How to texture REALISTIC buildings in Blender

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  • Опубликовано: 2 окт 2024

Комментарии • 316

  • @Ahtisham
    @Ahtisham 4 месяца назад +111

    Bro you just gave away everything in this video, but I will buy your course anyway. You are the best teacher imo

  • @doncocor
    @doncocor День назад

    This tutorial is so well put together. You take your time to show us what's what.

  • @ukaszFudala
    @ukaszFudala 7 дней назад

    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! :)

  • @pepethegood
    @pepethegood 23 дня назад

    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

  • @sonerdemir1078
    @sonerdemir1078 29 дней назад

    You are by far one of the best teachers for blender out there. This is amazing, thank you

  • @maximusgerardin
    @maximusgerardin 4 месяца назад +9

    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.

  • @kliegstudio
    @kliegstudio 4 месяца назад +4

    Amazing Workflow and Clear Explanation - Awesome :)

  • @nixonmanuel6459
    @nixonmanuel6459 4 месяца назад +1

    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!

    • @cgboost
      @cgboost  4 месяца назад

      You probably can find some add-ons on that topic on the Blender Market: blendermarket.com/

  • @animeknowledge5048
    @animeknowledge5048 4 месяца назад +43

    Yes yes keep bringing this guy he is amazing!

  • @jensgerntholtz4041
    @jensgerntholtz4041 4 месяца назад +1

    Excellent video, I love seeing the various workflows of different 3D domains. Fascinating!

  • @graemeh6345
    @graemeh6345 4 месяца назад

    I really appreciated how you broke that down and explained it so well!!! Thank you and keep up the great work. 👍

  • @marcusaurelius3611
    @marcusaurelius3611 3 месяца назад

    thank you very much, i was looking for something like that for like a month

  • @SuperDaDaD
    @SuperDaDaD 4 месяца назад +210

    Blender really need a layer system for shaders, that level of spaghetti nodes for a super basic "color variation"+"wear"+"Decals" is ridicolous

    • @PASTRAMIKick
      @PASTRAMIKick 4 месяца назад +21

      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.

    • @dagoelius
      @dagoelius 4 месяца назад +6

      there are add-on paks that do it without the need for manual spaghetti setup.

    • @aminuteofhappiness6852
      @aminuteofhappiness6852 4 месяца назад +18

      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.

    • @Toskyval
      @Toskyval 4 месяца назад

      Check PBR Painter v2.4 by ByteBrush Studio, the next 3.0 version will make it even better

    • @alikodangote6901
      @alikodangote6901 4 месяца назад

      What are the add one? ​@@dagoelius

  • @foolingshappy3447
    @foolingshappy3447 4 месяца назад

    WOW THIS IS SO BEAUTIFUL! THANK YOU SO MUCH!!!

  • @adiiiiii1
    @adiiiiii1 2 месяца назад

    Wow , lots of great tips in this one. Thanks for sharing!

  • @namuzed
    @namuzed 4 месяца назад +1

    Really concise video man! Knew most of this, but nice having it in one vid.
    There's definitely a lot of extra optimization steps you'd take if you were using this in a bigger production. Smushing all the masks together in splat map image file is something I do as I get near the end.

  • @skyline3d
    @skyline3d 4 месяца назад

    this tutorial is a goldmine thanks!

  • @HazelNicolaQuantock
    @HazelNicolaQuantock 4 месяца назад +6

    Where are the grunge textures? I can't find them at any of the links in the description.

  • @mathaeis
    @mathaeis 4 месяца назад +1

    This is freaking rad.

  • @rudra_anand
    @rudra_anand 4 месяца назад

    Amazed by this workflow! Great video :)

  • @ЕкатеринаПодольская-ц1г

    Cool tutorial! Thank you so much for making this.

  • @DaneBadenhorst
    @DaneBadenhorst 4 месяца назад +1

    This was a great tutorial.

  • @digitalbase9396
    @digitalbase9396 4 месяца назад

    Excellent video, very well explained

  • @abdennacer6329
    @abdennacer6329 2 месяца назад

    amazing tuturial

  • @vf3d
    @vf3d 4 месяца назад

    Legendary tutorial

  • @CodeJos
    @CodeJos 4 месяца назад

    Great tut!

  • @Helam_iart
    @Helam_iart 4 месяца назад

    dudde this so awesomeee

  • @ButterfaceGMusicSlump
    @ButterfaceGMusicSlump Месяц назад

    Who is this guy? Spiderman?! Amazing vid.

