Master Mixing Decals in Blender | Ali Sayed Ali | Skillshare
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Master Mixing Decals in Blender

teacher avatar Ali Sayed Ali, aliartist3d

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Part 0 Intro

      0:20

    • 2.

      Part 1 Getting Started

      0:35

    • 3.

      Part 2 Making base asphalt

      2:21

    • 4.

      Part 3 Mixing the decals

      8:34

    • 5.

      Part 4 Driving with arrows

      3:52

    • 6.

      Part 5 Outro

      0:10

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About This Class

In this course, I will teach you the mixing of textures in Blender to have an experience so similar to Quixel mixer or substance.

Blender Mixing

You will learn how to mix PBR textures and shaders in Blender, all inside one material setup, changeable and editable.

What's more?

You will learn how to move the textures using arrows mesh, right inside the Blender editor.

Time

15 minutes.

What you need?

Blender

These free decals from quixel library

https://quixel.com/megascans/free?assetId=ri2uxcp2

https://quixel.com/megascans/free?assetId=sdus0qk

Contact me if you need anything.

Meet Your Teacher

Teacher Profile Image

Ali Sayed Ali

aliartist3d

Teacher

Hello, I'm Ali.

 

Creative 3d Designer, Passionate about iPhones, featured in Forbes, CNET, Tom's hardware, iupadte, ...

See full profile

Level: Beginner

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Transcripts

1. Part 0 Intro: In this course, I will teach you how to set up cals and blender. We'll add asphalt cracks and drain holes on Asphalt shader, all PBR and movable by driving it using an arrow mesh. This technique will be changeable and adjustable and the textures will merge perfectly. So let's do it now. 2. Part 1 Getting Started: Before we begin our course, I want to show you what we will be working with. This is our GRI, which will be available in the project files. For the decals textures, you will be using these free decals from CokleNgaScans. The Raf asphalt is a pay texture I got from Kookxl. You can use any texture you like. 3. Part 2 Making base asphalt: So let's start making it. First, add a plane to make the base layer of the asphalt material. Add a material and name it as you wish. Make the shader editor bigger, and let's start making and let's start adding our asphalt texture. You can drag and drop the textures directly into blender. Add mapping using control T and start connecting it into the texture. Now, we'll start connecting our base color into our BSDF node. Roughness should be non coolor mode. Spocula should be non cool also. Then connect it into this space. I will use color ramp to make it darker. This way, we get less refractions showing it on the surface. I think this is good. For displacement, add a displacement node and then connect our texture into its height node. Make sure to change the settings into displacement setting. You must add geometry to see the effect. Yeah, it looks good. Just bringing the strength of it down a little. I think we are good to go. 4. Part 3 Mixing the decals: We will now go ahead and make our first decal texture. Duplicate the BSDF node to add the Asphalt crack texture to it. The same process for this decal will be used as we did for the asphalt material, add all textures, and make roughness map and specular map as non color. Don't forget to make the specular texture dog. I will add displacement map. I'll get it from XR folder. As displacement map should be 16 bit EXR to have all the details needed. Connected as last time into the output node. Now we will mix both materials. Add a mixed shader node. This node works exactly as the mixed color node, but for shaders. Add shader of the rain hole in color B and asphalt as color A. Then use the opacity texture of the asphalt crack at the fact of this mixing node. Now, add a mixed node. Set it into Vctor mixing node, which works exactly the same for displacement vector maps. The displacement of each texture will be controlled by the Vctor displacement of each one. And lighting was wondroful textures and how they look. So I will add a couple of lights in here to see how our setup looks. I want the texture to be smaller, set the scale of it to a higher number around 1.5 maybe. You can see the texture is repeating, which is not what we want. Go into each texture and set the repeat to clip. Change its position on the side so we can jump into nextcal. Now I will start the same exact process, but to add the correct texture. You can see how this process is the same as last time, so you can follow me while I'm doing it. A Now we can mix the Nutcal with all the work we have done already. Add a mixed fecture node to mix the displacement maps and use the opacity of the rain hole at a mask tester. Bring the displacement strength lower. Make the texture smaller here and don't forget to change the mode to clip from Repeat. I'm really happy with what we got. You can see that no matter what lighting setup we use, it's always reacting really well to it. I think we can wrap up I think we can wrap up this lecture now and move on to our last lecture. Last lecture lecture ect. Yeah. 5. Part 4 Driving with arrows: In this lecture, I want to make the texture movable with a change of arrow shape. This arrow shape will be available in the project folder. We will use it to drive the texture position. We now will copy the X axis of the arrow and paste it as a driver to X axis of the texture decal. Same will be done to the AY axis. When we move it, it will move inversely. To fix it, go the driver Editor tab and multiply it by minus one. Okay. Well, it's working great now. Duplicate the arrow and make the same process again for the other texture. Set the X axis of the second arrow as driver of the texture of the drain hall X axis and the same for Y. No. Well, it's working great now. Just go to feasibility tab and make the arrow only shows for camera and not interact with the lighting in any way. Now I want to go over the values again and make sure I'm satisfied with the result I got. Of course, don't forget that all the results we got will be much, much better when we add more subdivision to it. It's looking amazing now. 6. Part 5 Outro: So this was our course. I'm really happy with what we got. I hope that you found it helpful. Don't hesitate to contact me whenever you want. See you next time.