How to texture REALISTIC buildings in Blender
In this video, Cov Phillips (@Covingsworth) shows how to texture a realistic building by building materials, painting decals, utilizing edge wear, and much more.
⇨ Master 3D Environments course: cgboost.com/urban
⇨ Project Files: www.cgboost.com/resources
⇨ Blender Secrets E-book (affiliate): gumroad.com/a/436106355
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LINKS
⇨ Polyhaven: polyhaven.com/textures
⇨ PureRef: pureref.com/
CHAPTERS
00:00 - Intro
02:06 - First Material
04:50 - Second Material
06:10 - Color Variation
08:50 - Wall Paint
12:20 - Damage
14:44 - Decals
17:45 - Edge Wear and AO
21:26 - Outro
MY SYSTEM
CPU: Intel Core i7-12700H
GPU: GeForce RTX 3080 TI
RAM: 32GB RAM
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#b3d #texutring
Пікірлер: 182
Bro you just gave away everything in this video, but I will buy your course anyway. You are the best teacher imo
Yes yes keep bringing this guy he is amazing!
Excellent video, I love seeing the various workflows of different 3D domains. Fascinating!
Great tutorial!!! Thanks guys, you' re amazing!
I am amazed by this video. The best shader tutorial for creating the color of a building! excellent ! Thanks a lot !
this was the part of my project that I was dreading. Thank you for making this.
Amazing to see your tutorial here Covingsworth! I watched the whole thing and never felt bored a single second, it very clear and precise, with a good tempo and we feel like we acquired a new skill at the end ;) I'd just like to add it's always a good idea to bake your textures in the very end, mostly if you're using Curvature and Ambient Occlusion maps. It helps your RAM not getting overwhelmed by too many texture files, and fasten the render for curvature and AO maps you created. Of course, do it only if you have UV's already haha, but since you showed a good tip for quick UV's (which I didn't know before watching the tutorial, so thank you for that), it should be a fun process.
I really appreciated how you broke that down and explained it so well!!! Thank you and keep up the great work. 👍
Amazed by this workflow! Great video :)
Outstanding tutorial! Thank you so much for making this.
Brilliant work, very clearly explained. Thank you !
Excellent tutorial!
Greeeeeaaat vid mate. Top shelf work.
Amazing Workflow and Clear Explanation - Awesome :)
@Covingsworth
Ай бұрын
Thanks!
Thank you for taking the time to make this great Tut!
WOW THIS IS SO BEAUTIFUL! THANK YOU SO MUCH!!!
Amazing guide. Thank you.
Beautiful video. Thanks!
Great info, thank you! Looking forward to your course once I finish Blender Launch Pad.
Just what I needed. Thank you 🙏🏻
Cool tutorial! Thank you so much for making this.
You are a legend this blows my mind
Brilliant video, and expertly explained. Well done again guys!
This is freaking rad.
this tutorial is a goldmine thanks!
i learned SO MUCH from this video. thank you!
Excellent video, very well explained
AMAZING! Kudos for you!!! ;)
Blender really need a layer system for shaders, that level of spaghetti nodes for a super basic "color variation"+"wear"+"Decals" is ridicolous
@PASTRAMIKick
Ай бұрын
node and layer based systems are at odds with each other, it's always one or the other, I don't know if blender would ever add such a system. People switch to the substance programs for texturing and shading.
@dagoelius
Ай бұрын
there are add-on paks that do it without the need for manual spaghetti setup.
@aminuteofhappiness6852
Ай бұрын
Blender needs to take a look on texture painting improvements to at least have an alternative to substance painter, so we don't need to make too many nodes for just these materials. I'm okay with making it as long as there's a tutorial like this one. I noticed that blender is more focused on geometry nodes, for me it's way too hard to learn as it's a visual programming tool, I should focus on creativity rather than doing geo nodes setup.
@Toskyval
Ай бұрын
Check PBR Painter v2.4 by ByteBrush Studio, the next 3.0 version will make it even better
@alikodangote6901
Ай бұрын
What are the add one? @@dagoelius
this is wayy too beautiful
It is such a great tutorial. Got to know the insight and workflow.
