Hello everyone and welcome to a new section.
In this section we're going to be creating
all of the materials for our modern house.
Starting out with the first floor,
I'm going to be going through step-by-step on how
to add in textures and normal maps,
specular maps, all of those we'll cover in
the next coming videos
before we start creating the material,
there is a couple of things that we need to do.
First off, if we select our ground with the pool,
this object right here and we look underneath,
you're going to notice that we have some duplicate faces,
meaning that there are two faces in the exact same spot.
So that's not going to
really look good for our materials.
They're going to kind of blend together in the render.
And it's just, it's just not going to look good.
What we're gonna do is go into
edit mode with this object selected.
And we're going to delete all of
the faces that are inside the house.
So to do this, let's go into
wire-frame by hitting Z and go into wire-frame.
Then we're going to press C for circle select, End,
draw all of the faces that are inside the house,
all of these ones like that.
Then we're going to press X and delete them.
Now if we go out of edit mode,
there's going to be no problems underneath.
As you can see, the materials that we're going to be
creating are for the first floor of our modern house.
So let's go ahead and get started.
I'm going to select my first floor and
then go over to the Material tab.
There should be already a material in
place because we use the default cube and blunder.
If you don't see this material,
just click New and then we'll create a new one for you.
So how this works is we first need to UV unwrap.
This object is a blunder,
knows how to apply the texture.
We can do this very easily by
selecting it and going into edit mode.
Make sure you press a to select everything,
and then click U and click on
Smart UV project and hit Okay.
What that is gonna do is it's going to UV
unwrap this object so we can apply a texture.
Now let's open up a new window and create the material.
We can do this by coming over to
the top right corner and
clicking and dragging to split the view.
The first node that we need to add is an image texture.
You can press Shift a go over to texture and
then add an image texture and we'll place it right here.
Take the color from the image texture and plug
it into the base color of the principled shader.
Then we need to open this up.
So click Open and then navigate to the textures.
All of the textures and
models are linked in the resources.
So make sure you go grab them.
Once you have it, you should have
a folder called models and textures.
Go ahead and select it and go into the texture folder.
The clean concrete is
the one that we're going to be creating.
First, select the middle texture
with the one with the color,
and then click on Open Image to actually see what
this texture is looking like it Let's
go into the material preview.
If you don't see this option here by hitting Z, well,
you need to do is come over to Edit down to Preferences.
And then underneath the key map,
make sure the extra shading pie menu items is turned on.
And, uh, while we're here,
let's go over to the add-ons and
let's enable the Node Wrangler add on.
This will make it much easier to work in the node editor.
So make sure this add on right here
is enabled and we'll be good to go.
So if we use them in here and press
Z and go into material preview,
we should be able to see our texture.
At the moment though, you can see that it's
kind of low quality and the texture is really big.
So what we're gonna do is select
the image texture node and press Control or Command T.
This will automatically add in
a mapping node and a texture coordinate node.
And just a reminder that shortcut does not work
unless you have the Node Wrangler add-on enabled.
So make sure that is enabled and then press Control T.
What we need to change is the scale numbers down here.
If we click and drag,
we can select them all.
And then I'm going to set this all the
way up to a value of four.
Then you'll notice that the texture is a lot smaller and
it's looking a lot better as you can see right there.
Are texture is looking just fine right now.
But there is a couple of things that we can
do to make it look even better.
And the first thing that we can do is
to add in some more texture maps.
With this texture, I'm going to
press Control Shift and D,
and this will keep the connection from this mapping node.
And then we're going to click on that folder icon and
add in the specular map right here.
Then open that up.
This is for the roughness of the material.
If we take the color and plug it into the roughness.
And another important thing is we need to change
the color space from RGB over to non-color,
so it doesn't use any of the color data.
Now what's going to happen is it's going to
add in some glossiness to
random parts of the texture
based on what this texture looks like.
See this a little bit better.
I'm going to drag this over
and then press Shift a and add
an a converter and
a color ramp and we'll place it right here.
If we drag the black value closer to the white value,
it's going to add in some glossiness,
as you can see over here.
If I drag it in even more,
it's going to add in a lot of glossiness.
So what I'm gonna do is just drag
this over just slightly,
something like that, just to give it
some nice glossiness in some random areas.
And finally, the other texture that we're going to add,
if we select this one,
Control Shift D to duplicate it,
we're going to be adding in the normal map.
So select the normal map and then hit Open Image.
