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Materialize -- An AMAZING Free Texture Map Generating Tool
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- Опубликовано: 15 окт 2018
- This newly released, completely free tool, enables you to quickly create several different material maps from a single image, with real time preview, editing and more.
Create Height, Normal, AO, Edge, Metalness and Smoothness maps in just seconds with interactive preview, all from a single source texture. Works very similar to B2M or ShaderMap, but completely free. Sorry Mac and Linux devs, this one is Windows only for now.
Links
www.gamefromsc...
www.boundingbox...
i actually live in the city where the sewer is from, greetings from Bremen :D
ja moin
Your city has lovely sewer covers
Me too
@@freduardo7499 They also have lovely cockroaches under them
And they have holes to put coins in??? WTF
Amazing how many people complain about a free tool and a free video.
Yep. People suck.
It's amazing how many people... pirate.
when you don't pay the full price you don't quite get to appreciate.
but I can't blame 'em. speaks volumes on how expensive these things can be.
the only reason gamedev isn't an entirely elitistic profession is thankfully, piracy.
I am really glad that free alternatives exist that aren't shit. that changes a lot of things.
where are these complaints exactly? i can't find them.
@@milanstevic8424 dude unless you're making AAA all the tools you need are free.
@@TedThomasTT sure dude. sure. as soon as I finish my free lunch and hug the rainbow, ALL the tools will become free.
if that was really the case, then what would be the point of your comment? "a free tool and a free video?"
surely you meant "a tool like any other and a video like any other?" no?
if all tools are free, it obviously boils down to their quality and user experience.
why are you bothered with complaints then?
you don't seem to understand the economy of gamedev very well.
everything is free as in "free-to-play". after a while you either pay to stop grinding or you pay to overcome the paywall.
if it's truly free it's either: a) shit, or b) just an entry level, and there are other means of monetization just around the corner.
and I wouldn't be really bothered with paying per se, if the prices weren't tweaked in such a way to safeguard the elitism within the industry. as a result, good code is rarely, if ever shared, good tools are extremely pricey, highly-engineered solutions are trade secrets, patents or market commodities, and our coding paradigms are 40+ years old -- FOR A REASON -- so that nobody can surpass a productivity of a sweatshop with around 100 developers and artists on a regular payroll.
and when coding games, you need to be a know-it-all who doesn't sleep, doesn't eat, doesn't let in any sorts of distractions, and basically don't have a life, if you really have to stay competitive. it's either that or you strike a gold vein which isn't a pragmatical or sane business practice. normal people can't do this without burning down, but industry will remunerate you somewhat, but won't treat you any better. on the other hand, they will never let go of any resources, tools, or know-hows to improve the dev cycle or quality of life for anyone.
please don't get me started with your fallacies. the reason why we have an indie scene at all, is because one corporation plunged its dick into another, by intentionally cultivating a varied community of equally-apt developers that made another's corporation product range look obsolete -- all while some other bystanding corporations took notice, and made a mental note to steal from such "unprotected" community and never invest into RnD. it's basically a market move that has effectively evolved into "generous" opportunities for small people, and at the same time provided flesh blood transfusion to the increasingly stuttering publishers.
like spermatozoids, some developers actually come through all of this as a winners. sadly, this ain't true for millions others. possibly because only a tiny margin is incubated to succeed (I know appstore does this) to fuel the flames of enthusiasm, just like a lottery winner would.
and while all of that is happening, you are free to proceed living in a la-la-land.
OMG, used to take hours to generate all this by hand in PS.
Shut up
It only ever was just changing the color filter...
@@borntopoopforcedtowipe838 wtf
@@shakkls7612
Wobster maybe an adobe employee
Wobster Your comment is very out of place, there's actually a really good feature for generating bump and normal maps in PS
This tool is actually amazing. I used to do my maps with the Blender cycles nodes
When I started watching the video I though: "Ok! this guy is really pumped with the content" and then I realized my playback speed was at 1.25x hehehe. Great video!
Relateable
Just downloaded and pulled a stone texture off the net to try it out, and WOW, with just the Diffuse Map , Height map and Normal Map, it was amazing what I could create. And only in a few minutes. This software is amazing.