This was a great tutorial.
thanks a lot! im trying to have all my workflow completly in blender this tut is amazing
Great work ❤
The explanation is very detailed and very easy to be a learning medium, thank you for sharing 😊😊
brilliant!
great work
dudde this so awesomeee
Thank you, it is great tutorial!
Really concise video man! Knew most of this, but nice having it in one vid. There's definitely a lot of extra optimization steps you'd take if you were using this in a bigger production. Smushing all the masks together in splat map image file is something I do as I get near the end.
Legendary tutorial
great video! I need to update my buildings so this came at a good time
I always say you you are very good designer
great video
Insanely goodd
Great tut!
obrigado pelo vídeo e por compartilhar conosco seu conhecimento, nunca tinha visto uma explicação tão detalhada e bem feita. tudo de melhor pra vc.
super!
I would love to see this into a game ready assets. I feel like it will help boost more creativity!
Thanks 😊
WOWWW"!!!! Thank you so much
sweet!
I like how nowadays realistic means filthy
Covi is fantastic 😊
I can’t wait until someone creates a wonderful addon to do all this as well. I bet one already exists. Still it’s great knowing how to do this from scratch!
@cgboost
27 күн бұрын
You probably can find some add-ons on that topic on the Blender Market: blendermarket.com/
Oi oi oi another good tutorial from cg boost
This is really fucking impressive stuff.
I never used Blender before, but I would like to learn for I can flow you, thank you for sharing the files
this shit convinced me to buy the course, awesome tutorial!
Great 🎉🎉🎉
Greatt!!!!
Amazing tutorial and stunningly beautiful results! One question though: Do you also have a workflow of baking all of this, so it can be used in a game engine like Unreal?
the results are astonishing!! Im wondering though, isn't such a workflow extremely expensive in terms of perfomance?
y'all should buy his course and subscribe to his channel .. he is the best guy to learn from
The edge wear setup is only visible in cycles, in case you are confused as I was in the start
Note, displacement only works in cycles for those who can’t find the tab. YEEEEEEEE HAWWWWW
Damn!
bro 🙏🏻🤝🏼🙏🏻🤝🏼
I really like this workflow First of all special thanks to you And I want to ask something that these Grunchs and brushes which you are providing can be used for commercial purpose ?? Which lisence it holdes
Simple layers in Substance painter ❌ Making noodle with blender shader nodes ✅
Stopping quickly at around 8 minutes to say: at this point, when you've created what you call your 'base shader', I suggest that you should only have one PBSDF at this point. All the color, roughness and bump variations can be mixed on the texture level and drive a single SHADER. Mixing shaders like you do is less performant and not optimised. You are basically just mixing either color information or black/white values to drive roughness and bump. Do all of that work before the first PBSDF. Just a tip. ADDED: btw, I'm only adding this since this is official CG Boost where people might come to learn 'best practices'. Since it works for you and you probably don't see any performance issues on a scene of this small scale it's still fine. 100% meant as "constructive criticism". 👍🏻
I really liked the results and your format of tutorial is great to follow along with so that's a big plus. I would want to export the final results to Godot though as a GLTF or OBJ but seem to be having issues with anything that isn't PBR based. Would you be able to make a tutorial on how to best approach taking this building into a game platform? Specifically Godot since Unity and Unreal seem to have easier work flows but my computer can't handle either of those.
@Znop
23 күн бұрын
The best way I can think to do that would be baking all the texture nodes into texture maps (One for the main building and one for the Mashrabiya). Blender lets you bake everything you'd need like the AO, roughness, displacement etc. Just search "Blender bake texture nodes" and follow along one of the tutorials (Ryan King Art's tutorial is great). Then theoretically all you'd need to do is bring in your OBJ into Godot and use the baked materials inside the engine
Awesome tutorial !! Thanks a lot for that :) But I have an issue, damages and other masked textures don't show up on render. Is that normal ?
