Blender Tutorial: Hand Painted Materials

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what's up guys this is Casey Underhill bringing you another blender tutorial for the day today we're going to be working on this rusted nut it's a hand painted material which we will go over later in the tutorial it sounds difficult but it's really not I just want you to take a look at this rusted nut first and see that we have rust on the outside kind of flat surfaces whereas the hard edges we do not we've done this because usually when you throw a nut into a toolbox or a coffee can or something like that it ends up brushing up against other metal objects and it brushes that rust off and the edges are really are that's what's getting hit the most when it brushes up against objects so that's what's going to not have the rust on it this works really well for hand painted materials because you need this rust in specific areas and the non rust to be in very specific areas this is something that's going to be very hard to achieve with anything else however this doesn't just work for rust you can use this for putting moss on trees or making a pathway in a grassy hill you can use this for a lot of different things so once you learn it and perfect it which hopefully we can get you through that today you'll be able to use this in a lot of different projects some that you won't even realize that you need it so let's go ahead and get started I'm going to change to my 3d view and we need to make sure that we're in cyclos render because if you're not none of this is going to work and then we need to go up to file go to our user preferences and I'm already here but it says add-ons up here the tab and up here with a little magnifying glass that'll let you search your add-ons and I'm just going to retype in bold and that will bring up this low box here that says add mesh bolt factory this should be available in most versions of blender at least all the ones that I've ever used so just make sure it's checkmark and then click your save user settings and then we'll X out now to make sure that this worked make sure we have it we're going to shift a and that's going to allow us to add a mesh down here it should say bolt if it doesn't say bolt if you somehow managed to mess it up already I don't know that there's going to be any hope for you finishing this tutorial anyways let's go ahead and get started and we are now going to delete our cue by hitting X delete and we're going to add in a bolt so shift a mesh bolt now you'll see that this automatically comes up with a bolt over here in the left side and at the bottom it comes up with the bolt settings we do not want a bolt a bolt is a tad bit too complex for this tutorial but we want to something a little easier so we're going to click on model nut and that'll change it right to what we're going to be working on that's our nut and then we no longer need these settings over here to the corner or to the sides so I'm just going to shrink them back down and I don't think I need any of that so I'm just going to hit T to get rid of it okay so I want to scale this up just to make it a little easier to work with if you want to keep your small you can do that as well so before we do anything with the material let's tab in edit mode and make sure that everything is selected if it's not hit your a key to unselect all and then reselect all okay so now once we have that we're going to hit u to unwrap it and I'm going to use smart UV project if you have a better way or a way that you prefer to unwrap it then go ahead and do it that way I like the smart UV project and I'm going to show you this is what it looks like it's not super clean but it gives a better result than anything else and I don't want to waste a lot of time making seams or anything by hand so this is this is going to work for what I want to do alright let me go back to my default and I'll hit tab now over here in the materials tab we're going to add a new material and I'm going to go ahead and name this i misclicked there we go I'm going to name this middle rust okay so now that we have our material set up we're pretty much set to go here so let's go into our node editor and we should already be right here setup to go so the first thing we want to do is we want to add a texture and it's going to be an image texture and let's go ahead and connect that to our diffuse shader that's already there do not open any images yet instead we want to come over here and go we're UV image editor and we want to select new now I would suggest renaming this to something I'm going to call this rust just to make it easier to pick apart from everything else you can leave it untitled I suppose if you want I usually did if anybody ever told me to do that in a tutorial or anything then we're going to go ahead and click OK we don't need to change any of the other settings okay so now that we have our backdrop we can go back into our node editor and we need to make sure that we select it for our image texture so right now in here with the box with the two arrows we're select that and it'll bring up rust if you name it something different then it will be named whatever you named your image now that it's open make sure that your image texture box is selected if you select diffuse or the material output it's not going to work get rid of that window make sure that this has the lunch box around it okay so now I'm going to go ahead and go back to my 3d view and if I go to texture paint mode you will see that it is now completely black that's because it is being covered now the image that we just created which was all black that's exactly what we want now we're going to start painting on it from here however there is one other way that you can start painting that I would