Can we all just hold on a second and appreciate the work from this guy
i mean this youtuber right here posts everything what you need for developing your games
damn man you have all my respect i love your uploads especially the unreal engine free stuff
keep up the good work definitly worth to follow :)
have a nice day
For once, THANK YOU RUclips recommendations!
Wow, thanks for finding this little gem. I have a ton of high quality stock photos that I have been needing to convert to usable texture assets and this is heaven sent. :)
4:03 If anyones interested, the plate says:
Wilhelm Kaisen citizien-help of the free hanse-city Bremen.
In dialect (guessing here):
Don't cry
Don't yelp
Don't growl
I do say also (?)
Put something in
into the bremian
hole
That's kinda strange stuff so i made a comment about it.
This is exactly what I didn't know I needed!
WOW - what a STUNNING result in no time at all!
This looks super interesting. Lucky I had this in my suggested videos!
After using it little bit it feels a bit frustrating. With little tweaks it would be really great. For example when I am adjusting a texture I'd much prefer to see the end result and not the texture I am adjusting. This makes it difficult to see how my changes are actually effecting the end result until I press show full material button. I don't really how care about how the height map itself looks. I only care about how the end result looks with that height map. Maybe the software can not do live editing of the textures but I'd really love if it could do that. Or maybe there is a switch somewhere to make it do that?
Also the PCOS buttons should be replaced with either text or icons. I had no idea what the P or C buttons even do. Lots of free cc0 icon sets available in the internet, no need to use letters. The file open menu also can not handle it if you try to type your folder address into it and press enter (for example type e:\gamefiles\photos\manholecovers\). It just opens nothing. Instead you need to use the mouse to click though folders.
yeah, this one of that times when youtube did recommendation right.
You should probably bring this in the suggestions button thingy
P and C buttons is for copy and paste...
Wynand Vervaart That took me a while to get used to
That is exactly what I am thinking.
Some even more complex suggestions would be to edit the Heightmap with brushes. Like you would edit Terrain for example.
The manhole cover in this video is a little bit deformed in the middle. Would be nice to fix this with a brush.
The next thing would be to create multiple heightmaps and blend them together.
Like the detailed heightmap he created would be nice for the text on the manhole cover while the other heightmap was better in general.
So it would be nice to create two heightmaps and then blend them together with a brush.
Smoothness map, Edge map, AO map, maaan, I was looking for something like this and now I've got more than I needed!
I love FREE stuff!
good choice on the assets xD this is actually a manhole cover of my hometown Bremen :D .. you put some coins in there for charity and then you will hear the sounds of a rooster, a cat, a dog and a donkey - the "Bremer Stadtmusikanten" (Bremen Town Musicians)
The text says: Wilhelm Kaisen Civic-Charity of the free hanseatic city of Bremen :) "Dont scream, dont cry, dont growl, dont say EEAA put smth. into the bremer hole"
Getting my head around this. For all your hiccups figuring things out you actually happened upon the one thing I kept forgetting to to do was to NAME my frigging project to export the maps! THANK YOU!
Now as for your Edit issue, just click Create again and your settings will still be in place that you originally set up so you can just go back to tweaking away at things!
Man, that's an insanely powerful feature set for a free program. Awesome find!
Damn, I just discovered this because you popped in my recommendations. Definitely gonna use this program for future projects
I've actually been using this for the past couple of days. It's not just for games or course. You can generate the textures and use them for painting your models with 3D-Coat's Smart Materials. Then of course it could be used for film and animation as well as games.
Phil Nolan Is there a way to export the render to image?
I'm not sure what you mean. The whole point in the program is creating images.
This tool is amazing. Thank you so much for making this video because I never would have known about it otherwise.
This guy is made with unity game engine.
Works for me. How long before someone cranks out a full 3d App built on Unity?
That means there is no real reason why the tool has to be windows only, beyond the developer perhaps just not having the time to dedicate towards maintaining mac and/or linux releases/exports.