If Blender would add a Layer System like in Photoshop, that will definitely make the works much much easier
@cgboost
27 күн бұрын
Yes please! Although the nodes are also quite powerful, if you get used to them.
1:18 did you take those ref pics? i actually worked on one of those buildings while working for an architectural studio, in largo do terreirinho in lisbon, i recognize it. i used to walk there everyday
Fantastic! What if I would want to export this for a game engine? I would love to see a process like this, to have uvs and bake the textures to use for games ❤
Love the tutorials, they are really helping me. Question: If I made an asset similar to this in the exact same texturing way, could I export it to unreal engine 5 and all the textures would be the same?? Anybody know?
Damm ur the truth
This is a great tutorial - however one thing you don’t touch upon is whether this material can be baked and be used in a game engine such as Unreal Engine. I use Simple Bake, I’m sure this could be baked, but have you tried it yourself?
3:43 could you make a short tutorial in how to bake those Informations to textures? So that you can bake all the stuff from the blender Material to diffuse and normal and maybe to height mal
@LupusMechanicus
Ай бұрын
Ya they never cover actual game ready workflow it's kinda frustrating/laughable. No I am not paying money for anything that isn't specifically focused on making game assets.
Where are the grunge textures? I can't find them at any of the links in the description.
Great tutorial! however the link to the resources is disabled
can you show how to uv unwrap a building
Bro your tutorial is soooooooooo gooooooood... But I have a question, is there a way to optimize all 4k textures that used?
@eals3d2715
3 күн бұрын
Ohh I can bake the textures right
Why didnt you group the grunge nodes together as one?
Could you have also you have also used the gradient map for the blue paint as a factorial, even though that would also cover the pilars from the doors ?
@cgboost
27 күн бұрын
Yeah, that would be the problem, it would cover the whole lower section of the building + having a falloff.
@Maytr3yiD
26 күн бұрын
@@cgboost Thanks a lot 🥳
uvs are not the only way. there is also vertex paint
Wow this video is so amazing thank you how can I sign up for your classes?
@cgboost
13 күн бұрын
Thanks a lot! You can join Cov's course here: www.cgboost.com/courses/master-urban-environments-in-blender
question why when you paint damage it actually affect the normals ?
where can i get the resources, the link is not target specific
13:25 - where can I actually get that brush (and others)? I can't seem to find it in the links in the description. Thanks :)
@cgboost
27 күн бұрын
Click this link: www.cgboost.com/resources There you find the "KZread Tutorials & Project Files" (email required to download).
How make this in blender? kzread.info/dash/bejne/omZ9pNCMmtjIm5M.htmlsi=taPnCh685rvT8CK8
how do I access the downloadable decals?
personally for me substance painter is the way to go for texturing. I tend to love the layer based approach rather than node😀
@AmberSantana-is3dq
Ай бұрын
I bought substance painter never used it
@TenzDelek
Ай бұрын
@@AmberSantana-is3dq 🤨
How do you manage to show displacement in material preview? in my blender setup, even with "bump only" the displacement only works in Cycles rendered view, in material view it does not show anything.
@gustavoiks8959
Ай бұрын
Found the solution, if you want to see the displacement in material preview, you need to unplug the normal map on the principled shader, otherwise you will see only the normal map and not the displacement, i dont know why but blender seens to ignore the displacement in material preview if you have anything plugged in the normal input.
@TauseefAhmed-dd8vc
Ай бұрын
@@gustavoiks8959 thank you for your help
i cant find the model to download
Shader editor is equivalent of purgatory in blender
@NeilMyatt
Ай бұрын
Not sure what you mean - it’s very powerful and beats coding in python…
In the wall paint section, can't you just make a new blue material and assign it to the faces instead of manually painting?
Nice. I’m still learning but is it possible to texture something this way and then export it to a program like unreal engine?
@Simonjg116
28 күн бұрын
yes . bake everything on textures ,because blender nodes dont work with ue5 just search for baking tutorials.
@michaelkukula5926
28 күн бұрын
@@Simonjg116 thanks. I appreciate the answer. This helps me a lot :-)