like to show you even though we're not going to use it in this tutorial if we go over here to our UV image editor you can see we have all of our unwrapping x' onto this black background if you would like to paint from here this view box right here you can click it and go to paint now if I hit T on my keyboard that will open up my options for all of my paint and I can go straight from here and just start painting around however I'm not going to do that for this tutorial because it unwrapped this nut in a weird way unfortunately it didn't unwrap cleanly when I have tried this many many times for space-saving error for space a first for time-saving efforts for this tutorial we have gone the quick way of unwrapping it but that means that we can't paint it directly from here so we're going to paint it from our 3d editor instead so let's go back to our 3d view I'm going to hit T again you may not have to hit T but it just brings up our properties window over here with all of our paints in here okay so as you can see our nut is completely black like I said already it's covered with our texture that we've created earlier we could start painting on it right now however would be very hard to tell what we were doing because it is completely black it's hiding pretty much all of the detail of what's actually on it so a way to fix that is to come over here to our object tab that's the tab that looks like a cube scroll down to display and there's a check box that says wire that means it's going to turn on a wireframe mode so now we can see our nut through our actual texture this wireframe mode is something that you should stick in your memory as well as the x-ray both of these are going to help you out a lot when you're modeling and texturing it's just a way to keep track of objects very easily when you're involving a lot of dark textures or a lot of different objects in your scene okay so now that we have our wire the first thing that we need to do is start painting the idea behind this is that it's going to be a rusted rusted old sort of worn-out nut so we're going to be painting around the edges of this nut any surface of the nut that you think would get bumped around a lot let's say it's been sitting in an old tool cabinet or something for a long time you open and close that tool cabinet and it gets bumped around a lot into tools into other screws and bolts things like that so usually something like right around in here all the way around this top part that's all going to be kind of worn away so you're going to have almost a sanded metal look to it it's going to be a lot brighter than the rest of the nut that is really old we're going to make rusted so despite me calling this a rust texture we're kind of painting the parts that aren't going to be rusted but are going to be worn we're going to start with our normal brush which should be good to do let's see we're set on pure white make sure that you are pure white you should already be on draw everything should be default you shouldn't have to mess with any of this the only thing that we're going to mess with is our strength we're going to turn all that all the way up to one to make sure that it is pure white anything less than pure white isn't going to work and now we just need to start painting now I've hit five to turn myself into orthographic view this makes for a lot less mistakes when you're painting because unfortunately when you're painting on a 3d surface things like this can happen all the time you're painting on the edge like this and then you turn turn your project and you have a gotten a line over here or a lot of times you'll be painting I don't know if it'll do it now you're painting along this line here and it doesn't look like you're off the line too much but then you come around to the side and you're all over the place so we want to make sure we're an orthographic view to reduce that and we want to make sure that we're constantly changing our 3d camera to match the perspective that we're trying to paint so I'm going to control Z and get rid of those and let's go ahead and start painting so you'll see right off the bat that I'm not doing anything special I'm just painting quick lines over all of the wireframes that I pretty much just want covered in this one out area it's pretty easy hopefully going through this tutorial will give you an idea of how to incorporate hand-drawn textures into your projects because hand-drawn textures are actually incredibly useful in the right hands a hand-drawn texture is better than all the other textures combined pretty much every Hollywood movie that you see Pixar any CG movies that you see they don't go out and take photographs or pay somebody to produce photographic textures for them they don't go and download them from a website they have artists come into the studio and they pay them lots of money per hour to basically spend the entire moviemaking process just creating textures for all the objects in their scenes some monsters and beds and all that stuff it pretty much all gets hand-drawn unfortunately I'm not much of an artist I don't do too well with pencil and paper kind of artwork and unfortunately that's kind of what this requires I use blender specifically because I'm not a great artist even though I like to I like to do artwork and blender in itself is artwork however I'm not great with like putting pencil to paper and actually drawing something worthwhile blender is very technical and doesn't usually require this kind of thing however in this instance when we're making worn out spots you don't really have to be a good artist you can be get kind of a crappy artist and still pull it off the inside here would really require some of this warm spots but I'm not going to bother with it because it's just a little