok got it no diffuse only gloss, thanks for the tips
Im venezuelan and probably would never be able to touch a good pc here, but oh boy, these ultra realistics rendering are beautiful, I just cant stop watching
I'm from Brazil but I feel your pain bro :(
Hope you'll find or catch some opportunities one day!
I never would or thought I would voluntarily watch a 2 minute ad that I actually enjoyed
There are no tutorials in the description :/
Site is created by Blender Guru and tutorial are in video section of Poliighon RUclips channel.
+Jakub Vlcej sorry guys! The links will be posted here soon. We're still in the process of recording them.
Still no tutorials yet...
Uh hello?
BREAKING NEWS: still no tutorials
I just got tricked into watching an ad. That's proper advertising right here.
Are you tired of your metal shaders looking fake?
Glossy BSDF doesn't seem to give it the right weight?
Call now! For only $99,99 you can get our hand-crafted premium-quality textures that'll make you metals shine!"
Sorry, I couldn't resist...
*looks at price
*fucking explodes
it's $144 per year for cheapest price which gives only lower resolutions, for the premium quality it's $216 per year. $1560/yr for their enterprise version. really pricey for some shaders
I'd gladly for pay $216 for a year of free HI-RES textures. Most of these aren't available anywhere else. And the other free PBR materials I have seen were pretty bad. Might be a bit pricey, but consider this:
You get access to everything, including all shaders to ever be released. Just download them in a few different resolutions once, and save them in the cloud and you've got shaders forever.
Can literally grab a picture with your phone of a piece of metal you'd like to replicate with minimal light interference and throw it in gimp and make it tileable 100% for free. Then make bump, normal, roughness, any other map from that tiled image
Well minus the cost of whatever you use to take the picture.
99 likes lmao
The secret is using an energy conserving material...if you aren't using one or your software doesn't have one, then you need to mimic it using ramps on gradient based on camera angle in order to get a Fresnel effect. To finish just add some curves in compositing to give it it's final black and white point. Hope it helps :)
The Exo Suit in District 9 looked perfect. They actually sampled lighting from the actual filming locations, which was what made the thing so realistic.
People:Did I watched an AD?
Also me:
Did I watch an AD too?
You forgot put your website on your youtube channel so people cant access poligons materials :V
If someone can't find the website via Google the real problem lies somewhere else.
well if you're gonna advertise a website put a link in the description duhh
Not Important this isn't even meant to be entertainment
Not Important You do realize that not every RUclips video has to be entertaining?
U n i m p o r t a n t
lol
Almost 3 years later and the metal tutorials are still not done, but the store is working perfectly!
Crazy how that works isnt it? :)
Finally, youtube recommends me something genuinely interesting and useful.
I have no idea what this channel does, but I am an instant subscriber because it looks cool what you did with the metal stuff.
my problem is that whenever I apply a gloss shader, it doesn't look nearly as good as that knight armor you had, even without the scratches and smudges. It ends up just looking like an ugly mirror if I do low roughness or a straight diffuse when I do high roughness
have you tried applying it on the principled shader??
What rendering engine?
Make sure you use cycles if you're in Blender.
Jaden Farquhar Add Lightning
That water pipe made literally my jaw drop. That is some DEAM GOOD WORK!
I can't believe I've just voluntarily watched an almost 2 minute-long ad.
I thought my adblock was off
Thanks for the tip, it's gonna be quite helpful for my uni work this year, and I'm sure I'll sub your service if 'm doing something that allows for assets like this because damn those look beautiful.
I have no idea why youtube recommended this; I have never used any rendering software. BUT I ABSOLUTELY LOVE IT.
Hold shit, those look... Really, really good. God damn.
I don't even do animation or rendering, this video was recommended. Still glad I watched.
Honestly, it's not only a useful service, BUT the first half of the video was educational, AND he delivered exactly what the title promised. So yeah, 10/10 honestly!
To get realistic looking metal using any render engine, you must know the formula that render engine likes. Sounds a bit strange, I know, but each render engine has its own way of doing what it does. Because of this, materials will act differently for different render engines, and the greatest difference is metal materials. So my advice is to look at the render engines used in the applications you use. Next, do a search for instructions on how to formulate a simulation of realistic metals for that render engine. Follow that tutorial to the letter.
I use several different programs to do my 3D art, and I have found that each render engine that those programs use work different from each other. Example: DAZ Studio comes with two different render engines, the 3Delight engine, and the Iray engine. Both work differently from each other. The Iray engine supposedly does photo realistic renders, but if you know what you are doing using the 3Delight engine, you can get photo realistic looking renders out of it also, Just know that what works in one, will not always work in the other.
