19:00 Minor note: I got the math wrong here. It makes no difference to the end result, but the UV islands should actually be scaled by 0.8. Because if the texture is 2.5m and the plane is 2m, it should be scaled backwards to 80% (0.8) of it's size, not 125% like I (very confidently) stated here 😂 Thank you to X user @ttm0937 for pointing this out.
AI cant really do this maybe in next 50 years because the amount of data input required is going to cost trillions and the memory wil also have to be a couple hundred terrabytes even then it will only be able to create simple things because we can think we dont have to memorize everything and can simplify machines cant do either so I dont think it is going to be a problem I am not a complex ai developer or blender professional and I have only made simple ai so have that in mind
I used Blender for around 4 years now, i started with the donut tutorial and now i make a living out of it! Thank you so much for what you do Andrew! (also i keep learning every time i see your videos no matter how beginner it is!)
hey there, I'm seriously considering 3d modeling as a future job, but I'm concerned if it can be replaced by ai, and if no, then can a professional make a good Living from it
@@merouane7619 it depends on the country if the people are interested in this kind of business. Like Graphic design, Motion Graphic design and Business Animation Advertisements
Been a casual Blender beginner for 2 years now. Periodically diving deep into projects and tutorials. But somehow, I keep coming back to your videos. Thank you for not going full paywall and still providing valuable lessons to the community for free.
Hey a million ppl comment on your videos, so this'll probably get buried, but I did your donut tutorial like 2 weeks ago. Ended up with the most incredible looking stack of donuts ever. Been trying to check out a little of each blender topic to get a better feel for the software and figure out what I want to get better at. I decided I should know some stuff about texturing for my scenes and characters. Started looking around and found you, yet again. I'm gonna watch this now and work through it. Those million commenters already said this, but you are really something special. The donut is so ubiquitous, and your tutorials are always amazing and so clear to follow along with. Thanks a bunch from me for helping me get started so nicely in something I never knew could be just as rewarding as music, which I've spent my life learning. I'm gonna be an awesome 3D artist.
What I appreciate about your tutorials is there isn't much fluff or filler. You explain and get straight to the point of what something is and why you're doing this. You teach habits to create a practical work flow to create muscle memory of hot keys. This is how a tutorial should be done.
I know this video is for beginners but it's worth mentioning. You should be using a displacement maps and a normal maps for two different levels of detail. Displacement still requires geometry you use it for around mid level detail. Anything that will affect silhouette. Normal maps allow you to provide a higher levels of detail that would not otherwise be possible without tens, or hundreds of millions of poly's. If both maps are providing the same level of detail then the shot should determine which is used. Displacement for close ups and normal for everything else. It's not a "don't do this its wrong" and more of a "Know when to do it" kind of thing. The fact cycles has problems with this should be considered a bug as it is a common industry practice to use both in tandem. As well these problems can be mitigated hence why it not beginner, but important to know.
I had this same issue last week, and I couldn't find definitive answers, I understand your reasoning, but Blender Guru addresses this by using "Displacement and bump" in the displacement properties, this, as per Blender documentation means that Blender will use Displacement for the low levels "silhouette" and the high details to be handled as a bump map from the same displacement texture. Industry might use Normal maps combined with Displacement, but it doesn't make it the most accurate way, it can add detail, lots of fake things add details that make stuff look more realistic but aren't actually. It's a similar issue as if you are to combine 2 normal maps together with just a mix node, it works, it adds detail, but it's obviously wrong. I would love to understand how other engines handle this, the way I see that you can combine the normal and displacement, is that if you have the low details on the displacement only, and the high frequency details only on the normal, thus they will never overlap, and I have seen PBR textures created like this before. but if the normal map and the displacement map are representing the same detail, even if the displacement doesn't have enough polys to displace the finer ones, the normal and displacement are still doubling the strength of the low frequency details, this might even make things worse, because it's creating a contrast, where the low frequency details are double the strength, and the finer details are normal... so it may make it impossible to tweak and unrealistic.
@@marcelodias8019 The entire purpose of this is to keep poly count low for animation. Then you use subdivision at render time to allow the displacement map to do its thing, and the normal map to augment that even further while not adding more unneeded geometry. I often use a 4K displacement with an 8K normal. If the displacement map in Cycles is doing more than displacing geometry that is a bad implementation. As well after seeing this I did a couple experiments and found that I could dial things in by mixing the the displacement with pure black, and the normal map with 50% Blue (50% Red and Green with 100% Blue). This allowed me to find a balance using the mix node factor on each. At the end of the day though all that matters is the shot. If the shot is right it doesn't matter how you got there as long as you were on budget and time. The only reason I say anything is because while this might be a Blender thing, this is not what the rest of the world is doing, and it does it for very specific reasons.