too much detail and it would take me scaling my brush way down and going way in and you can see that it likes to duplicate it on all the threads because that's the way that it unwrapped it so we'd have to unwrap that a little bit better I'm not going to do that it doesn't necessarily need it for this project it's not the focal point of what we're doing so now that we have our base white texture down this might be the only part that you can do for this tutorial the next part is going to require some special brushes now let me show you exactly what I'm talking about over here in the left panel where we have all of our coloring options are painting options there's a little box here that says texture I'm going to click that to drop it down and I'm going to click new what this does is it allows me to now import different brushes to use so instead of just using this goofy fuzzy brush I can use something better right now it is just a black box actually I have nothing loaded so it's absolutely nothing I can paint all over this and it does nothing I'm going to open a special brush so over here in the texture panel I can go down here where it says image texture and change that to our brush texture and it's already set to image or movie you can change this if your project requires it like let's say remote clouds we can paint clouds or let's say we want for annoy increase the size you can paint for annoy textures you can paint a ninja the right spots that you need them in and that's really nice however we're going to use something a little different this is going to be an image that I have already have prepared if you're wondering how to make these images just I don't know comment in the video section I'll try to walk you through it let me hit open and find the brushes okay so here's all the brushes basically what these are is just an image of the brush that you want to use if you have Photoshop or or any photo editing software you can make these brushes yourself in fact you could probably go online if you have Photoshop or and just type in scratchy brushes and you can download one for both of those softwares and all you need is a transparent background tap the button one time and it will give you your nice scratchy brush and then just save it as a PNG image once you have it saved as a PNG image that's all this is as a PNG image so once I open this up I can use it as a brush with a white overlay for the scratches but the rest of it will be transparent because we saved it as transparent and as a PNG so what I'm going to do is I'm now going to paint scratches around the edges of all my whites I'll show you oops I did that backwards hold on I need to change my color from white to black first so that way I'm not adding more white I'm actually decreasing some of the white just like this okay so before I go too far I should show you the difference between our brush mapping right underneath our brush if you don't have one downloaded you can pause the video and download one or you can go into and just create one really quickly if you want or you can just use clouds or something for this tip for this tutorial and then try to find a brush later if that's the way that you want to do it however right here under brush tapping right now it's selected as tiled now if I use my tiled brush this is what we get it basically just repeats the brush over and over and over again in succession that's not exactly what we're looking for for this instead I find that the best way is to use random see you'll see now with random it just places the brush willy-nilly all over the place that's exactly what we're looking for so I'm going to undo that I'm going to increase my brush size just a bit and I'm just going to start painting around these edges I just want to soften these edges up a bit and I also want it to look scratched that's why I'm using a scratchy brush it makes it a lot smoother a lot nicer of a transition when you actually put it into your node editor if you're using these scratchy brushes around the edges then it would if you were just using your regular fuzzy brush so if I go in here and just start scratching around on this like crazy here now if I get out of lines on this it's not a huge deal as long as I haven't wiped away all of my white it is perfectly fine because we want it to look 1 we don't want it to look particularly uniform so I'm just going to each side and I'm just using this scratchy brush all over this white softening up those edges now I know we used a fuzzy brush before so the transition is not horrible right off the bat however I'm going to leave one of these sides without doing my scratchy brush on it and I'll show you how it turns out you can tell me if it's better or not because even though it doesn't particularly present seams or any problems like that you'll see that it just doesn't come out looking all that realistic in the end okay now we're starting to get somewhere we're getting close here we're going to scratch the top of this scratch around here scratch right around in here like that and then we should be able to just scratch scratch this up like this just real quick you'd probably want to spend a little bit more time on this yourself I just don't want to bore you guys since this is a tutorial video I don't want you guys falling asleep on me while I'm messing around with this so just trying to do it real real quick for you even real quick I hope that you guys will be able to see the very nice results that you can get from this okay there we go alright so we pretty much have our paint completed I left the one side so that you guys can see what it looks like but we are done with our painting so now let's go back to our node editor let's go ahead and hold ctrl and left click drag down that's going to go ahead and