Just dont make it so glossy, shiny and clean
So this was basically an informative advertisement.
will poliigon become free in the future?
Is that a serious question?
a lot of services become free because of the number of user like UNITY, Unreal Engine 4 etc why not poliigon
for this reason that i said"in the future?"
I doubt it. The money put into this is a lot
Evi1M4chine WTF are you talking about? The laws of physics have nothing to do with this. You also know nothing about copyright law.
why holy shit. you explained the problem and gave a solution AND advertised all in less than 2 mins. well done sir
The metal & paint example looks incredible!
Very nice initiative, :) BUT it will never cover something most 3D painter artists keep to ignore : every object, has its own way to wear ^^ ... And it's very common to observe misplaced traces of wearing at wrong places over a rendered CGI object despite the very good looking of a picture, at first sight, our brain always knows that something remains wrong, artificial.
I've never been so amazed by a fire hydrant in my life
Did I just watched ad?
Glitchy Soup yes but it's not a normal ad it's for the cgi community on youtube... the stuff in it is very relevant to their work.. i love the textures i download from his website saved me a ton of money and effort.. to me he's a blessing cause where I'm from it's impossible to pass by this stuff and that good
watch*
That explains why the diffuse map of the brushed metal texture I downloaded was just black, although it still doesn't look right
That looks like a tonne of leg work! Great looking metal!
What a clever way to implement an ad into a video.
i just started blender and have been watching blender guru tutorials (you basically)
and from all these textures and their uses i've noticed i've barely scratched the surface of what's able to be done in blender, hope you can make a tutorial video on big scenes, or how to make armor of sorts, you might've already but if u haven't please make a tutorial for Armor, medieval styled armor, really wanna make some medieval stuff
This is the most correct workflow of making realistic metal textures. However, it's not true that metal does not refract light at all. By this statement it's wrongfully implied that the more reflective the metal is the more 'real' it is, which of course is not true - or at least very inaccurate.
Radical Sanding? How did you guys even get that to work with textures!
Smoothest shift from info to commercial ever.
Came for an explanation, got an advertisement of "why I should buy this stupid textures"
Honestly the knights armor was the worst example since it already looked good w/o texture.
wow a video that actually gets to the fucking point instead of 10 mins of filler and 1 min of actual info. bravo
What a clever way of tricking me into watching an ad
It has been 2 and a half months, where are the metal tutorials? :o
I NEED SOME MONEY : (
well i need alots of money
Tisch Holz go ask uncle Scrooge
Tisch Holz Whats ur Paypal, Ill send u 30 bucks
vaas444 there needs to be more people like you on this earth
vaas444 can you send me a career instead. I rather learn how to fish so I can keep eating on my own 😂 I'm tired of working for idiots, always wanted to do my own business...
Rust AND oxidization?! Be still, my beating heart!
Don't know what this is or why it was in my recommended but I'm hooked...
The movie Cars did a sick job with this though
Matt Broder cars have painted metal which is partly diffuse.
didn't mind that it was basically a 2 minute ad. that was informative.
i don't know why this appeared in my recommendations but i'm going back to the new stone age album
I don't do 3D rendering. I don't plan to. This video doesn't apply to me in any way whatsoever, but i had to watch it.
You people managed to make a fire hydrant look badass. I need your secrets.
"Metal tutorials will be posted here soon!
" - gonna be every day now, bois.
Advertisement done right. Loved the video, it was extremely informative and this question of why CGI metal looks fake IS something I had been wondering so it was wonderful knowing the actual reasons.
This is amazing. I wish I was still working on 3d modelling. This would have been amazing when making knives
I'm not gonna buy your stuff because I'm poor, but man how do I enjoy your videos. Everything's so beautiful! XD
*finds a way to pirate it
I don't do ANYTHING like CGI, but this stuff is awesome. Can't believe how much the field has grown and improved this past decade.
its paid?
i can manually make such material without money
and this is more useful for understanding
You'll get to a point where you see how inefficient it is to make everything youself.
Professional work we buy anything that doesn't need to be made and for personal/practice/hobby work I just make pretty much everything from scratch.
Learning: Do as much as you can.
Professional: Do as much as you need.
No point making something generic for a professional project when it is cheaper to buy it. (Or free on Substance Share)
You just have to be able to justify it though. You don't want a project looking generic or inconsistent as a whole.
22$ gets you 300 'credits' a month. A material has ~5-6 textures and each textures costs 1 credit. So you can get like 50 materials/month.
That means a material costs you about 40 cents - not bad.