@@hardwire666too I might be missing something, but Displacement displaces geometry, normals fake that displacement. if you create a pbr texture of something with a crease of 1cm deep, and then you use a displacement map it will be 1cm deep (assuming correct scale), but if you then add a normal map to it on top, the normals will make it look even deeper than 1 cm.. again I am not arguing this doesn't work or shouldn't ever be used, I am saying that the most realistic way to replicate the crease depth is to use indeed just the displacement map... wether it looks better one way or another is for the user to decide, what is realistically correct appears to me this. but maybe I am missing something?
What I'd really like is to be able to use a mask for the displacement. For instance something like the Fresnel map, but without having to bake it every time you change the view. I know of the "normal-camera axis cosine near 0" trick in Geonodes but it is not entirely satisfactory either. I built myself a tool that generate bumps (body hair, pores, little threads of fabric...) on a curve following the outline of the model. I use the bumps for the 'field' and my tool for the outlines but it is still not user friendly because I don't know how to get the curves outlining the model automatically. Is it possible to get the outline automatically?
I was expecting a really cool video about texturing but I sure wasn't expecting a two hour long really cool video about texturing!!! Thanks a lot, blender guru
HE CAME BACK WHEN WE MOST NEEDED HIM, I'm really glad you uploaded this, I completed the Doughnut tutorial a few days ago and was wondering about the beginner course u talked about then, thanks Andrew
I am from middle east, want to say that your tutorials are really helpful. You opened my interest in 3D years ago, so thanks a lot for your contributions.
Fun shortcut tip for faster mixing of images or shaders like in 24:37 - Press [Control + Shift + Right Mouse button] and drag the cursor over the nodes you wish to mix and let go. It will automatically mix them.
in my blender somehow node wrangler just disapeared and I've spent the whole day trying to uderstand that shortcut he used on the ambient occlusion part, now I'm struggling because my displacement map is not working in any way, haaaaaaaa it does not distort the geometry, I've watched so many tutorials about this topic but nothing seems to fix it, like blender updated with this bug
@@morielpereira4299 Node Wrangler: To enable Node Wrangler, try the following steps: 1. Go to the Edit menu in the menu bar, then select Preferences. 2. In the Preferences window, navigate to the Add-ons tab. 3. Look for a section labeled "Missing Built-in Add-ons" at the top and expand it. 4. Search for "Node Wrangler" and ensure it is enabled. Displacement: To troubleshoot the displacement map issue, please check the following: 1. Geometry: Ensure your mesh has sufficient subdivisions to support displacement (more faces allow for better detail). 2. Displacement Map: Verify that the displacement map image is correctly loaded. You can do this by going to the Rendering workspace and checking if the image is visible and selectable. 3. Node Connections: Ensure that the displacement map image is connected to the Height input of the Displacement node. 4. Material Output: Confirm that the Displacement node is connected to the Displacement input of the Material Output node. 5. Material Settings: In the Properties panel, under Material > Settings, make sure that the Displacement option is set to Displacement and Bump rather than Bump Only. Hope I helped.
I've got to say, this genuinely couldn't have been better timing. finally got my computer fixed after a year of being broken and deciding to get back into blender attempting to learn and master the core aspects along with other software's, I'm starting tomorrow with your Donut Beginner 4.0. I loved the 3.0 version you did that I followed when I started learning. This time will be just to refresh myself with the things that I may have forgotten, And this Texturing Course will be the second thing I go into, I can't wait! Thank you for this!! ♥
IM SO HAPPY I WAS JUST TRYING TO FIND A GOOD TEXTURE TUTORIAL AND THEN THIS POPPED UP ON MY NOTIFICATIONS LETS GOOOO Thank you for everything Blender Guru
I just completed the first part of the Guru’s abandoned house tutorial (after finishing the Donut tutorial) and was starting texturing and was totally lost so I searched up texturing for beginners and this video came up top of the results. Talk about perfect timing! I’m so grateful for these videos Guru, thank you!
I'm so glad to see you back at making these. I've been using blender for decades at this point, but as much as it changes, there will always be more to learn. Like, i've been setting texture images for normal maps to non-color for ages, but didn't realize what it was doing, now it makes sense. Thanks for these.
Forget blender ,This guy taught me how to talk with people and explain things to newbies , i can't express enough thankfulness for that ... love this guy .
Killer tutorial, I bet there was lots of trial and error to get these node setups right. Great work. I really enjoy these deep dives where we can really understand all the technical information. Thank you!
This was a great course. I shifted to Painter a few years ago, and stopped using nodes as much. This video was really helpful. Even knowing most of this stuff, it's really great to get a refresher, and watch your workflow and organization. Thanks Andrew!
