Dude you are Just amazing , Much love for the energy i love your way of passing the information and the fun unboring side of your video , Much appreciation
Totally! I highly suggest going through those links first and downloading all the materials you like and think you'll want to use. Put them in category folders and then subfolders for each material. Organization is key! Next use a blank PBR material (following this video) and load each one, save it in to a "PBR Materials" Blend file with those materials marked as assets and boom - you've got yourself a drag and drop material library for future use!
Thank you! I try my hardest to get straight to the point and teach you the juicy stuff you need to go off and do your own awesomeness. Yes please check out my other stuff and see my assets I sell online too maybe some of them interest you. blendermarket.com/creators/daniel-grove-designs danielgrovedesigns.gumroad.com/
Thanks for the tutorial. It seems that "PBR material" is just a regular (fancy) material that artist creates. What requirements there should be, if there is any, to call this PBR material? I was not an expert, but I did this 10 years ago, and I never heard this term. Is there a minimum amount of textures for techniques the artist has to use, or there is an option in the material/shader marking it as PBR? Thank you.
I think it just requires 2 or more image maps made from the same base design or object but showing different aspects of it's surface such as the color data, and another the roughness data.
sorry another doubt: you didn't use metallic texture, why? and can you explain where it goes connected? I ask because the place where I download models from calls one channel (it uses DDS textures and the blue channel is supposed to store "metalness") of a texture "metalness" but when applied to the metallic bsdf it shines like a mirror or glass, so I tried connecting it in the specular part and looks much better, like it is supposed to look. so.. yeah, specular and metalness... how do they work?? Thanks again for your video.
when dealing with textures not as neatly organized as seen at 04:28, meaning not named as the intended PBR effect... how to tell them apart? for my neophyte eyes, glossiness, roughness and even ambient occlusion look very similar, now imagine they are not labeled as so and the problem becomes more pronounced. Any way to quickly tell them apart or is it just experience? also, do you have a discord channel? Thanks again for your videos.
Hmm that is tricky. I don't have any wisdom in that area, sorry! All my downloads are from sites like those linked in the description so they are all properly labeled.
from what I understand the glossy map is the inverted map of the Roughness map which means what is supposed to be rough is gloss and viceversa. In an tutorial a user actually used an invert node to use the gloss map with the roughness socket in Principled shader because of this. If this not always the case how can someone know what was the intention of the creator of the texture?
PBR maps are made artificially using other programs like Substance Painter or by using programs that take an image you take and estimate what the bump, normal, and roughness should be and it gives you the separate images.
@@DanielGrovePhoto Great, Thanks. I make vids too on my channel. Getting good ideas from you as far as camera angles and effects:) Thanks for the Blender vid.
Are Displacement and Height images the same thing? I can't find any files with height images, but if I use Displacement images, it seems to be pretty similar.
Thanks the links in the video description are all I used. Just download a bunch one category at a time. Be sure to keep them organized! Then make them all useable assets with a pbr setup with some custom nodes like hue/saturation and brightness contrast for roughness.
For the love of my sanity, please make a video showing us how to apply textures to a model we made ourselves. I can make decent models, but I CANNOT texture them at all, plz help.
When you say apply textures are you meaning UV unwrapping and also applying multiple materials to one model using them in different areas of the model?
14 minutes really isn't that much time! Especially considering all the helpful tips and explanations I give in this video. You can setup a PBR material in about 3 seconds using Node Wrangler. But if you're newer to the 3D world and want to actually understand what's happening, why, and how to enhance and tweak things than this video is golden.
Many many thanks!
That brief scene at 07:50 though...
haha yeah that's from one of my procedural materials I sell. I try to keep them logical and organized though with colors, frames, and nodegroups.
sir ur the best 3d texturing youtuber TYSM
Thank you so much!!
Check out my other blender videos
Dude you are Just amazing , Much love for the energy i love your way of passing the information and the fun unboring side of your video , Much appreciation
Thank you so much for that awesome comment. check out my blender playlist for a bunch of other helpful tutorials
another great tutorial... In all videos on PBR no one mentions what it stands for! :)
Haha I think I forgot to. It's physical based rendering. Rendering based on the physical properties (layers and passes) of an object I presume.
@@DanielGrovePhoto Thank you!
Nice video! I'm goofing off at work right now, but I can't wait to get home and try it out.
