Blender 2.8 / 2.80 / TEXTURING / BASE COLOR / ROUGHNESS / SPECULAR MAP

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  • Опубликовано: 19 окт 2024

Комментарии • 10

  • @maiwandhimmat1779
    @maiwandhimmat1779 Год назад +1

    Hi I usually use albedo, roughness, normal, metalness and displacement can you explain what is specular maps?

  • @santiyulianti4244
    @santiyulianti4244 4 года назад +1

    If i'm using more than 2 color, that way still working well? , you are using little dark brown, and light brown, example, if i'm using red and yellow color then the white color for damage metal

    • @artemtovbaz8452
      @artemtovbaz8452  4 года назад

      Hi! Thank you for following my tutorials! Could you, please, specify which parameters you want to apply colours to? You can use any colours you want to paint the Base Colour. If you want to separate metalic parts you have to use a mask-texture and connect it to Factor while mixing colours. Please, watch another video on how to create a metal surface, if it's what you are looking for:
      ruclips.net/video/wxuDRtrS_YI/видео.html

    • @santiyulianti4244
      @santiyulianti4244 4 года назад

      I have seen your tutorial, so for the metal map, i need to connect base color to the fac of mix rgb then change the color to black and white? Like that? Then baking with diffude type?

    • @artemtovbaz8452
      @artemtovbaz8452  4 года назад +1

      @@santiyulianti4244 If your mesh consists of metallic and non-metallic surfaces you need to have a masking texture (in black and white), which you connect to Factor of Mix RGB node, which is connected to Base Colour. The non-metallic surface should be defined by darker parts. You should also connect the mask to Metallic property directly to separate surfaces physically. If you want to bake one texture for all the surfaces, add emission node, connect that Mix RGB to Emission node, create a new Image Texture node and bake it as Emission. Baking through Emission (Emit) is faster than baking through Diffuse.

  • @HinchaPelotas
    @HinchaPelotas 4 года назад

    Awesome!

  • @edh615
    @edh615 4 года назад

    So how does this differ from the metallic roughness workflow?

    • @artemtovbaz8452
      @artemtovbaz8452  4 года назад +2

      Thank you for your question! These workflows are pretty much the same, however, you should consider the material, which you create texture maps for. In this case the column is made of kind of sand stone. It doesn't have any metalic parts, but there are some polished areas. So here I'm painting them. If it was made of metal, I would be creating a metallic map. The dark areas would be something like grunge or rust, the bright areas would be the clean, polished surface (metallic).

    • @edh615
      @edh615 4 года назад +1

      @@artemtovbaz8452 and for example the specular slider should be set to 0 with metals on the principled and only use it for dielectrics ?

    • @artemtovbaz8452
      @artemtovbaz8452  4 года назад +1

      @@edh615 Specular slider is used for dielectrics generally. It won't influence reflectivity of a metal object, if Metallic is set to 1. Basically, if Metallic is 1, you can set Specular to whatever you want ;) At least, it's how it's done in Blender.