This tutorial can be very helpful for texturing a broken an dirty environment. The problem I still keep running into is that it solves the issue of tiling by adding destruction and distortion. However if you want to make a more clean and new surface of for example bricks, it is much harder to find a way around the repeated patterns. Hope to see a tutorial on that soon.
Been diving back into blender recently because I want to make more art at times rather than assets for my game and between your donut tutorial and this it has been such a huge help. This one in particular made me realize that I SERIOUSLY need to focus on the importance of materials and their flexibility with layering and vertex painting. I just finished this now and will keep this project as a template on how to build complex materials in the future. Can't wait for you beginner course!
Whooop! That Texture painting colorburn is sick!!! What a neat technique! And you really explain everything so good and understandable...Thank you so much!!!
Thank you so much for putting some free textures on your website. It is really useful for me since I can't buy anything from foreign websites due to stupid sanctions and rules. Also I had no idea creating materials and textures would be that hard and money/time consuming process! I really appreciate your work and your team. Hope you guys make it to the top
Great video as always! By the way it’s a little nit picky but at 18:59 when you’re scaling the texture, I think you should be scaling it DOWN by 1.25 which means you should scale it by 2.0/2.5 =0.8. Thought I should let you know.
@@RealNormHall Yes I noticed! I first commented on this video and realized that my comment won’t get so much attention so I decided to let him know on X. I was very surprised to see my name tagged.Anyway, thanks for letting me know!
Excellent tutorial. I’ll be trying to adapt it for Octane since I’ve only ever used that in Blender. Regarding the normal and displacement use. I was watching and thinking if they both have the same information, surely you shouldn’t use them. I guess, for me, the only time that is not true, is if you have, for example, sculpted something yourself, and the displacement is creating the large forms and the normal is creating the finer details. That’s certainly how I would always do it creating maps from Zbrush.
Re: displacement and Normals @30:00 - I've heard the line of thinking that displacement is for major geometry displacement and normals are for micro detail. So if they're both doing the exact same thing, then they're designed wrong. I'm an illustrator/concept artist, though, so I don't use this stuff for production environments and could be very wrong.
Fantastic video! Although i am quite an experienced blender artist myself i watched this all the way through. Your way of explaining these things is unmatched.
Very cool tutorial. I'm not a complete beginner and still managed to learn some stuff: 17:58 You can sync selection between UV wrapping and model 24:07 You can rotate and scale nodes around each other with shortcuts for modeling 1:04:57 You can use multiple UV maps and select them in shading nodes through UV map node, and plugging output to texture Vector input 1:06:52 You can paint your textures with vertex groups and mix this low resolution map with texture using color burn to get cool effect 1:27:38 Worth noting that you can set that (texture coordinate + mapping) automatically by selecting texture node and press Ctrl+T with wrangler node addon enabled
Thank you so much for this! Texturing is such a fundemental part of almost any project and knowing how to correctly execute these processes is invaluable information. Thank you for making this a free lesson!
man, thank you very much after watching this video i understanded how the 1 and 0 values works an now im trying to blend to textures and start experimenting whit this info.
Incredibly helpful for understanding the fundamentals of how to use shaders and material nodes to get desired results. I love how you manage to make sense of things. 👍
OMG!!! Thanks for explaining this!!! Textures has been a headscratcher for me for quite a while. This helps tremendously. Love Poliigon textures BTW. Thanks!
OMG 1 hrs 53 min and 10 sec 🤯😨😂😅. When I'm gonna finish this guys. Cuz every minute there's a new term 😅 and we must note down in our hardcopy . Otherwise 1:53:10 × 1min+10to 25 sec = I think u may know That's how I spent my time to copy his instructions 😂😂 ThangQ Blender Guru ji 🙏
This is really useful I learned how to use shader nodes to enable deeper texture representations Of course, I've come to understand more difficultly in proportion to that, but I think I'll see this video often in the future
Sir, so happy i found this. You have solved so many issues for a newbie. Its one of those "Shut up and take my money" moments. :) Subbed, will go through your other work. Will also check out your PBRs. Cant express my gratitude. Big kudos to you great ability to show and teach techniques!
This is great, got some movies to make that need realistic 3D environments very low budget, so using Blender and Resolve for all the film making aspects. Thank you Blender Guru! No donuts for me, sorry. 😜
This guy was just a kid when I first watched his tutorials back in 2018. Life happened, and I had to put my learning on hold, though I never lost my ambition. Now, in 2024, I'm returning to that dream only to find that he's all grown up. How time flies but I am happy to pursue my ambition.