This is for the bump of the texture.
If we take this and plug it into the normal map,
it's not going to really work properly.
What we need to do is actually convert
it into data for blender to read.
We need to add in a vector and then
a normal map node right here.
Take the color and plug it into the color and then the
normal into the normal of the principled shader.
Then select the UV map that we just created.
We haven't strength value right here.
And this is for how strong the bump is going to be.
So if you want more, you can turn it up.
If you want less, you can turn it down.
And also in this texture mixture,
you switch the color mode over to non-color,
so it actually works properly.
You'll notice if I drag this up,
it's going to add in a lot of bumped to our texture,
but I think that's a bit too much.
So I'm going to set this down to a value of about.
Let's try to for example.
And I think that actually
might be a bit too strong as well.
Let's go a little bit lower and
let's go with a value of 1.6.
And I think that looks pretty good.
And there we go.
We've now created our first texture
over in the material name.
Let's make sure we named
this and I'm just going to call it
clean concrete right there.
Whenever you're working with a really large scenes,
it's important to name all of
your materials so you can keep everything organized.
The next material that we're going to
create is a very basic one.
And it is for the interior of our modern house to
add in another material to
the object that we have selected,
hit that plus sign and create a new material.
This material is going to be called a white glossy.
And all we have to do is take the roughness and
bring it down to a value of about 0.2 or 0.3.
Let's open up the preview and
we can see what that looks like.
I think point to is probably good.
And at the moment though,
if we go inside
our object that you're going to notice that all
of the interior is still using that concrete texture.
So what we need to do is go over to the Modifier Tab,
open up the words that the material panel
and change the material offset from 0 to one.
And now it's going to use that white glossy material,
as you can see on the inside.
This over here is the other object.
So if we were to move it out of the way,
you can see the interior is that white glossy.
So there you go, you can see
the solidify modifier is using
that material that we just created because
we set the material offset up to one.
And finally, the last material
that will do is for the floor.
Let's go over to the Material tab and
hit that plus sign and create a new material.
We'll call this one wood floor, just like that.
And to assign it to the floor,
what we need to do is go into
edit mode and make sure you go
into wire-frame and selected
the floor right there as you can see,
and then click Assign on this wood for now at
the moment it's not going to work because it's still
using these solidify modifier.
So what we'll do is we'll press P and separate it
by selection so it's its own object.
If we select the floor now we
can see it's its own object.
And let's go ahead and get rid of all of these materials,
the concrete and the white glossy,
but leave the wood floor.
And then we'll jump over to the solidify
modifier and change the material offset down to 0.
So it's actually using the correct material.
So for this, it's going to be the same process for
the clean concrete one we're just going to
add in a couple of different textures.
Will add it here and click Open.
Go over to the folder.
And this time we're going to select
the wood texture folder.
Select the texture and open it in.
We'll take the color and plug it into the base color.
Let's press shift D and drop it underneath.
And then this time it's going to be the specular map.
Take a color, plug it into the roughness,
and then for the color space,
switch it over to non-color.
And then finally, the last
one of course is the normal map.
So click that button there,
select the normal map.
Then we're going to press Shift a vector
and then select the normal map and place it here.
We'll take the color,
plug it into the color than the normal
into the normal of the principled shader,
and then select the UV map in the drop-down menu.
Also switch this over to non-color.
Let's see what this texture looks like by going inside
our house and pressing Z and
go into two material preview.
There we go. We can see the wood texture
is working perfectly fine,
but it's way too big.
So let's select it the base color and press Control T
to add an, a mapping note.
Another way to connect to one node to another one
is if you hold the Alt key and right-click,
you can drag it just like that and it will create an,
a connection for you.
For the scale, Let's add all these up to a value of 3.
Let's see how that looks.
That looks pretty good.
I think we can go even higher.
Let's try 4. And there we go.
I think that is looking pretty good.
If you want there to be more glossiness on the floor,
what we can do is add in another color ramp and place
it in between the specular and the principled shader.
And then for the white color,
you can select that handle
and drag this so it's a darker color.
If we go all the way down to black,
you're going to notice it's very glossy.
So what we're gonna do is probably just
keep it in a gray color.
Something like that will look pretty good.
As for the strength of the normal map,
I think it's a bit too strong,
so let's go down to 0.7.
And there we go. We've now created
all of the materials for our first floor.
In the next video, we'll work on
the materials on our second floor.