  • @AhmedsCC
    @AhmedsCC 4 месяца назад

    the results are astonishing!! Im wondering though, isn't such a workflow extremely expensive in terms of perfomance?

  • @K1N3RGY
    @K1N3RGY Месяц назад +2

    Anyone know why my wall turns out pink instead of the intended color? Using Cycles to render.
    Fixed: Shader (for the missing mats) > File > External Data > Find Missing Files > Direct towards where textures are stored > Find Missing Files (bottom right)

  • @cakraaji4436
    @cakraaji4436 4 месяца назад

    this shit convinced me to buy the course, awesome tutorial!

  • @wavy9703
    @wavy9703 2 месяца назад +3

    Fantastic tutorial. Please, where can i download the brush and decals from

    • @cgboost
      @cgboost  2 месяца назад

      Hi here you can get the project files: : www.cgboost.com/resources

  • @dertobbe1176
    @dertobbe1176 4 месяца назад +2

    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

    • @LupusMechanicus
      @LupusMechanicus 4 месяца назад +2

      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.

  • @girugaymesh
    @girugaymesh 4 месяца назад

    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?

  • @trillkodex1235
    @trillkodex1235 4 месяца назад

    WOWWW"!!!! Thank you so much

  • @a.miroshin
    @a.miroshin 4 месяца назад

    super!

  • @asr59
    @asr59 4 месяца назад

    Great tutorial! Good texuring is all about layering, from low frequency to small frequency details. I'm going to add some useful information below:
    8:20 Instead of duplicating materials, you can expose parameters within that material network (like saturation, scale, etc), that way you can use multiple instances of the same material, which is useful if there's any changes to it. Currently if you want to, lets say, change the texture, you will have to do that multiple times instead of doing it in only one node.
    9:20 UVs is not the only way to do that, you can also use vertex patient! the disadvantage is that it relies on vertices so you normally need more vertices and even topology (but this is also useful for tesellation). One of the advantages is that you don't need extra texture maps, as the data is stored in the geometry itself.

  • @fearthesmeag
    @fearthesmeag 2 месяца назад

    nice.

  • @aXelRedfield
    @aXelRedfield 21 день назад +1

    oh brother the amount of time I have to make this same comments. You said we not going in depth step by step and basic knowledge is required, within 2 seconds of saying that, you started explaining how to make a new material slot and how to split windows?!? Tutorial makers are so annoying in this aspect, they have 0 idea of what to explain and what to avoid. If you don't know how to make a new material slot or split windows its over, this tutorial is just not for you. I just know when the actual difficult parts come that i opened the tutorial for, its gonna zoom past at lightning speed with 0 explanation, and i will have to watch it 3 times at 0.5x , so tired of this

  • @schizoscope8703
    @schizoscope8703 4 месяца назад +1

    Awesome result, but too time consuming, aspecialy for indie gamedev, and such a workflow more easy and fast with quixel mixer. Im looking pipeline which Valve using. Maps in CS looking awesome, realistic enough, but also very simple. Simple geometry and simple tilling texturing. For details variety and decals, may use separate geometry and alpha in blender, I guess Valve guys still use Hammer editor for that, I don't now exactly decails working in there in depth, but I think it's planes with alpha. They are using simple tilling even on some props, and if look closely it's not ideal. That guys know price for time and they didn't waste it.

  • @Mstwvr
    @Mstwvr 2 месяца назад +4

    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!

  • @DaRealGoosebumps
    @DaRealGoosebumps 4 месяца назад

    Fantastic! What if I would want to export this for a game engine? I would love to see a process like this, to have uvs and bake the textures to use for games ❤

  • @leeburton7901
    @leeburton7901 3 месяца назад +1

    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
      @MonderMurshed 2 месяца назад

      Did u get the answer? i have the same exact question please help.