THANKS for the bump/normal/displacement map correction! I was shouting that at various other tutorials into the void for ages 🤣 The really confusing part comes with the fact that some realtime shaders for game engines for performance reasons often don't do light on displaced vertice normals, but on undisplaced ones. So there you actually DO NEED both maps. Which must be messing hard with beginner texture artist brains.
Excellent video, as always from Blender Guru! Andrew always explains things in an understandable way and always with a smile showing how fun this is :-). This is also a useful video for a Substance Painter user as I am. I learnt: - How to use Normal maps and Displacement maps in optimum way - How to add masks and use already existing maps to control it. From Poliigon or SP or any other source - How to paint using Vertex paint instead of more complex Texture paint. We can use more low res Vertex paint since we anyway is only manipulating already existing high res images/maps
Another great video, Andrew, thank you. You have a very natural delivery style that is easy on the ear. You also get to the point which is a bonus! I've been a blender user for several years so not a newbie, but even so I always find useful info I previously didn't know in your vids. The colour dodge trick is a good one - I'll be keeping that as well as the normal map plus displacement anomaly. Now if you can just show me how to make a convincingly lifelike, customisable brushed steel texture, that can be used radially, straight and circular, that would be your next challenge :-) I've tried every technique in the book and they all look okayyy but not really great. The poliigon textures are generally great but even the poliigon brushed steel one doesn't look amazing when applied to small items like watches. I think maybe I'm just doing it wrong, haha.
19:00 Minor note: I got the math wrong here. It makes no difference to the end result, but the UV islands should actually be scaled by 0.8. Because if the texture is 2.5m and the plane is 2m, it should be scaled backwards to 80% (0.8) of it's size, not 125% like I (very confidently) stated here 😂 Thank you to X user @ttm0937 for pointing this out.
been looking forward to this since you teased it! thanks for being a continued source of knowledge and inspiration :)
Yeah just divide. 2 / 2.5 = 0.8
awesome, thank you!
Yo you kinda look like Blender Guru🤔🤔
I eye ball everything, looks great to me.
Bro just casually dropped a 2 hour free course 🔥🔥🙌
indeed
Yes, we are lucky
So you want him to firstly publish this in newspaper 😂😂😂
Your comment will stop him producing free contents
So bro doesn't want a free course?
No tutorial will ever complete without Blender Guru.
Salute sir😊
AI cant really do this maybe in next 50 years
because the amount of data input required is going to cost trillions and the memory wil also have to be a couple hundred terrabytes
even then it will only be able to create simple things because we can think we dont have to memorize everything and can simplify machines cant do either
so I dont think it is going to be a problem
I am not a complex ai developer or blender professional and I have only made simple ai so have that in mind
@@iamhuhuhulal9109I hope not
@@iamhuhuhulal9109Who asked?
New blender guru tutorial, please keep them coming
A shit! Here we go again.
Andrew is truly a legend. Tutorials are so easy to follow and he covers things that most people don't.
I used Blender for around 4 years now, i started with the donut tutorial and now i make a living out of it! Thank you so much for what you do Andrew! (also i keep learning every time i see your videos no matter how beginner it is!)
hey there, I'm seriously considering 3d modeling as a future job, but I'm concerned if it can be replaced by ai, and if no, then can a professional make a good Living from it
@@merouane7619
i've worked freelance for years and now im an environment artist for a game, and i can live comfortably!
@@merouane7619 it depends on the country if the people are interested in this kind of business. Like Graphic design, Motion Graphic design and Business Animation Advertisements
@@merouane7619no one will answer your question
@@merouane7619the calculator did not replace accounting jobs, its just a tool
Been a casual Blender beginner for 2 years now. Periodically diving deep into projects and tutorials. But somehow, I keep coming back to your videos. Thank you for not going full paywall and still providing valuable lessons to the community for free.
Hey a million ppl comment on your videos, so this'll probably get buried, but I did your donut tutorial like 2 weeks ago. Ended up with the most incredible looking stack of donuts ever. Been trying to check out a little of each blender topic to get a better feel for the software and figure out what I want to get better at. I decided I should know some stuff about texturing for my scenes and characters. Started looking around and found you, yet again. I'm gonna watch this now and work through it. Those million commenters already said this, but you are really something special. The donut is so ubiquitous, and your tutorials are always amazing and so clear to follow along with. Thanks a bunch from me for helping me get started so nicely in something I never knew could be just as rewarding as music, which I've spent my life learning. I'm gonna be an awesome 3D artist.
This is the best tutorial known to mankind! Blender Guru is the GOAT🐐
No doubt!
What I appreciate about your tutorials is there isn't much fluff or filler. You explain and get straight to the point of what something is and why you're doing this. You teach habits to create a practical work flow to create muscle memory of hot keys. This is how a tutorial should be done.