40 cents is still to much considering that if you look at the right places you'll most likely find some free to use textures.
Open source/p2p > p2w.
I'd gladly support projects, but most of the digital market is grossly overpriced considering that all they do is send a few bits to your computer, unlike physical products that do require time and physical labor to go from place A to B.
inb4
Electricity, if I can move a couple of TB a month without breaking the bank then a couple of donations here and there from a wide group of people could easily pay for business class internet and servers, and you could still go for P2P files on your site... requiring little to no cost on internet or servers. and The original artist isn't touching a cent from those profits.
This is just my personal opinion, and I'm obviously very biased towards Torrents and Open source.
+svampebob007 "all they do is send a few bits to your computer, unlike physical products that do require time and physical labor to go from place A to B."
So you're telling me that whenever you buy anything, all you pay for is shipping costs? Everything is free to make, you just need to pay a few dollars to ship it to you, right?
...
Hey, I like the "fake CGI metal" look
nicely explained! didn't really know that thing about refraction before
ok those actually looked really cool, including the just straight up glossy metal.
It's 2 am and I'm watching this.
What am I doing with my life.
Lmaoo I had no idea this was an ad, thanks for the usable information.
0:54 is incredible
Started as an educational video and ended as an ad.
I love how straightforward this is.
"Why do CG metals look fake? Deffuse, fuck you, that's why. Have an example."
Honestly, GTA IV blew my mind back then because of how well it portrayed realistic reflections of metal and wet concrete.
That CG looks sooo beautiful!
OMG THE TEAPOT ANIMATION! THE INSIDE JOKE IS BACK!
When ads figured youtube algorithm
And your comment deserves more likes.
I think you forgot to link to the tutorials in the description
So here's the question I have: Can I use this kind of metal when making models to mod an older game that doesn't support a lot of newer rendering techniques? Or would I be limited to use in games running in fairly new engines?
This is a bit of an over simplification. There are a few factors which contribute to the CG Metal look. For example, until recently almost all specularity was done using a Blinn-Phong method which tends to make the highlights too sharp. Now most shaders have switched to the GGX Shading Model which has a better falloff. Having better textures certainly adds a lot, but it's not the only issue.
I really dislike that all of this was made so you could sell maps. Feels manipulative. Interesting info at the start of the video though
even if it's an ad those textures are pretty satisfying...
wait this was just an ad... i thought i was gonna get an indepth video
This is just an ad, I bet those textures are easy to find anyway
This is really helpful, thank you so much!
one of the more interesting advertisements I have seen
I don't even program, but I game...and I enjoyed this short video. I like knowing why things are the way they are
I expected to get an indepth explanation on why most metals look fake, or at least enough for a dummy like me to fully grasp the concepts on why metals look fake, but received an advertisement.
I'm ok with this being an ad. If ad's need to exist for me to have free videos, the best kind of ads are the ones that teach me something interesting in the process.
Hey Poliigon, do you cover loans? I think I'll need one.
The textures don't bother me with metals in video games. The problem for me is when they bend, such as on armor. It looks like movie set rubber armor.
@Poliigon will they be a possibility to pay with Pay Pal at Poliigon in the future? Becaus i really want to use Poliigon materials but I don`t have any credit card D:
You can also color correct your diffuse map to get a roughness map? Isn't that hard, it's like 1 minute work max
Honestly for what it is this video couldn't be more perfect
Make a tutorial on how to create those maps in substance designer
where are the tutorials he mentions in the video?
I can't tell where you're talking about CGI versus real life during the beginning
But specular it's too pbr method. The difference it's that metalness workflow it's a simplification and at the end there's only an inverted channel of difference. Also in specular worflow you don't (or at least in Vray with LW ) use diffuse texture for metals. But you do need to make some aproximations to the IOR curve
So if this website is paid I am gonna wait for all the materials to come out and then I will download them with my free trial
to prevent that sites like this one have a credit system.
You'll wait a really long time if you first want "all the materials" to come out.
And you only get 1K if you're a free member. Not a problem for small textures, but stuff like grounds and HDRI maps are not good in low res.
LMAO I literally just clicked this to watch an ad.
I mean I'm not mad about it
I was not expecting an ad
To be honest I barely know anything about rendering textures, this was a video in my recommendations, but I'm glad I'm walking away with this new knowledge.
it is really hard to find the differences between real and cg now
I had no idea what this video is about or how i got to it, but now I want to know more about 3D metal. Thanks RUclips
that's cool for game engine style rendering, but ray tracing has handled metals pretty well for around twenty years, does this apply to that? am i lost? i think i'm lost.
My god, that fire hydrant is beautiful.