Totally! I highly suggest going through those links first and downloading all the materials you like and think you'll want to use. Put them in category folders and then subfolders for each material. Organization is key! Next use a blank PBR material (following this video) and load each one, save it in to a "PBR Materials" Blend file with those materials marked as assets and boom - you've got yourself a drag and drop material library for future use!
Man this is such a good video! I’m going to watch all your videos now. Lol
Thank you! I try my hardest to get straight to the point and teach you the juicy stuff you need to go off and do your own awesomeness. Yes please check out my other stuff and see my assets I sell online too maybe some of them interest you. blendermarket.com/creators/daniel-grove-designs danielgrovedesigns.gumroad.com/
Thank you very good directions
You're welcome! What would you like to see more of in the future?
great tutorial
Thanks for the tutorial. It seems that "PBR material" is just a regular (fancy) material that artist creates. What requirements there should be, if there is any, to call this PBR material?
I was not an expert, but I did this 10 years ago, and I never heard this term. Is there a minimum amount of textures for techniques the artist has to use, or there is an option in the material/shader marking it as PBR?
Thank you.
I think it just requires 2 or more image maps made from the same base design or object but showing different aspects of it's surface such as the color data, and another the roughness data.
thank u soooo soooo much it was soooo helping
Thanks a lot!
sorry another doubt: you didn't use metallic texture, why? and can you explain where it goes connected? I ask because the place where I download models from calls one channel (it uses DDS textures and the blue channel is supposed to store "metalness") of a texture "metalness" but when applied to the metallic bsdf it shines like a mirror or glass, so I tried connecting it in the specular part and looks much better, like it is supposed to look. so.. yeah, specular and metalness... how do they work??
Thanks again for your video.
thank you soooo much!
Finally proper tutorial without that addons bullshit
Got to learn to do it the hard way first so you appreciate and can fix addon / specific situations. I don't use add-ons much thoigh
when dealing with textures not as neatly organized as seen at 04:28, meaning not named as the intended PBR effect... how to tell them apart? for my neophyte eyes, glossiness, roughness and even ambient occlusion look very similar, now imagine they are not labeled as so and the problem becomes more pronounced. Any way to quickly tell them apart or is it just experience?
also, do you have a discord channel?
Thanks again for your videos.
Hmm that is tricky. I don't have any wisdom in that area, sorry! All my downloads are from sites like those linked in the description so they are all properly labeled.
from what I understand the glossy map is the inverted map of the Roughness map which means what is supposed to be rough is gloss and viceversa. In an tutorial a user actually used an invert node to use the gloss map with the roughness socket in Principled shader because of this. If this not always the case how can someone know what was the intention of the creator of the texture?
One question tho, how do you generate all of these versions of one image?, glossiness, roughness, normal etc.?
PBR maps are made artificially using other programs like Substance Painter or by using programs that take an image you take and estimate what the bump, normal, and roughness should be and it gives you the separate images.
I don't make them I just download and use them. Check out the links in the video description.
@@DanielGrovePhoto Great, Thanks. I make vids too on my channel. Getting good ideas from you as far as camera angles and effects:) Thanks for the Blender vid.
Are Displacement and Height images the same thing? I can't find any files with height images, but if I use Displacement images, it seems to be pretty similar.
Yes same thing. Bump can also be used interchangeabley but bump is an illusion no geometry changes.
your texture folder is beautiful. Any tips on where to find some good sci fi textures?
Thanks the links in the video description are all I used. Just download a bunch one category at a time. Be sure to keep them organized! Then make them all useable assets with a pbr setup with some custom nodes like hue/saturation and brightness contrast for roughness.
For the love of my sanity, please make a video showing us how to apply textures to a model we made ourselves. I can make decent models, but I CANNOT texture them at all, plz help.
When you say apply textures are you meaning UV unwrapping and also applying multiple materials to one model using them in different areas of the model?
So, where one can get all those fancy scifi panels textures?
Whats the diff between normal and bump map?
Check out the links in the video description. Look up scifi and panel perhaps.
@@DanielGrovePhoto Thanks!
14 minutes? nah
14 minutes really isn't that much time! Especially considering all the helpful tips and explanations I give in this video. You can setup a PBR material in about 3 seconds using Node Wrangler. But if you're newer to the 3D world and want to actually understand what's happening, why, and how to enhance and tweak things than this video is golden.