56:25 "i don't really know what roughness does.. i should probably look that up" ahaha.. Andrew is Priceless!
Andrew Priceless fr fr
like who actually gone a buy him 💀
I know this video is for beginners but it's worth mentioning. You should be using a displacement maps and a normal maps for two different levels of detail. Displacement still requires geometry you use it for around mid level detail. Anything that will affect silhouette. Normal maps allow you to provide a higher levels of detail that would not otherwise be possible without tens, or hundreds of millions of poly's. If both maps are providing the same level of detail then the shot should determine which is used. Displacement for close ups and normal for everything else. It's not a "don't do this its wrong" and more of a "Know when to do it" kind of thing. The fact cycles has problems with this should be considered a bug as it is a common industry practice to use both in tandem. As well these problems can be mitigated hence why it not beginner, but important to know.
Right, makes zero sense not to combine the strengths of both approaches.
I had this same issue last week, and I couldn't find definitive answers, I understand your reasoning, but Blender Guru addresses this by using "Displacement and bump" in the displacement properties, this, as per Blender documentation means that Blender will use Displacement for the low levels "silhouette" and the high details to be handled as a bump map from the same displacement texture. Industry might use Normal maps combined with Displacement, but it doesn't make it the most accurate way, it can add detail, lots of fake things add details that make stuff look more realistic but aren't actually.
It's a similar issue as if you are to combine 2 normal maps together with just a mix node, it works, it adds detail, but it's obviously wrong.
I would love to understand how other engines handle this, the way I see that you can combine the normal and displacement, is that if you have the low details on the displacement only, and the high frequency details only on the normal, thus they will never overlap, and I have seen PBR textures created like this before. but if the normal map and the displacement map are representing the same detail, even if the displacement doesn't have enough polys to displace the finer ones, the normal and displacement are still doubling the strength of the low frequency details, this might even make things worse, because it's creating a contrast, where the low frequency details are double the strength, and the finer details are normal... so it may make it impossible to tweak and unrealistic.
@@marcelodias8019 The entire purpose of this is to keep poly count low for animation. Then you use subdivision at render time to allow the displacement map to do its thing, and the normal map to augment that even further while not adding more unneeded geometry. I often use a 4K displacement with an 8K normal. If the displacement map in Cycles is doing more than displacing geometry that is a bad implementation. As well after seeing this I did a couple experiments and found that I could dial things in by mixing the the displacement with pure black, and the normal map with 50% Blue (50% Red and Green with 100% Blue). This allowed me to find a balance using the mix node factor on each.
At the end of the day though all that matters is the shot. If the shot is right it doesn't matter how you got there as long as you were on budget and time. The only reason I say anything is because while this might be a Blender thing, this is not what the rest of the world is doing, and it does it for very specific reasons.
@@hardwire666too I might be missing something, but Displacement displaces geometry, normals fake that displacement. if you create a pbr texture of something with a crease of 1cm deep, and then you use a displacement map it will be 1cm deep (assuming correct scale), but if you then add a normal map to it on top, the normals will make it look even deeper than 1 cm.. again I am not arguing this doesn't work or shouldn't ever be used, I am saying that the most realistic way to replicate the crease depth is to use indeed just the displacement map... wether it looks better one way or another is for the user to decide, what is realistically correct appears to me this.
but maybe I am missing something?
What I'd really like is to be able to use a mask for the displacement. For instance something like the Fresnel map, but without having to bake it every time you change the view.
I know of the "normal-camera axis cosine near 0" trick in Geonodes but it is not entirely satisfactory either.
I built myself a tool that generate bumps (body hair, pores, little threads of fabric...) on a curve following the outline of the model. I use the bumps for the 'field' and my tool for the outlines but it is still not user friendly because I don't know how to get the curves outlining the model automatically.
Is it possible to get the outline automatically?
I was expecting a really cool video about texturing but I sure wasn't expecting a two hour long really cool video about texturing!!! Thanks a lot, blender guru
HE CAME BACK WHEN WE MOST NEEDED HIM, I'm really glad you uploaded this, I completed the Doughnut tutorial a few days ago and was wondering about the beginner course u talked about then, thanks Andrew
I am from middle east, want to say that your tutorials are really helpful.
You opened my interest in 3D years ago, so thanks a lot for your contributions.
Fun shortcut tip for faster mixing of images or shaders like in 24:37 -
Press [Control + Shift + Right Mouse button] and drag the cursor over the nodes you wish to mix and let go. It will automatically mix them.
Node Wrangler should be enabled.