    • @leeburton7901
      @leeburton7901 2 месяца назад

      @@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

    • @cgboost
      @cgboost  Месяц назад

      HI, if you export them correctly into a PBR map they should work fine.
      ~ Masha

  • @CPalanysamy
    @CPalanysamy 4 месяца назад +14

    I like how nowadays realistic means filthy

    • @ovecka17
      @ovecka17 2 месяца назад +3

      i think a lot of people overcorrect from the super clean ‘perfect’ look of unrealistic cgi to make something that looks way more grimey than it would be in an attempt to be ‘realistic’ but making it actually unrealistic in the process
      i say this as someone who loves the grimey look. its much more visually interesting imo and feels more lived in and alive than a more realistic thing. but labeling it as realistic is inaccurate

    • @ovecka17
      @ovecka17 2 месяца назад +2

      another great thing is when people try to have realistic lighting and just make everything super wet to show off reflections and then label it ‘realistic’ when it is anything but

    • @Pinkode
      @Pinkode 2 месяца назад +1

      You just got me laughing 😂

    • @samixalam_
      @samixalam_ 2 дня назад

      ​@@ovecka17It depends on setting. For instance I'm making a psychological horror game. In the mid-to-end game sections the buildings get progressively grimier cos that's the theme... Then again I'm going for the slightly uncanny look.
      Camera angles in cutscenes are all dutch angled for instance, or canted slightly, but as the story progresses/the character slowly comes to terms with his demons, as he sees things more clearly those angles become less and less obvious to the point they're completely straight by the end of the game

  • @williamsjasper4953
    @williamsjasper4953 4 месяца назад +5

    Great tutorial!!! Thanks guys, you' re amazing!

  • @abuDA-bt6ei
    @abuDA-bt6ei 3 месяца назад

    11:57 nice to know I need that monstrosity to put poopy orange and some blue on a building.

  • @JaxiPaxified
    @JaxiPaxified 3 месяца назад +1

    The edge wear setup is only visible in cycles, in case you are confused as I was in the start

  • @euclois
    @euclois 4 месяца назад +1

    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

  • @MelvilleG
    @MelvilleG 14 дней назад +1

    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.

  • @f1shze4lot
    @f1shze4lot 4 месяца назад +1

    Shader editor is equivalent of purgatory in blender

    • @NeilMyatt
      @NeilMyatt 4 месяца назад

      Not sure what you mean - it’s very powerful and beats coding in python…

  • @LORENZOCOLALONGO
    @LORENZOCOLALONGO 4 месяца назад

    Great 🎉🎉🎉

  • @Weltaz
    @Weltaz 4 месяца назад +1

    is this " HALO 6 infinite " 3D house model ???

  • @AndreeMarkefors
    @AndreeMarkefors 3 месяца назад +1

    Stopping quickly at around 8 minutes to say: at this point, when you've created what you call your 'base shader', I suggest that you should only have one PBSDF at this point. All the color, roughness and bump variations can be mixed on the texture level and drive a single SHADER. Mixing shaders like you do is less performant and not optimised.
    You are basically just mixing either color information or black/white values to drive roughness and bump. Do all of that work before the first PBSDF. Just a tip.
    ADDED: btw, I'm only adding this since this is official CG Boost where people might come to learn 'best practices'. Since it works for you and you probably don't see any performance issues on a scene of this small scale it's still fine. 100% meant as "constructive criticism". 👍🏻

  • @Tincoco_
    @Tincoco_ 2 месяца назад +1

    i would take this as more of a showcase of his workflow rather than a tutorial. I know he said he wouldnt be going far into detail but the way he then started explaining stuff in decent detail, then just vaguely did other stuff felt odd, until i had to remind myself that it wasnt really as "tutorial" if it makes sense

  • @RishitKaushik-t3x
    @RishitKaushik-t3x 2 месяца назад +1

    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.

  • @Mobiz01
    @Mobiz01 4 месяца назад +1

    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

    • @cgboost
      @cgboost  20 дней назад +1

      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

  • @h4nv
    @h4nv Месяц назад

    I actually never thought that you could just mix Displacement Nodes by using Color Mix node and attach it directly to Displacement input. I've just always done it otherwise around that I've mixed displacement color (Black/White) information first and then using only one singular Displacement Node for that.
    - So my quick question would be that is is my own method _wrong_ / somehow different, or does both of those methods have basically the same result in overall?
    _Well, whatever the answer is, in the end the method that you are showing seems much more simple and clear as it breaks materials better on their own groups._

  • @LaughingKarrot
    @LaughingKarrot 3 месяца назад

    Damm ur the truth

  • @jakupmarek
    @jakupmarek 2 месяца назад

    Hi,
    Could you please tell my why is Texture Pain so laggy even though I am using RTX4090 paired with 7950X and 64GB RAM?

