How to Create Professional Materials

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In this video I'll show you how to create smart materials in Blender! This will help you take your shading skills to the next level.

#b3d #blender3d #kaizentutorials
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➕ Addons You Need:
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📚 My Favorite Blender Courses:
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Chapters:
00:00 Intro
00:22 Starting the Basecolor
02:20 Creating a Curvature Map
03:24 Setting up an Edge Mask
04:37 Creating an Ambient Occlusion mask
05:31 Setting up our Smart Material Basecolor
07:25 The finished Basecolor setup
07:41 Adding our Metalness map
08:03 Setting up the Roughness map
09:55 The final value - Normal map
10:31 Why is this a 'Smart Material'?
11:00 Outro
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🗣️ Socials:
Insta - @Kaizentutorials
Twitter - @kaizentutorials
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🎶 Music:
Epidemic Sound
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*Some links are affiliate links on which I receive a kickback*
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Also keep in mind that unless the Ambient Occlusion node is set to only local, it's dirt map will change every time you move it or objects around it.

JRHainsworth
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I appreciate you describing what ambient occlusion actually is. A lot of people these days only describe it as a shader to get dirt in crevices, but that's really a secondary popular use.

JaredTheStrange
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Solid video. The only suggestion I'd make (aside from cutting the gradient mask and separating the the two colors into their own materials so it can be used on more than just this specific object), is that "Distance" is a better way to adjust the intensity of bump maps, not "Strength." Strength makes the slopes shallower while Distance only affects the height of the effect (which is usually what we want).

maxleveladventures
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First of all, thanks for compacting this info into a single video. I was effectively trying to make materials like this in other ways without realizing it, so it's nice to have a solid method for this.

To extend this method further for importing it into video games: You can bake the texture using the UV map.

Firstly, make a new image node in the texture that is not connected to anything and make sure it is selected. For every new image you make (diffuse, normal, etc.), you'll need to generate a new one. Then, under the Render Properties tab (while using Cycles) and "Bake" section, you can set the "Bake Type" to "Diffuse" and select only color to get color, and there are other modes there to extract your AO, shadow, normal, roughness, gloss, etc. You can also use this method to generate a new UV map for re-mapping an existing texture.

I do believe that for most of these though, that you do need to have even world lighting. You can do this by going to the World Properties tab and then just setting the color to pure white. I use this method with an orthographic camera to generate a color and normal map to have 3D-looking images as planes.

These are a bunch of things I learned from Kaizen and others, and I felt like it's a good segue from this video to show what you can do next.

DarkSwordsman
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Thank you so much. I'm a beginer and this really helped me to make my textures much more realistic.
I was strugling with making an old wooden church, but I had no idea how to make it look old and worn out. Now it looks like an actual building and not just a pristine plastic building with a wood texture. :)

Igor-uguo
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As a thank for this useful info - quick tip from a pro sound guy. To reduce unwanted low- and mid-low frequencies reverberation on your voice you can EQ it a little bit to remove some resonances of your room. For instance in DaVinci - on your voiceover track double-click on EQ, set Equalizer type to "Ice", on the Band 3 section set the Frequency knob to 155 Hz, Gain to "-8.0" dB, and Q Factor to 5.0. Then go to Band 4, switch its frequency to ML, set Frequency parameter to 260 Hz, Gain to "-7" dB, and cranck the Q Factor all the way up to 10.3. Feel free to play around with these values (but very careful with frequencies), but they are a good starting point for your particular voice, mic, and room. Of course, it's better to sound-treat the room or use more advanced plugins, but EQ is a quick and free method to make these resonances less audible.

lzsqwgo
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Pointiness only shows up when you're viewing in rendered mode so if you're seeing just one solid color for the curvature map, make sure you switch to rendered viewing.

dakotaridge
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Finally, a tutorial that won't take too long to watch, I've done other videos but they're hard to follow

usamahibrahim
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This will be a great reference, thank you. Nodes of any sort are probably my biggest challenge.

joe_fabricator
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2:42 Wow, that single-handedly does a great job explaining what each output is. I need to play around with those outputs more.

whynotanyting
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A modeled a little low poly robot that I planned on hand painting to look rusted and worn out, this just saved me so much time. A smart material and a bake to a lower res texture will do beautifully. Thank you!

sonicbelmont
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I'm still very early into my Blender journey, but this tutorial has so much useful information compacted in so little time. Definitely going to watch it multiple times to soak it in.

fluffmiko
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a tip for this is to also use vertex color to isolate certain areas of the mesh, and use that as masks too

GloriaTheAnimator
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your ability to clarify complex subjects is unparalleled!

Abigayle-hfby
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How is this not talked about more?! I just learned the answers to so many problems in under 12 minutes 😂 Brilliant!

dedsetproductions
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Hands down the best texturing tutorial I have seen in a long time. Subbed

Linkario
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Both look good. Depends on the look you are going for really. For example low poly.

SebastianKomor
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Though I much prefer Sub Painter for texturing, it is very cool to see that Blender can pull off great textures as well. I think the hardest thing for most people will be deciding if working with layers or nodes is easier to pick up.

tiredguy
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Very useful video, and I actually feel like I'm slowly getting the hang of how the texture nodes work because I've had trouble with them for so long. Great work man

goku_dunker_
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I won’t pretend that I was able to follow or understand, but it clearly shows the potential.

tritonis