@@rajendrameena150 i believe it's enabled by default since 4.2
in my blender somehow node wrangler just disapeared and I've spent the whole day trying to uderstand that shortcut he used on the ambient occlusion part, now I'm struggling because my displacement map is not working in any way, haaaaaaaa it does not distort the geometry, I've watched so many tutorials about this topic but nothing seems to fix it, like blender updated with this bug
@@morielpereira4299
Node Wrangler:
To enable Node Wrangler, try the following steps:
1. Go to the Edit menu in the menu bar, then select Preferences.
2. In the Preferences window, navigate to the Add-ons tab.
3. Look for a section labeled "Missing Built-in Add-ons" at the top and expand it.
4. Search for "Node Wrangler" and ensure it is enabled.
Displacement:
To troubleshoot the displacement map issue, please check the following:
1. Geometry: Ensure your mesh has sufficient subdivisions to support displacement (more faces allow for better detail).
2. Displacement Map: Verify that the displacement map image is correctly loaded. You can do this by going to the Rendering workspace and checking if the image is visible and selectable.
3. Node Connections: Ensure that the displacement map image is connected to the Height input of the Displacement node.
4. Material Output: Confirm that the Displacement node is connected to the Displacement input of the Material Output node.
5. Material Settings: In the Properties panel, under Material > Settings, make sure that the Displacement option is set to Displacement and Bump rather than Bump Only.
Hope I helped.
It's awsome! also detects if it's map of shader and gives it a proper mix (yellow/green)
I've got to say, this genuinely couldn't have been better timing. finally got my computer fixed after a year of being broken and deciding to get back into blender attempting to learn and master the core aspects along with other software's, I'm starting tomorrow with your Donut Beginner 4.0. I loved the 3.0 version you did that I followed when I started learning. This time will be just to refresh myself with the things that I may have forgotten, And this Texturing Course will be the second thing I go into, I can't wait! Thank you for this!! ♥
Finally!! The best texturing course ever created from the goat himself 🔥🔥🔥
I remember you from over ten years ago. So proud of the blender community and how far it has come. ❤
Babe wake up Blender Guru dropped a new tutorial
😂😂😂😂
The way I pronounce "Blender" is because of you, Andrew. I still remember those evenings we've spent together 10-7 years ago!
IM SO HAPPY I WAS JUST TRYING TO FIND A GOOD TEXTURE TUTORIAL AND THEN THIS POPPED UP ON MY NOTIFICATIONS LETS GOOOO
Thank you for everything Blender Guru
so true thank u
(same)
I just completed the first part of the Guru’s abandoned house tutorial (after finishing the Donut tutorial) and was starting texturing and was totally lost so I searched up texturing for beginners and this video came up top of the results. Talk about perfect timing! I’m so grateful for these videos Guru, thank you!
Watching blender guru tutorials is so relaxing
speak for yourself, i'm casually burning my brain trynna figure this out😅🤣
Truu, I watch his videos even though my laptop is 4gb ram and can’t download blender😂😅
I'm so glad to see you back at making these. I've been using blender for decades at this point, but as much as it changes, there will always be more to learn. Like, i've been setting texture images for normal maps to non-color for ages, but didn't realize what it was doing, now it makes sense. Thanks for these.
Really appreciate the in depth guide, not do this to get that kind of thing but you also explain why it's done that way. You're really a great teacher
Thank you, Andrew! Your selfless offerings to share your hard earned knowledge freely and clearly articulated are deeply appreciated!
Great tutorial once again. Im also glad I can finally keep up now and don't have to pause the video every 10 seconds. Waiting for the next one 🎉
My favorite Blender teacher
je pensais pas que j'allais regarder les 2 heurs de vidéo mais tu explique tellement bien que c'est passé tout seul
Forget blender ,This guy taught me how to talk with people and explain things to newbies , i can't express enough thankfulness for that ... love this guy .
Blender Guru... becoz of your videos I got a Tick on my channel today ..Thank you for introducing us to Blender
Killer tutorial, I bet there was lots of trial and error to get these node setups right. Great work. I really enjoy these deep dives where we can really understand all the technical information. Thank you!
This was by far the best tutorial on this, thanks! Need more on under known areas on blender :)
please need moreeee videos about blender! we have only your channel to learn Blender No.1. So please keep uo Moreeeee Videos! ❤
This is the sequel to the donut tutorial. I needed this exact tutorial for a bunch of time and I'm very thankful for it.
This was a great course. I shifted to Painter a few years ago, and stopped using nodes as much. This video was really helpful. Even knowing most of this stuff, it's really great to get a refresher, and watch your workflow and organization. Thanks Andrew!