  • @romain4520
    @romain4520 4 месяца назад +2

    I am amazed by this video. The best shader tutorial for creating the color of a building! excellent ! Thanks a lot !

  • @geroldwaefler9485
    @geroldwaefler9485 3 месяца назад

    This Tutorial is very much good and i thank you very much for this !
    But i have sometimes a problem to like Blender:
    This is just what i hate very much in Blender:
    Compared to Cinema4d, is texturing in Blender the totaly Hell and Nightmare!!!!!
    If i want in Cinema4d a object to texture in
    Boxmode, i only need to change from UVW to Boxmode in a dropdown-menu.
    But in Blender you need to find the right nodes and to know how to connect them.
    This are much more steps and somehow like sorcerysecrets, so i need for simple things like this search a you tube tutorial, where its in Cinema4d selvexplaining...
    Hope the Texture Adones i bought will keep me away from this tedious intimitating Blender Nodes Nightmares !!!

  • @Khaimera
    @Khaimera 2 месяца назад +1

    problem how we can export this textures to unreal engine

  • @Uirou617
    @Uirou617 17 дней назад

    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.

  • @tdombui
    @tdombui 4 месяца назад +2

    this was the part of my project that I was dreading. Thank you for making this.

  • @EMB3D
    @EMB3D Месяц назад +1

    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?

    • @cgboost
      @cgboost  Месяц назад +1

      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

    • @EMB3D
      @EMB3D Месяц назад +1

      @@cgboost oh, never heard of that addon, let me check it out, thank you Sire!

    • @cgboost
      @cgboost  Месяц назад +1

      @@EMB3D You're welcome :)

  • @kingsfordheyday2437
    @kingsfordheyday2437 4 месяца назад +1

    y'all should buy his course and subscribe to his channel .. he is the best guy to learn from

  • @peterjoslyn1
    @peterjoslyn1 4 месяца назад +1

    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?

    • @cgboost
      @cgboost  23 дня назад

      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.

  • @ealy3545
    @ealy3545 4 месяца назад

    In the wall paint section, can't you just make a new blue material and assign it to the faces instead of manually painting?

  • @stathiszoulakis9599
    @stathiszoulakis9599 22 дня назад

    im trying to learn to texture. my question is whould you use displacements for assets that are for games? is displacement heavy

  • @samduss4193
    @samduss4193 3 месяца назад

    question why when you paint damage it actually affect the normals ?

  • @kraig800i
    @kraig800i 4 месяца назад +1

    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.

    • @Znop
      @Znop 4 месяца назад +2

      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

  • @MonderMurshed
    @MonderMurshed 2 месяца назад +1

    I have a question, all these shading can be exported to unreal engine 5 without any error?

    • @cgboost
      @cgboost  2 месяца назад +1

      Hi I think the answer is yeah, you just need to export all the pbr maps correctly.
      ~ Masha

    • @MonderMurshed
      @MonderMurshed 2 месяца назад +1

      @@cgboost Glad to hear that, thanks.

  • @mushtaqaly2750
    @mushtaqaly2750 2 месяца назад

    Hello I hope you are doing, i had a question where did you create the 2nd material, was that a new material or you create same 2nd material in 1st material properties.

  • @daviddigital6544
    @daviddigital6544 3 месяца назад

    Why doesn't he use the normal map? Aren't we missing out on details by not including it?

  • @СофияПаніна
    @СофияПаніна 9 дней назад

    I have question, can I use this project files in discription for commercial purposes???

    • @cgboost
      @cgboost  8 дней назад +1

      Hi, you can't use that for commercial purposes. If you like you can use it for a personal project, but make sure you mention Cov as author.

  • @ipariszalonna
    @ipariszalonna Месяц назад +2

    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.

    • @Covingsworth
      @Covingsworth Месяц назад

      I’m so glad to hear this! Thank you

    • @tomali1984
      @tomali1984 Месяц назад

      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 :)

  • @dappyducks
    @dappyducks 2 дня назад

    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

  • @eals3d2715
    @eals3d2715 3 месяца назад +1

    Bro your tutorial is soooooooooo gooooooood... But I have a question, is there a way to optimize all 4k textures that used?

    • @eals3d2715
      @eals3d2715 3 месяца назад

      Ohh I can bake the textures right

  • @domfel2123
    @domfel2123 Месяц назад

    you're too complicated, who is supposed to follow this?