cut that from your diffuse shader now I'm going to pull it up here now I want to add two more image textures one here and one here I want to open two separate metal images for this one is going to be a dark color and one is going to be a light color let me show you the pictures that I'm going to use okay this is the first one this is metal painted 0:04 I found this on CG textures calm you can get it there for free if you go there if you want to pause the video and go pick it up right now you can or if you just want to type in metal and find another dark metal it's up to you they all work pretty much the same you can see that this is fairly dark it has a little bit of rust spots on it I think it works pretty well for what I'm doing however it's I don't believe it's a tileable image I do run into problems with that a lot however I think it will work okay for this scene so I'll go ahead and open that one now in my bottom image texture I'm going to open my light-colored middle which is going to be this metal bear zero one three to underscore eight and there's dot dot so there's something more however I did get this from CG textures as well all you have to do is go to CG textures comm look for metal and you can find it or you can find another light colored metal and use that either way so I'm going to go ahead and open that now I want to add a color mix RGB node and I'm going to mix my dark metal into the top my light metal into the bottom and I now want to use my image texture as the factor value what that tells blender is that basically the black parts are all going to be my top top value and the white parts are going to be my bottom value that's exactly what we're looking for because we want it to look one but we both want both parts to be metal and let's go ahead and connect that up and I'll show you what it looks like let's go to my default view my 3d view now you'll notice right now already I'm in texture paint okay nevermind you can forget that let's see if I click on material you can see it a little bit however it doesn't show incredibly where you really see this that is in your render view and you can see that we have this nice light metal right where we want it and our dark metal right where we want it there are some sizing issues and there are a few things that we're going to add so if it doesn't look quite as good as you'd hoped don't fret we're getting there let me go back to my solid view and I'm going to go ahead and change my lamp to a Sun lamp and I'm going to use nodes set to strength to 5 that's just going to make it a lot easier to see when I get another runner into the rendered view ok here I go to my node editor again oops I forgot to select my nut every go note editor okay we're not quite done with this yet so let's go ahead and pull this out just a little bit now I want to add a vector bump the bump node is going to allow me to add a I guess bumpy texture to the outside of my object I guess I can't explain it any better than that now if you want the bump only on specific parts you're going to have to pull from either this image or that image I don't particularly like to do that I want to use both of these images and they're mixed value together in this bump node so I'm going to take from my mix factor and plug that into the height and I'll plug that directly into my diffuse now I know from experience that the strength of this needs to be about a point two you might have to experiment with this value just a little bit to get it looking right because not all objects are size the same and not all images are going to be size the same for every object so if you have to mess with this value to get it to look right don't feel bad because that's something that you're going to have to do now I want to add a glossy shader so shader glossy pop it in there and I'll plug my bump right into the normal of that as well the last thing I want to add here is a mix aider pop that in here plug my glossy into the bottom and I want the factor to be about a point two again it might be something that you have to mess with I find that point two works pretty well now if you want your your glossy shader to be dependent upon your image textures to make it look a little bit better being something as small as a nut that's not really something that I need to do but if it is something that you want to do you can either create a specularity map from either of these images and connect it to your mix shape or you can just add another mix node plug it into the mix shader' and then plug this directly into the mix shader' and it'll give you pretty much a specularity map of both but like I said we're not going to do that I don't need it for here okay so now let's move on to the next part we're going to add a little bit of displacement if bump makes things bumpy displacement basically from my experience makes divots and holes in your object I think that it just adds a little more detail to the object that can sometimes add a lot of realism sometimes it gets a little out of control in this case it does not so let's add a texture image texture and the texture that I'm going to open is this one and let me show you what that one looks like it is this one so it's basically just white and black and the black just looks like scratches all this image is is this image it is this image right here basically all I did was I converted this to black and white in my photo editor and then I use the colored levels to reduce most of the colors to white whereas the really deep crevasses turn to black it takes a little bit of adjusting and getting used to just for ease of use sake I have this image available on my website that's Casey Underhill dot-com if you go there you can download it it's free and you can follow along with this tutorial just as you