Create Realistic 3D Textures Like a Pro: how to make wood, curtain, lampshade, distressed metal

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hi this is D5 render welcome to this tutorial we'll demonstrate how to adjust materials and lights in an interior scene before we get started make sure to subscribe to our Channel first we need to make some preparations turn off auto exposure set hdri to Pure White [Music] and adjust its light intensity to the highest value add this scene to the scene list before setting lights we need to check the glass and the curtain ensuring optimal light efficiency in the environment for the glass set the base color to white and the transparency value to one which means it's fully transparent now for the curtain change the material template to foliage and check invisible and Ray tracing add an opacity map [Music] turn on inverted and stretch its UV scale to get a dense grain [Music] copy and paste this texture to other parts of the curtain now it looks clear enough for light to travel through after completing the preparation we can start lighting Arrangement which is very easy [Music] for ambient lighting we use a rectangular light and rotate it by 90 degrees to vertical adjust its size to be slightly larger than the window [Music] radius to the highest value move it outside next tilt it downwards to simulate the ambient light you can see the interior seam becomes very bright thank you move on to edit materials here we give the latex paint a distressed look to fit the vintage style of the seam add a black and white patterned map to the base color map and adjust its UV to a proper size [Music] decrease the contrast to a negative value so that the map and the color are well Blended the higher the contrast the more visible the distressed effect will be copy and paste the map into the roughness column increase the specular and lower the roughness you can see the ceiling has uneven Reflections on its latex paint surface foreign the wood floors color should suit the environment of the Interior Space to simulate the slab joints we need a normal map with a proper value want to know how to make this normal map remember to follow us and stay tuned subsurface scattering materials can create realistic translucent objects such as this bunch of grapes change its material template to subsurface scattering increase the value of v in the subsurface color so that the grape becomes clearer if it still looks dull you can pull up the scattering intensity next let's adjust some paper and fabric materials change the material of the fabric sofa to cloth which gives it whitish edges set a proper color tone import a velvet texture map to the normal column so that the sofa will have a realistic grain here's a trick to help you better edit the Velvet effect first pull the normal value to the maximum after setting a proper UV you can decrease the normal to a smaller value [Music] a realistic lampshade should allow light to travel through to reproduce this feature you just need a cloth material in D5 render we add a wrinkled texture map to the normal column so that it will have a grain of the paper after placing a warm light inside you can see how life like the lamp is next we'll adjust some metal materials it takes only two steps to create an ordinary metal reducing the roughness value and raising its metallic to the highest [Music] yet a mottled metal such as the lower part of this table needs a grained map at the base color map column set the normal intensity to zero and adjust its UV copy and paste the map to metallic and roughness now you get a modeled metal it works the same to produce a distressed metal such as this screen all you need is a brass texture map [Music] think about the real world Metals often have scratches on their surfaces here we add a scratch texture map at the metallic column adjust its UV size and paste it to the base color Mount which can make the scratches more obvious the individual UV should be switched off to ensure scratches look consistent finally ribbed glass add a texture map of the ribbed glass at the normal and increase its value increasing the refraction value can make the normal texture more obvious you can stop the adjustment when the letters on the books in the cabinet become blurred [Music] the optimized emissive effect in D5 render 2.4 provides soft light transition and Shadow details take this black chandelier as an example turn on emissive for the small bulbs the default Bloom effect at 0.2 may look overwhelming so we reduce it to 0.15 then adjust intensity to the highest value and switch off the cast Shadow option so that the emissive effect will not affect the lighting environment repeat this process on the white Chandelier add a point light inside and adjust its color temperature set the light source radius to the maximum while reducing the attenuation radius to barely cover the lamp in this way there will be a soft and realistic light transition [Music] to get an ideal lighting effect we can render an image first checking exposure and brightness if not satisfied with the light and Shadow you can switch on the hdri Sun as ambient lighting the advanced GI and real-time Ray tracing Solutions of D5 render enable sufficient lighting and detailed Shadows remember to adjust the sun's Azimuth intensity and disc radius to create better effects that completes our video thanks for watching [Music]
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Channel: D5 Tutorials
Views: 19,082
Rating: undefined out of 5
Keywords: 3d textures tips, 3ds max rendering tutorial, d5 render tutorial, how to create curtain textures, how to make 3d textures, how to make curtain in 3ds max, how to make curtain in sketchup, how to make lampshade in 3ds max, how to make lampshade in sketchup, how to make lampshade textures, how to make metal textures, how to make wood textures, lampshade 3d texture, realistic textures
Id: 52lAWEJgwZE
Channel Id: undefined
Length: 6min 50sec (410 seconds)
Published: Thu Apr 20 2023
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