No Offense, i made a lot of tool using unity not only games. i love the cross platform and the rich library provided by unity.
@@CerealKiller "(Not that it takes much effort nowadays)" Be that as it may, if the developer (team perhaps, or especially a single developer) is small enough and the tool is big/complex enough with large enough user base it can still be overwhelmingly hard enough a job to support multiple platforms that no matter how easy it has become to support them it just might not make sense to support more platforms, at least not until the developer has the resources for doing so.
It is worth noting however that if the tool is given away for free, it might make sense to make the project open so that users technically skilled enough could deal with building and maintaining a release for a specific platform themselves.
@@Megalomaniakaal It actually is... If look a FAQ section of website, the devs explicitly say that that source code is available on github (under GNU GPL 3), and if community manages to make Linux / Mac build they'll link that on their website too.
THIS PROGRAM IS INCREDIBLE OMFG
This was a great find. Thank you for sharing!
After Photoshop removed it's feature to create Normal Maps, I started looking for an alternative and this is it and much more, thanks!
Very helpful, I usually try to extrapolate the other maps from the diffuse using a lot of nodes, and always end up missing some features like the blur. I've used other softwares before, but this being free and really complete is mindblowing. Thanks for the video!
I stumbled upon this on my front page. Thanks for the introducing me to this. I am now adding it to my workflow.
This software is actually amazing! I love free stuff that is THIS good!
Just wanted to say, I greatly appreciate this information being provided for us Devs! Hope all is well, Sir! SUBBED
Runs very well in wine too! (Linux)
ouazrou oualid, try installing fonts with winetricks. (i had to do this)
also, make sure you're using a 64 bit wine prefix since materialize is 64 bit only. (was already doing this)
you may also need to insall visual c++ (vcrun) through winetricks though it was working for me without it.
not sure what other differences i may have between our wine setups. i mean... i do also have proton installed so maybe that helped for some reason... but i'm also running antergos not ubuntu. so the package i grabbed off of the AUR may be different than what you've got.
ouazrou Try running it through playonlinux if you haven't. It sets up a pretty decent default and lets you switch between versions of wine easily, and it lets you install various packages like runtime files just like winetricks but with a gui. You can also run a debug mode from there that will usually tell you what you're missing. Good luck.
@ouazrou oualid Try adding Arial.TTF to
~/.wine/drive_c/windows/Fonts/Arial.TTF
Solved my font problem.
@ouazrou oualid Same here, although copying the font file from a github repo as @carrot CARTOON said did add text to all the buttons and windows (I did not put a capital on Arial.TFF, just arial.TFF)
I got the same outcome with wine on Linux Mint 19. You don't get the color display like when you run it in Windows. Do you know any cure for that
I just fell in love with Materialize.
This program, in beta, ruined my first real foray into game development by permanently deleting every image file in my project and every folder adjacent to it. Not sending it to the recycle bin, just outright annihilating the data. Lost about a month of work and ultimately gave up.
Not in any way defending what happened, but this is why secure, periodic backups are important kids.
I hope you don't stay discouraged. That month of work probably taught you valuable skills and I'm sure you could recreate much of that work in a fraction of the time.
that"s not the way to go brother. i know it is easier being said than done...but we try we fall we try again, thats what differs us from the rest of creations. God be with you
A combination of this and a Canon 5d, life's grand.
I used to generate all these maps by a HDR worked diffuse in Pshop. Relying on values knowledge, but this is a really cool app. Thanks for the video.
holy shit i didn't expect that kind of end result after what felt like 7 mins of work
Looks like a very comfy tool to use. Nice time saver too. Thank you very much for sharing.
uhhh.. here we go that youtube recommended me after 2 years in field of 3d and now i find something that doesn;t heart me while creating diiferent texture maps thanks dude
is it still up to date? or did you find any better solutions?
ive allays hated texturing, this makes everything so much better
Thank you for the intro. I love the look of Materialize, and I think it will help a lot in my work.