normally would or you can attempt to make it yourself I try to explain everything to you guys so you have the tools to do what you need to do okay so now I'm going to go back to my UV or my node editor I want to add a math and a math node I cannot talk today math and plug my image texture into the bottom value and plug that into the displacement now I want to change this math node to multiply and I think the value is better at about point two as well okay so pretty much everything is in order the last thing that I want to do is I want to change the size of these two textures just a little bit they seem a little big so let me add a vector mapping node and an input texture coordinate node I'm going to plug my UVs which are my unwraps directly into my mapping and then plug that into the vectors of both of my image textures over here in the scale box I'm going to change it to two now if I hit tab it will skip to the next box and then I hit enter and that will complete that so now basically what this mapping does is it takes my UV and doubles the size of it which makes the image that is being mapped to it twice as small or twice it wraps around it twice instead of just once it's a little hard to explain but you'll get the hang of it after you use the node for a while obviously I don't want to connect the mapping to this image texture because this is our painted texture if we connected it to that then everything would be completely out of whack and this one I could probably connect it to this one however the displacement doesn't particularly need it okay so now that I have all of this set up I think we're pretty much good to go let me go ahead and go to my 3d view and let's go to our render view okay I think the Sun might be blowing out a little bit where hold on I think my son is messing with it let me go back to my solid view now let me let me pull my son away from it just a bit here something like something like that okay now let's give it a shot or maybe my glosses a little too high let me go back to my glossy node node editor there we go oh I'm on my lamp again I keep doing that okay node editor okay I've got them up here got the up there and point to my roughness factor point to let's maybe change it to like a point 1 mm still seems a little bright mmm to that that into that this is metal bear this is metal painted that's correct nothing mixing here strength - okay okay so let me show you these two sides right off the bat it looks like my displacement is just a little too harsh as is probably my bump map so let me go to my node editor one more time and I'm going to lower this down to maybe point one and lower this down to point one as well now we should be all set there we go that looks much better I'm just going to pop that make shader back up just a little bit 3d view there we go okay so this is our finished product this is one of the sides that we used the scratchy brush on let me get you a good angle at it here so you can see that we have basically our outer edges here are nice and gray if I turn to this side you can see that it looks very worn it looks very scratchy if I had gone a little bit more in detail I probably could have scratched out just a little bit more right around in here but I think it looks pretty good on this side so now as promised this is the side without the scratchy brush this is just our fuzzy brush let that render for a second this is what it looks like without the scratchy brush it just kind of looks too smooth to be naturally occurring rough spots on this nut right it just looks too smooth that's why I use the scratchy brush if you look at these edges on this side you'll see that it doesn't look smooth at all it looks like things have just been dinging it randomly that's kind of the look that we were going for so that's I think the scratchy brush looks a lot better I would highly recommend going into your photo editor and making a couple scratchy brushes if you don't have access to a file or you don't know how to do any of this just Google brushes for or prefer brushes for blender and I'm sure you'll find packs there are a lot of people in forms that are giving them away for free things that they have made hopefully you'll find a couple of the ones that you need okay so from a distance this is what our nut looks like in the Sun we have a bit of gloss we have a bit of rust we have some worn edges we have some nice indentation so it looks beat up this is how you make a realistic photo texture in blender and we incorporated our hand painting into blender which is something that I don't particularly like to do but it works really well in the case of adding this sort of grunge to an object it doesn't particularly have to be metal it doesn't even have to be a nut it can be on things like walls or mountains or ground rocks it can be paper anything that requires just a little special touch that you really won't get from anything generated and that you can't find a good photo to replicate you can use this hand painted technique to do all sorts of fun things and it pretty much just looks like a real nut right so I hope you guys learn something I hope that this tutorial was useful and educational and I hope that you guys can come up with even better ways to use all the techniques that we learned in this tutorial thank you guys for watching
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Channel: aneroph
Views: 241,493
Rating: undefined out of 5
Keywords: Tutorial (Media Genre), Blender (Software), Software (Industry), Cartoon, Animation, Animated, 3ds, girl, Hand, Paint, material, texture, aneroph, casey, Computer Animation (Industry)
Id: GzJO6sizYjY
Channel Id: undefined
Length: 36min 15sec (2175 seconds)
Published: Tue Jun 09 2015
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