by far the most epic Edge wear Texture i ever saw...i saw almost all on youtube because i was hunting for the best one, and i came here and just blowed my head ! thanks sir ! wow
I've tried it, but there's a pretty big issue with it. You can't use it dynamically, because when you rotate your object the normal data changes and it breaks the mask...
to simplify the approach here uv unwrap the model onto maybe 1 or 2 textures so you dont have to repeat so much work. also to make the mask more variable just mix again with another noise on multiple to subtract parts from the over all mask so its not on all edges. this was a nice tut and nice pace to follow. thanks!
Hey Arijan, nice tutorial. I needed to make a damaged/destroyed tank and this helped, but if you could and want to, a tutorial on how to make a damaged/destroyed tank in the future would be nice.
Great video and very clear steps, have been experimenting with this and viewing a wide range of videos on the topic, yours is amongst the best I would say.
Thanks for this! One thing that may be of use - if you're working in Cycles, you can change your initial Noise Texture to 4d, add a Object Info node, and hook its Random output into W. Now, every time you duplicate something like a wheel, you get what's effectively a new noise texture on it, making each one have a different rust pattern but the same degree of rust. (I initially posted this tip using the Geometry node's Random per Island output, but that only works a) in Cycles and b) when the copy is made in edit mode.)
Im really sorry but my soul won't let me live without pointing out the top of the hull general shape is flat and not slanted, the only part that has those slight angles is the front plate which extends slightly over the rest of the top giving an edge for protection
you dont need to delete anything, when you want share material between objects: just push Strg + L then M and you got your material on both objects. just make sure you select the object witch got the material you want to link is selected last (active object). same goes for the uvs for the wheels. just push Strg + L then "Object data" and you got everything (aside the material copied). this method also works for modifiers... great time safer.
I tried making the rigging constrains and modelling tutorial of abrams tank tracks, but it only functions for turn in place not on an arc, can you explain more about it or something.
I have a question when i try to save the file, ionce i open again all my uv maps ith the edges edited are lost . how can i keep them please. its important !!!
is there any other way to do this without baking anything? when i try to bake emit its always stuck at 0 (if theres a way to fix the baking that could work too)
I'm not sure what you mean by "it's stuck at 0". Can you please elaborate? Before anything else, make sure you are in Cycles because Eevee won't work here.
In edit mode: you can assign different materials to different components (edges,surfaces) and manupilate or create bevel masks for those certain components. Haven't tested it out thou. Peace :D
is it possible to pass the baking process and build the mask directly in the texture node ? I dint want to bake every single time so i use this node group mask we made before and connect them like the final texture node ? i will try and give awnser here, ...
result: i passed the baking section and connect the bevel&geometry node with the rest instead of using the baked texture, and it works. I can switch to any object and put on the edge wear texture and save time for baking and all. for me its more dynamlc and way more flexibility, thanks sir. as i said: by far the best edge wear tutorial worldwide ! have nice day
i just struggle with a good Metal texture, this example used in the video is perfect for this kind of vehicle, explonation. my tested one is crap, to much or have some stupid cuts that i dint want ^^ - would be legendary if you could help to get your/ or good meta texture, thanks sir
It should not take so long. If you have an extremely high-poly model, that could be one reason. It is also possible that your image is way too large. Otherwise, perhaps it has something to do with the number of samples in the bevel node? I am only speculating what the issue could be, I hope that was of some help.
I don't really know if this help nor should you try it, but my baking also take 3hrs to complete, so I smart UV unwrap my object and then try baking again, it worked and reduced the baking time to 20 minutes. Please note that I don't really know wth I'm doing and you should seek some blender veterans for help.
by far the most epic Edge wear Texture i ever saw...i saw almost all on youtube because i was hunting for the best one, and i came here and just blowed my head ! thanks sir ! wow
I've tried it, but there's a pretty big issue with it. You can't use it dynamically, because when you rotate your object the normal data changes and it breaks the mask...
to simplify the approach here uv unwrap the model onto maybe 1 or 2 textures so you dont have to repeat so much work. also to make the mask more variable just mix again with another noise on multiple to subtract parts from the over all mask so its not on all edges. this was a nice tut and nice pace to follow. thanks!
I was just about to try out the scratches, man your videos are very helpful!!!
wow that looks great
Hey Arijan, nice tutorial. I needed to make a damaged/destroyed tank and this helped, but if you could and want to, a tutorial on how to make a damaged/destroyed tank in the future would be nice.
Great video and very clear steps, have been experimenting with this and viewing a wide range of videos on the topic, yours is amongst the best I would say.
Thanks for this! One thing that may be of use - if you're working in Cycles, you can change your initial Noise Texture to 4d, add a Object Info node, and hook its Random output into W. Now, every time you duplicate something like a wheel, you get what's effectively a new noise texture on it, making each one have a different rust pattern but the same degree of rust.