This tutorial can be very helpful for texturing a broken an dirty environment. The problem I still keep running into is that it solves the issue of tiling by adding destruction and distortion. However if you want to make a more clean and new surface of for example bricks, it is much harder to find a way around the repeated patterns. Hope to see a tutorial on that soon.
Thank you Mr donut (that's what I called you coz I first learnt blender with your donut tutorial ) and this video is very helpful ..Thank you sir.
Been diving back into blender recently because I want to make more art at times rather than assets for my game and between your donut tutorial and this it has been such a huge help. This one in particular made me realize that I SERIOUSLY need to focus on the importance of materials and their flexibility with layering and vertex painting. I just finished this now and will keep this project as a template on how to build complex materials in the future. Can't wait for you beginner course!
Whooop! That Texture painting colorburn is sick!!! What a neat technique! And you really explain everything so good and understandable...Thank you so much!!!
I see a Blender Guru Video - I Click! Thank you for your videos because of you I started my Blender Journey
Thank you so much for putting some free textures on your website. It is really useful for me since I can't buy anything from foreign websites due to stupid sanctions and rules. Also I had no idea creating materials and textures would be that hard and money/time consuming process! I really appreciate your work and your team. Hope you guys make it to the top
Great video as always! By the way it’s a little nit picky but at 18:59 when you’re scaling the texture, I think you should be scaling it DOWN by 1.25 which means you should scale it by 2.0/2.5 =0.8. Thought I should let you know.
He just added a pinned comment to correct this, tagged you as well
@@RealNormHall Yes I noticed! I first commented on this video and realized that my comment won’t get so much attention so I decided to let him know on X. I was very surprised to see my name tagged.Anyway, thanks for letting me know!
Been away from blender for a few years, i had completely forgotten what briliant tutorials andrew does.
Thanks to you , I’m on the road to making a living and a future career out of 3D modeling and vfx . The knowledge you share is a blessing brotha .
Excellent tutorial. I’ll be trying to adapt it for Octane since I’ve only ever used that in Blender. Regarding the normal and displacement use. I was watching and thinking if they both have the same information, surely you shouldn’t use them. I guess, for me, the only time that is not true, is if you have, for example, sculpted something yourself, and the displacement is creating the large forms and the normal is creating the finer details. That’s certainly how I would always do it creating maps from Zbrush.
The king of Blender!
Truly the clearest, most substantial, and most detailed explanation I've ever seen on texture management. Thank You !
Re: displacement and Normals @30:00 - I've heard the line of thinking that displacement is for major geometry displacement and normals are for micro detail. So if they're both doing the exact same thing, then they're designed wrong. I'm an illustrator/concept artist, though, so I don't use this stuff for production environments and could be very wrong.
Fantastic video! Although i am quite an experienced blender artist myself i watched this all the way through. Your way of explaining these things is unmatched.
The quality of your tutorials is just outstanding and its whats keeping me engaged in learning blender as a new skill. Thanks for your efforts. Peace!
I really needed this tutorial, hope to see more blender4 tutorial by you, enjoyable courses.
Lovely Tshirt by the way👍
i love blender guru. He is always out here helping us to be pro in areas that is needed
This is the best texturing Blender course I've seen, and I have been using Blender for a few years
...you are Bob Ross in Blender...best AMSR tutorial that I have ever seen...
Very cool tutorial. I'm not a complete beginner and still managed to learn some stuff:
17:58 You can sync selection between UV wrapping and model
24:07 You can rotate and scale nodes around each other with shortcuts for modeling
1:04:57 You can use multiple UV maps and select them in shading nodes through UV map node, and plugging output to texture Vector input
1:06:52 You can paint your textures with vertex groups and mix this low resolution map with texture using color burn to get cool effect
1:27:38 Worth noting that you can set that (texture coordinate + mapping) automatically by selecting texture node and press Ctrl+T with wrangler node addon enabled
I've been using Blender for years and I still learned so much from this. Thanks for another great resource!
Awesome!
@@RyanKingArt love your videos Ryan!
Fire Intro! Been a bit stuck on texturing, super excited about this video.
Thank you so much for this! Texturing is such a fundemental part of almost any project and knowing how to correctly execute these processes is invaluable information. Thank you for making this a free lesson!
That sneaky plug for the poliigon addon though 😂
Well! been using poliigon for over an year now. Amazing stuff and easy to use. ❤
Dude, this is by far the best blender tutorial I've seen, I'm at the start of learning blender and this is so much help. Thank you 🙏
ah how i missed "Non Color Data", once again Blender Guru delivers, best teacher ever!!
Andrew, you are simply the best Blender user 🙂 ... a real legend!!! Thanks a lot for this tut, dear!