Great soft - just downloaded it, tested for creation of maps for slate stone I found and wanted to use as a texture, now off to Unreal Engine to test it :) thanks for highlighting this gem for us!
did ur materialize works? mine didnt load the image eventho i put the file in Local C drive
You can toggle full screen with Alt + Enter. The greyed out UI button updates appropriately from "Full Screen" to "Windowed".
This is incredible! Definitely gonna utilize Materialize for my future environments/dioramas. Thanks for sharing!
this is mind blowing im shook af rn
Sad how I didnt see this sooner, its so useful and easy to use, didnt even need to watch a tutorial and I'm getting great results
This is awesome and way better than anything i was doing before! I'm so glad I found this video!
Been looking for such a tool for ages m8 especially normal map generation and RGB channel data packing are priceless, its so time consuming to do it manually in GIMP, here you have it all at your finger tips and speeds up workflow 10 times faster.
This is what programming is all about for me, outside games and movies etc projects, programming is all about automation, no matter how you look at it, every single program out there uses math, hardware and other concepts/physics etc to automate stuff and thats what i want to see more.
Im sick of all these programs that ask people for 50-200$ subscription fees just so i can automate a normal map generation, RGB packing and painting some decals like Quixel/Substance wtf too expensive.
or atleast they should release these softwares for other markets with different prize
freaking amazing how easy it is to make maps for my games. Thanks!
My virtual stage creations are going to be so much easier now. Thank you for sharing this free heightmap creator so that way we can make mapping a hell of a lot easier than it would be to spend hours manually doing all this. 2018 is a Godly age...
Dear lord, outstanding tool ⚙ Thanks dude!
Fun fact: It is made in Unity, so soon the creator will have to pay 20 cents per install.
🤣😂
THIS HAS BLOWN MY MIND. Immediately used in my pipeline!
Excellent find. This looks like a great tool for Iclone 7 and is what I've been looking for.
Thanks for the video.
👍Wonderful tool👍
I think it's the best tool to convert all maps from single image instead of photoshop and other software.
The other benefit is it actually gives you a result in real time & it's free of cost.
Thanks for making this tool.
It saved my precious time which I can optimize into other things.
Again
😀 THANKS A LOT 😀
Man, spoiled times indeed! I'm not ready for texturing but when I am I will keep this is mind! Thanks for sharing GFS!
omg this is so useful for me because I just model in blender as a hobby and I don't really wanna drop $100+ on commercial software.
This is fudging awesome! Thanks for the showcase!
The overview is much appreciated - way to be there :)
Well time to down a new and pretty neat software. Thanks for shearing Gamefromscracth.
Thanks for showing this. Seems like a great free alternative to Substance
This is why I always come to this channel, very nice find.
And it looks like create is the same as Edit.
Yeah, I have to say that's a confusing UI decision.
I would be happy to pay 20 dollars for this. Michael Voeller needs to give me a way to pay him for this.
Hrishikesh Andurlekar just get B2M
I would agree with you if the tool would be more polished. There are still some minor flaws, so I complement the fact they made it free for now.
If you're gonna pay 20$ for this, get MindTex 2. It is a more polished feeling and looking version of this with a few additional features like adding your own preview model
This works more like ndo2 rather than substance designer. Substance designer is on another level.
This tool is amazing. Thank you for this video
Unbelievable being this a FREE!
This looks Like a life saving program ! Downloading it soon !
Amazing! Will definitely have to try this with DAZ Studio.
Nice find. I had been using LiveTool, but will give this a whirl and see how it looks in the project
Thank You for taking the time , hopefully I'll learn the in's & out's of modeling
Really helpful, your videos are really informative, keep them coming
I've become a huge fan of Substance Painter for its ability to provide Photo Shop tools for painting 3D models. It's a really great tool. But! It's not really that great when you want to create realistic textures for wall materials and building parts (mainly levels for first-person interiors). I know you mentioned Substance B2M, but I really was hoping not to drop a bunch more cash at the moment. Then you show this. I can't even wait to play with this. I think I'm going to find all sorts of weird junk outside to combine and photograph so that I can throw them into this program just to see what comes out. Should be pretty cool!
A software made with Unity,wow.
Yes, it should not be hard for them to re-target for Linux and Mac.