(I initially posted this tip using the Geometry node's Random per Island output, but that only works a) in Cycles and b) when the copy is made in edit mode.)
Im really sorry but my soul won't let me live without pointing out the top of the hull general shape is flat and not slanted, the only part that has those slight angles is the front plate which extends slightly over the rest of the top giving an edge for protection
Nice tutorial.
Using the power to amplify the edge mask was a great idea. I just use a large radius for the bake but I'll try this out.
This is great! I've just been using the Pointiness factor on the Geometry node and it's quite hit and miss, but this works very well.
Beautiful! But in a rusty way 😊 thanks!!!
Your tutorials are soo good can see your channel blowing up soon
select all wheels (last one should be the one with the material)
ctrl+L
link materials :)
Hei, in the first four minutes you helped me!!! Thanks
this is very smart, the best thing about this is we can use it in eevee render .
Nice.
thanks, this is just i meeded
Sick
you dont need to delete anything, when you want share material between objects: just push Strg + L then M and you got your material on both objects. just make sure you select the object witch got the material you want to link is selected last (active object). same goes for the uvs for the wheels. just push Strg + L then "Object data" and you got everything (aside the material copied). this method also works for modifiers... great time safer.
Thanks bro, i use this node & applied to my gundam model & i like the result👍
Please continue like this
how do you duplicate and replace the wheels so fast ?
Great video! What texture did u use for the metal? Thanks
Really good tutorial, although it would have been rad if you provided the metal texture used in the video.
This is Great
extremely poggers videos
woah nice
I don't see white lines, I've set up nodes in same way and I'm also in Cycles
I tried making the rigging constrains and modelling tutorial of abrams tank tracks, but it only functions for turn in place not on an arc, can you explain more about it or something.
Hello, I have a favor for you. Where can I get my picture? I'm still asking you to live in your shade.
Thanks in advance for the reply
I have a question when i try to save the file, ionce i open again all my uv maps ith the edges edited are lost . how can i keep them please. its important
!!!
Would love to see what you could make with Substance Painter
is there any other way to do this without baking anything? when i try to bake emit its always stuck at 0 (if theres a way to fix the baking that could work too)
I'm not sure what you mean by "it's stuck at 0". Can you please elaborate?
Before anything else, make sure you are in Cycles because Eevee won't work here.
just by pass the baking section and connect the bevel& geometry nodes with the rest of the texture. for me it works - have a nice day
hey, do you have ahywhere to get good texture for tanks?
Is there a way to do this just for certain edges
do another mix and multiply a noise texture into it to subtract more edges. easy just another layer of mixing.
👍
Is that the step of baked texture necessary?What‘s the purpose?
Ok I see,after baked texture,we no long need the mask node group .
How do you achieve more control over this, such as edge wearing only certain edges?
You can use a image texture or a noise texture as a mask for the edge wear mask. LOL
In edit mode: you can assign different materials to different components (edges,surfaces) and manupilate or create bevel masks for those certain components.
Haven't tested it out thou. Peace :D
God damn, it finaly worked! thanks a lot buddy!
is it possible to pass the baking process and build the mask directly in the texture node ? I dint want to bake every single time so i use this node group mask we made before and connect them like the final texture node ? i will try and give awnser here, ...
result: i passed the baking section and connect the bevel&geometry node with the rest instead of using the baked texture, and it works. I can switch to any object and put on the edge wear texture and save time for baking and all. for me its more dynamlc and way more flexibility, thanks sir. as i said: by far the best edge wear tutorial worldwide ! have nice day
i just struggle with a good Metal texture, this example used in the video is perfect for this kind of vehicle, explonation. my tested one is crap, to much or have some stupid cuts that i dint want ^^ - would be legendary if you could help to get your/ or good meta texture, thanks sir
Thanks for tutorial... How can i export final look texture?
you have to bake the textures separately as a diffuse, normal map and roughness map.
@@ArijanRace thanks very much
Doesn't work dunno why
I don't know why it doesn't work for planes
is it normal for baking the mask to take 2 hours? i’m on a macbook
It should not take so long.
If you have an extremely high-poly model, that could be one reason.
It is also possible that your image is way too large.
Otherwise, perhaps it has something to do with the number of samples in the bevel node?
I am only speculating what the issue could be, I hope that was of some help.
I don't really know if this help nor should you try it, but my baking also take 3hrs to complete, so I smart UV unwrap my object and then try baking again, it worked and reduced the baking time to 20 minutes.
Please note that I don't really know wth I'm doing and you should seek some blender veterans for help.
One thought, Aryan had a PC just like mine 3 years ago🤣😂
Doesn't work
I was actually modelling a tiger an needed a rust mask...
Be careful not to join the original object you use this on if you copy and paste, it will ruin everything!