  • @FhayAlonso
    @FhayAlonso 2 месяца назад

    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

  • @sonerdemir954
    @sonerdemir954 26 дней назад

    Bro this is a great video. It was very helpful

  • @SuhadaIslam-r7i
    @SuhadaIslam-r7i Месяц назад

    Miller Sandra Walker Richard Allen Betty

  • @umudeminov3227
    @umudeminov3227 4 месяца назад +1

    If this video gets deleted, ill delete myself

  • @dr.merlot1532
    @dr.merlot1532 14 дней назад

    Those Groupings are fking annoying.

  • @collinsk8754
    @collinsk8754 4 месяца назад +3

    Excellent tutorial!

  • @3.14name
    @3.14name 2 месяца назад

    Every-time I see that node tree my hate for blender grows a bit more…

  • @jordannyambe5563
    @jordannyambe5563 3 месяца назад

    Great tutorial! however the link to the resources is disabled

    • @cgboost
      @cgboost  Месяц назад

      Hi, please try again now the link should work properly.

  • @ZenOfKursat
    @ZenOfKursat 28 дней назад

    baking with vray in maya is the best way

  • @TriangoloScalenoLunaPark
    @TriangoloScalenoLunaPark День назад

    Man did you put also a link to download the model of the building? I can't find it

    • @cgboost
      @cgboost  10 часов назад

      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

  • @syltanchikshow4886
    @syltanchikshow4886 3 месяца назад

    Bro, this is an awesome lesson, but I’m stuck on the decals :( For some strange reason, they’re not erasing, even though I didn’t have this issue with other materials. Could someone explain what’s going on? I’d be very grateful!” If you need further assistance, feel free to ask:)

  • @CrazyyCanadian
    @CrazyyCanadian 5 дней назад

    What I don’t understand is how you achieve such high resolution in a single UV template. Are you using something like UDIM's?

    • @cgboost
      @cgboost  3 дня назад

      Hi, Cov haven't used udims for this project and the resolution of the masks is 4k. If you like, you can check the file here : www.cgboost.com/resources (there are 2 folders related tot his video, one is with textures and the other one contains blender file)
      ~ Masha

  • @gustavoiks8959
    @gustavoiks8959 4 месяца назад +1

    How do you manage to show displacement in material preview? in my blender setup, even with "bump only" the displacement only works in Cycles rendered view, in material view it does not show anything.

    • @gustavoiks8959
      @gustavoiks8959 4 месяца назад +1

      Found the solution, if you want to see the displacement in material preview, you need to unplug the normal map on the principled shader, otherwise you will see only the normal map and not the displacement, i dont know why but blender seens to ignore the displacement in material preview if you have anything plugged in the normal input.

    • @TauseefAhmed-dd8vc
      @TauseefAhmed-dd8vc 4 месяца назад

      @@gustavoiks8959 thank you for your help

  • @tasosplat3589
    @tasosplat3589 4 дня назад

    Hi awesome tutorial, i just had one problem. When i finished with the beige wall i noticed that inside your final file, the image textures for the maps are square, or i guess 1:1, whereas mine are rectangular, and i think this causes the texture to be slightly stretched. Do you know how i can fix this?

    • @cgboost
      @cgboost  3 дня назад

      would be great to being able to see the file to understand why they are rectangular. Could you please pack the images inside the file and then send it to us in our community? community.cgboost.com/

  • @James.Just.James.
    @James.Just.James. 4 месяца назад +1

    Oi oi oi another good tutorial from cg boost

  • @СофияПаніна
    @СофияПаніна 8 дней назад

    What license do your Blender project files have on your website CG Boost?

    • @cgboost
      @cgboost  8 дней назад +1

      Hi if you want to use that in a project you should mention Cov as author.

  • @FLyyVFx
    @FLyyVFx 2 месяца назад

    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?

  • @mr.j7899
    @mr.j7899 3 месяца назад

    Can I export the texture maps after?

  • @killer271007
    @killer271007 4 месяца назад +1

    Just what I needed. Thank you 🙏🏻

  • @AdamZadig
    @AdamZadig 4 месяца назад +1

    Amazing guide. Thank you.

  • @attiquekhan2012
    @attiquekhan2012 4 месяца назад +1

    can anybody tell me where to download a project file

    • @cgboost
      @cgboost  4 месяца назад

      Click this link: www.cgboost.com/resources
      There you find the "RUclips Tutorials & Project Files" (email required to download).