Brilliant piece of software.
VRoid studio I featured a week or so back was also made with Unity.
ruclips.net/video/7Z1SgCmNZqk/видео.html
Unity powered 3d software is becoming more common these days. Starting to see them pop up like daisies.
@@TheReferrer72 not sure but some of these materials settings might require dx11 and I don't think Linux or mac have that.
@@gamefromscratch thank
WHERE HAS THIS BEEN ALL MY LIFE
the metalness map should mostly be black and white, no in betweens and it should only be white on clean metal. things like rust or dirt on metal should be black on the metalness map too. correct me if i'm wrong, but i believe substance offers many images to pick from and mix, which is why it is so expensive. would be awesome if materialize could get a similar library through user created content. that said, this program looks amazing nonetheless.
Indies devs will flock to this over subtance. no doubt.
Thats not 100% correct. The metallic can be interpreted as generic "reflectivity" as well; a value that is not really binary. Most "metals" are conductors and reflect away most of the incoming light but absorbing certain wavelengths (eg. adding a tint, like in case of copper or gold), whereas reflective non-metals mostly reflect the light uniformly across the whole spectrum.
Good example of partial reflection is wet material; when material gets soaked in water the material's reflectivity increases. Because of energy conservation, the diffuse component is reduced at the expense of specularity/reflectivity and the material will look darker (as less light reaches the surface before being reflected away).
@@PiesliceProductions no, your generic reflectivity is specularity or roughness.
The metallic channel determines whether a surface is a metal or a dielectric, not how reflective it is. You can have highly reflective dielectrics (e.g. shiny plastic) and highly matte metals (e.g. brushed steel).
It is reasonable to have grey areas on a metallic map as it depends on the real-world value of the specific metal. However, you would generally have a uniform shade of grey rather than gradients and blends because a part of your model is either made of metal or it isn't, but the grey value depends on the type of metal.
BTW, and I'm being pedantic here and I'm sure Simpson realises this, but the metallic map needs to be greyscale anyway to anti-alias between the light areas and black areas.
Metalness is basically about whether the diffuse color influences the specular or not.
This video actually made me interested in photo realism, I think imma try some of that ! Thanks m8 well earned sub+like !
Thank You! It's a really good catch! Just what I needed :)
0:02 u know we live in spoiled times when the biggest problem is having to go outside to take photos for textures D:
Internet
Meh, also the fact that you need a good dedicated camera to get high-resolution pictures.
@@daedalus6433 You can take multiple shots and join them together.
@@aleks_ivanov Well, that can cause a blurry final image, and a bunch of artifacts.
@@shadybandit7 copy rights :)
Thank you for sharing this. this program looks very promising. :O!
Seems like a neat little tool :)
However I just wanted to correct you on some stuff. For the displacement maps you said you get the "illusion of height" which is incorrect. The mesh is tesselated and displaced using the displacement maps but it is actual geometry.
Also just a nitpick but that metalness map is _super_ incorrect. Metalness maps indicate which parts of your object is metal and which parts are not. There's not supposed to be any grey parts or blurriness in a metal map because it just tells the shader engine "is this part here metal: yes/no?" Since a material can only either be metal or not metal (everything else)
I don't really believe it's even possible to accurately extract a metalness map out of a photograph but I guess it's neat that the option is there if you want to try it.
Yeah I outright made a mistake discussing height maps, misdescribing normal maps, my bad.
As mentioned in the video, I'm a bit clueless on metalness maps, I've used them and created them in tools like Substance Painter, but I've not really taken the time to understand them, so thanks for the heads-up
Actually there are circumstances where having a grey value for metalness is necessary, especially for materials like concrete where some metalloids may be blended with the admixture causing 'sparklies' during certain times of day and when the concrete has become worn enough (since metalloid sink below the surface of concrete initially). My father sells chemicals used in the creation process, and I use him as a consultant for rock, conrete, and synthetic materials. :)
It could be using parallax occlusion mapping rather than tesselation, which would be just an illusion regardless of how convincing. Take Unreal 4's parallax occlusion shader, it has an option to effectively project each pixel of the material to the correct height in 3D space on top of the normal parallax occlusion stuff. It produces a result that looks exactly the same as it does here, complete with how the outside edges of the material interacts with the geometry around it.