This guy everyday bringing amazing great content about Blender damn , thanks 🙏🏼
man, thank you very much after watching this video i understanded how the 1 and 0 values works an now im trying to blend to textures and start experimenting whit this info.
Incredibly helpful for understanding the fundamentals of how to use shaders and material nodes to get desired results. I love how you manage to make sense of things. 👍
another tutorial for beginners, what a time to be alive
It's not an exaggeration when I say that you are a damn inspiration!
Thank you so much for everything you have done, and are doing to teach us!
please make more videos like this its really helpful for beginners ❤
OMG!!! Thanks for explaining this!!! Textures has been a headscratcher for me for quite a while. This helps tremendously. Love Poliigon textures BTW. Thanks!
OMG 1 hrs 53 min and 10 sec 🤯😨😂😅.
When I'm gonna finish this guys. Cuz every minute there's a new term 😅 and we must note down in our hardcopy . Otherwise 1:53:10 × 1min+10to 25 sec = I think u may know
That's how I spent my time to copy his instructions 😂😂
ThangQ Blender Guru ji 🙏
Love the shirt!! Legendary tutorial as always... Thank you.
We are very blessed to have Blender Guru!!! This is beyond amazing. Thank you!
damn rare good tutorial. really wish non pbr shader tutorials would be great.
This is really useful
I learned how to use shader nodes to enable deeper texture representations
Of course, I've come to understand more difficultly in proportion to that, but I think I'll see this video often in the future
Sir, so happy i found this. You have solved so many issues for a newbie. Its one of those "Shut up and take my money" moments. :) Subbed, will go through your other work. Will also check out your PBRs. Cant express my gratitude. Big kudos to you great ability to show and teach techniques!
Amazing information, big thanks
this guy just keep on giving
Amazing
the thing is yesterday i was trying to make scean where i am having hard time in texturing this tutorall comes like a merical to me thanks Andrew 🔥🔥🙌🙌
Ive been using blender for years but this is very enjoyable to watch ❤❤❤
This is great, got some movies to make that need realistic 3D environments very low budget, so using Blender and Resolve for all the film making aspects. Thank you Blender Guru! No donuts for me, sorry. 😜
Dude I watched you grow up with blender...Fantastic tutorial btw!
This guy was just a kid when I first watched his tutorials back in 2018. Life happened, and I had to put my learning on hold, though I never lost my ambition. Now, in 2024, I'm returning to that dream only to find that he's all grown up. How time flies but I am happy to pursue my ambition.
THANKS for the bump/normal/displacement map correction! I was shouting that at various other tutorials into the void for ages 🤣
The really confusing part comes with the fact that some realtime shaders for game engines for performance reasons often don't do light on displaced vertice normals, but on undisplaced ones. So there you actually DO NEED both maps. Which must be messing hard with beginner texture artist brains.
Excellent video, as always from Blender Guru! Andrew always explains things in an understandable way and always with a smile showing how fun this is :-). This is also a useful video for a Substance Painter user as I am. I learnt:
- How to use Normal maps and Displacement maps in optimum way
- How to add masks and use already existing maps to control it. From Poliigon or SP or any other source
- How to paint using Vertex paint instead of more complex Texture paint. We can use more low res Vertex paint since we anyway is only manipulating already existing high res images/maps
I was literally just looking for a texturing tutorial! LETSSS GOOOOO
The timing on when this released is insane!
I was just about to buy a course like this
I love seeing which buttons he presses. i was literally thinking about that when watching the donut tutorial
“we can finally now talk about manipulation”. My time to shine
Epic, historical and highly productive Blender training content.🏆
Been using Blender for a good while now, but I learned a lot from this. Thanks.
Another great video, Andrew, thank you. You have a very natural delivery style that is easy on the ear. You also get to the point which is a bonus! I've been a blender user for several years so not a newbie, but even so I always find useful info I previously didn't know in your vids. The colour dodge trick is a good one - I'll be keeping that as well as the normal map plus displacement anomaly. Now if you can just show me how to make a convincingly lifelike, customisable brushed steel texture, that can be used radially, straight and circular, that would be your next challenge :-) I've tried every technique in the book and they all look okayyy but not really great. The poliigon textures are generally great but even the poliigon brushed steel one doesn't look amazing when applied to small items like watches. I think maybe I'm just doing it wrong, haha.
If you're looking for free textures poly haven is an indispensable resource.
Also quixel offers free stuff as long as you don't make too much money out of it
This is exactly what I needed.
This is a full course, am ready to go🎉,, thanks so much
Wow! It's like I'm really in Detroit!
No joke, Detroit was the reference 😂
Yay, another guru tutorial!
awesome shirt btw
You are not a Blender Guru, You are a Blender God, man🔥🔥🔥