In the last video, we created
the materials for our first floor.
In this video we're going to focus on the materials on
our second floor and the sidewall over here.
So let's go ahead and work on the second floor first,
let's go ahead and select it.
This big frame, this frame right here,
and just give it that same white glossy material.
So select the drop-down menu and
select the white glossy material.
As for the panels inside it,
we're going to select them.
And when we added in these panel windows,
it automatically created a bunch of materials for us,
including a glass material.
So let's select that glass material
and place it for this,
select this drop-down menu
and select the glass and material.
And there we go, We can see it
automatically created for us.
As for these sidewalls over here,
since we duplicated this main cube,
it's sharing that same,
a clean concrete that we
applied in the first video of this section.
But at the moment you can see
the UV map is very stretched.
So what we need to do is go into edit mode,
press a to select everything and unwrap this once again.
To do this, press U and click
on Smart UV project and hit.
Okay.
And there we go.
We can see it automatically
unwrapped and it's looking pretty good.
I think the texture is slightly too big.
So how we can fix this is by switching
this over to the YUV image editor.
Going into edit mode,
we can see all of our uv maps over on the right side.
Let's press a to select everything
and scale them up just slightly.
This is another way to size
up the texture on your models.
And the reason I'm doing it over
here instead of switching over to
the shader editor and using this scale is because
this scale is also tied
to this scale for our first floor,
which I don't want to change.
I only want to change the scale for this object.
That's why we're using
the YUV image editor rather
than the scale in the mapping node.
So I think probably around there is good.
So just kind of eyeball it and
think where you want your scale to be.
And I'm pretty happy with that result,
so I'm just going to leave it as it is.
And then of course, if we go inside our object,
you're going to notice the inside is also
that same concrete material which I don't want.
So let's click that plus sign
drop-down menu and select the white glossy material.
Then over in the Modifier Tab,
in the solidify modifier,
Let's open up the norm.
Let's open up the materials.
Instead, the material offset up to a value of one.
Now it's going to be using that
same white glossy material
for the interior of our house.
And there we go.
That is looking much better.
Since this video is pretty short,
let's go ahead and work on one
more material that is going to
be the ground over here, this ground object.
Let's create a new material by coming up to here,
switching it over to the shader editor and clicking New.
And for this texture is just going to
be a nice dirt texture.
So let's press Shift a go to
texture and then select image texture and place it here.
Let's take the color,
plugging into the base color and then click open.
This texture is going to be this one right here,
this ground ab.js JPEG
selected and then click on Open image.
We can see if we zoom in,
it's not really UV mapped correctly.
So let's go into edit mode.
Press a will go into top view.
And then what I'll do is I'll zoom out and hit
U and then click on Project from view.
That will automatically project the view
that we have and that's going to be the normal map.
From there, we can zoom in and switch it over to
the YUV image editor and scale up this texture.
So I'll press S to scale and scale it up
pretty big until it's the appropriate size.
Probably around there, so maybe a little bit smaller.
Actually, you're really not going to see this texture
anyways because grass is
going to be covering the entire thing.
But just in case there's
a patch of grass that's not there.
I like to have a texture to show the dirt underneath.
So I think right there is pretty good.
And then we'll go back over to the shader editor.
In then I'm going to turn up the roughness
because there's like no glossiness to dirt.
So we're going to bring the roughness all the way up to
a value of 0.95 and Enter.
And there we go.
We've now created the material for
the ground and the second floor.
In the next video, we will focus on
the pool material and the brick wall in the back.