@@NalonB Yea exactly :D
Basically it all comes down to the resolution of the texture. If we had an infinitely large texture, we could more easily separate the metallic pixels from the non-metallic, but since the textures are finite in size and in a sense always "anti-aliased"/blurred, so will the metalness maps be grayscale instead of BW, too. Taking a photo of a circuitboard also would have some metallic/white pixels in it, but if we take a picture of a factory floor with many circuitboards on it, the resolution of the picture would probably result in all the small 2 pixel-wide circuitboards to be averaged into a single non-binary value :P
@Polarbear FrostI think of it more as a discussion than just condescending nitpicking :P But I also do feel quite strongly about the issue.
I don't know how to thank you, Lucky I had this in my suggested videos!
what an awesome tool! thank you for sharing!
omg I was looking for SO LONG!!! on Bump map software! BUT THIS IS MUCH MORE THEN I EVEN HOPED FOR HOLY SHIT DUDE THANKS !!!!!! :D
Amazing program, just tried it, fast and easy to use. Thank you for download link.
Unreal! This is just the thing I was dreaming about!
God damn good tool! very helpful. Thanks a lot.
giving it the name that is already in use by a css framework is a really bad idea, trying to find tutorials and documentation gets hard when youtube is filled by the css framework tutorial videos.
also they really need to work in the UI (not UX), using the old GUI of Unity seems unnecesary when you can use the new UGUI,
overall I'm glad the software exists and it does real competition to B2M, I hope they get some traction and gain popularity, that will encourage them to improve it. thanks for the video
"using the old GUI of Unity seems unnecesary when you can use the new UGUI"
On the contrary, the old UI is dead simple to use and there's not much reason to spend effort making it look nicer once it functions properly and is well laid out.
Materialize is published with Unity3D 4.6.1f1. Very likely it was developed during the 4.x cycle and ended up on 4.6 eventually which is the first version the new UI was even available. Many people around that time were still publishing with NGUI or the immediate mode GUI. An unrealistic expectation for people to go back and redo all that work for no gain.
@@GladerDev you are right, anyway it seems that you can grab a copy of the project and make it work in unity 2018 easily, so I guess is just a matter of time and a bit of effort to make it work with UGUI, or at least improve the current UI, I just can't see that default skin anymore haha
do you really need tutorials for this? it looks extremely simple, if you know just a little bit about the metalness workflow.
I agree ity only main issue is that it will be very difficult to find tutorials and documentation on this awesome tool.
This is awesome! Thanks for bringing this to my attention! :-)
WOOOOOT Shaders for Unity. Thi is gonna come in handy when I figure out how to make my room for VR Chat.
Thank you so much for this! Helped me a lot with my project
Live Normal is a camera/photo tk material tool for your phones! This one can be sent to your google drive. Although it doesn't have many options...
wow that's so realistic that's better than cray bump man
That's amazing! Great video.
UI could maybe use some fine tuning. Like those buttons P, C, O and S are not self-explanatory but otherwise looks really handy and free too! So thank you!
Why cant I open an image into diffuse channel? I select a file, but then nothing is happening
me neither
"Extract the Materialize zip somewhere it does not need special permission to write its temp files (not in ProgramFiles) and you are ready to go!
"
"If image loading is not working you may need to download and install the Microsoft Visual C++ Redistributable"
This is exactly what I needed, thanks
U r awesome man ....
I was waiting for this only :)
Great software very helpful Thanks for sharing
Sometimes I got carried away tweaking my maps and then I remember that I gotta render my scene in mental ray.
Who doesnt like free stuff?
me
Monsters
I do like free stuff, but not all free are good.
Slavers.
Aliens
Love the property map option. ❤️
Very useful for UE
ayyy ffs its not working, i dont know why. i try to open a jpg/png (512x512) but it wont load the texture. the frame stays empty. EDIT: ahhh got it: just run it as admin.
Report that bug