Now that our brick texture is done,
let's go ahead and work on it.
The textures for the pool,
the tile, and the water for the pool itself.
Let's do the water first because that's the easiest.
Select your plane right here,
this plane that has the displacement.
And then let's create a new material.
So come over to this menu and then select
the shader editor will create a new material.
And remember, you're supposed to name your materials.
So we'll call this water.
Now to create water,
it's actually very simple.
What we're gonna do is select
the principle that shader and press X to delete it.
Then we're going to press Shift a and add an a shader
and then a glass shader right here.
Take them BSD f,
and plug it into the surface of the material output.
And there we go.
Now we have a glass of looking material.
One thing that we need to change is the IOR value.
Ior, which stands for index of refraction,
is basically how light passes through an object.
And we basically need to set this to a value of 1.333.
That is the IOR of water.
Once you've done that, now that's all you have to do.
I'm also going to change the color to
a slightly blue color somewhere around there,
I think will look good.
To see what this looks like.
We can press Z and go into rendered view.
You can see that is looking pretty good.
You can also go over to
the Material tab and check the preview right there.
The next material that we will create
is the concrete over here.
Refer these pathways.
Let's go ahead and select that object and then
select the clean concrete right here.
And then of course we need to duplicate this.
So click on that fourth to duplicate this material.
And this time we're going to call it dirty
concrete, just like that.
Then over in the textures,
we're going to switch them all out.
So click that button right there and then
selected the dirty concrete folder,
which is this one right here.
Select it, will go with the texture.
Open image will come down here,
select these specular map.
This one right here, select it and go open image.
And then finally, the one on
the bottom that which is the normal map.
We will select the folder icon.
Select that folder, select the normal map and open image.
Once you've opened up those images,
the color space has switched over to the RGB,
so switch it back over to non-color,
so the textures work correctly.
Let's him in and press Z and go into
material preview to see what it looks like.
At the moment you can see the texture is not
working because the UV map is messed up.
So let's unwrap everything.
Once again, I'm going to go into edit mode,
press a to select everything, go you,
and then the smart UV project and then hit Okay.
And there we go.
As you can see, that texture looks so much better.
There's no more stretching along
this way and it's looking pretty good.
If you want the texture to be smaller,
just come over to the mapping node
and select all of these scaled values.
And maybe we'll set that up to a value of five.
And I think that looks pretty good.
Over here where we have the garden.
Let's select that dirt texture.
So we'll go into edit mode,
make sure the face select mode is active.
And then we'll select both of
those faces over in the material tab,
hit that plus sign
the drop-down menu and type in the word dirt.
And you should see the Dirt Texture,
select it, and then hit Assign.
At the moment that texture is way too small,
so we need to scale it up.
Let's switch it over to the YUV image editor.
Press a to select everything and scale it up.
Much better.
As for the pool itself,
we're going to be using a tile texture.
So let's select it the entire pool
and assign it a new material.
We'll go into edit mode.
And what we'll do is we'll press Alt a to de-select.
We'll zoom in holding the Alt key and you can
left-click to select that entire loop
as you can see there.
We'll zoom in a little bit more and
then we'll select the corner.
So holding Shift and Alt,
we'll select the corner so it selects that loop.
Then we'll go into wireframe so we can see what
we're doing and then just select everything else.
So holding Alt, I will select that ring,
that ring, and then finally the ground itself, this one,
and this one will come over to the Material tab,
hit that plus sign,
and then select just any of the textures that we've
already made or any of
the materials that we've already made.
So we'll select the BRCA1 and 2, duplicate it.
You need to make sure you go out of edit mode because
you can see the two is actually grayed out.
So go out of edit mode by hitting tab, then hit two,
and then you can go back into
edit mode and then assign that brick material.
So with everything selected, we'll click Assign.
We'll call this material tile,
just like that, and then let's create it.
So switching back over to the shader editor,
we're going to switch out all of those textures.
With this texture selected,
we're going to hit that folder icon,
will go back until we find the tile texture,
which is this texture right here,
selected the colormap and open image will come down here,
select the specular, which one,
which is this one right here, the specular map.
Click Open. And then finally the normal map.
We'll go back over to that folder,
select the normal map,
and then go open image.
Let's zoom in and take a look at what this looks like.
So I'll zoom in over on this corner,
will press Z and go into material preview.
Let's take a look at our texture by zooming
in and the pool water is currently in the way.
So let's hide that from the view.
Let's select our object and then press H to hide it.
Don't worry, it is still there and we'll
bring it back in just a couple of minutes.
As you can see, our texture is looking pretty good,
but the, but the UV map is not really lined up properly.
The texture is kind of all over the place.
So let's go ahead and fix that.
What I'll do first is I will select it
and then I'll change the scale of the tiles.
At the moment, the scale is pretty big.
So with the scale value in the mapping note,
let's select the entire thing
and we'll go with a value of 10.
And that looks much better.
Now for the beam AB, Let's switch it over to
the YUV image editor by switching it right here.
And then we'll go into edit mode.
What we need to do is start out on
the bottom and then work our way up.
If we started out on the top,
it's not going to really line up and it's going
to be a lot harder to line everything up.
So starting out on the floor of
the pool will switch over to the face select mode,
select both of these faces,
and then will position them how we want.
So I'm going to zoom in and I want
a black line to be on each of the corners.
So we'll zoom in on our texture over here,
and then we'll press G and drag it
over until it lines up right there.
Just like that.
And that looks much better.
I'm going to hold the Alt key and select
that inner loop of faces right there.
And I want a big tile to be on the floor right here.
So what I'll do is I'll press G, then y,
and we'll drag it until it lines up like that,
then G and X, and then we'll move it up until we have
a big tile on the floor right about there.
Looks good. Now, this tile
on the right is not really lined up,
so we will select it,
will press G and Y and drag it over
until it lines up with the tiles on the floor.
Just like that.
That looks much better.
As for the tiles on top,
what we'll do is we'll go into
edit mode holding the ALT key,
I will select that entire loop.
We'll press G and then move it in
line just like that, G and Y.
And we'll drag it over just slightly.
And if it's a little bit hard to see,
you can zoom in on the YUV image editor
and get it a little bit more precise.
So I'll press G and Y and we'll drag
it until it lines up right there.
That looks perfect.
And then we'll keep going. We'll go
into edit mode once again,
we'll select that entire loop
right there by holding the Alt key.
Then we'll press G and Y and
drag it over until it lines up G
and X and drag it down until
that black line is right in line with the corner.
As you can see.
You can see it's just slightly off,
so I'm going to zoom in on the YUV image editor and why,
and then drag it over just a
very slightly until that line,
it lines up just like that.
You can see this one over here
is totally out of whack now,
so we will select it
g and then just place it where we need it.
So right there looks good.
And then G and X and Dragon
until the black line is in the corner.
And there we go.
And finally we will go into edit mode.
Once again, we'll select
that top loop by holding the Alt key, select the corner.
And we'll zoom in G
and then just place it exactly where we need.
So I'll move it along the y
until it lines up just like that.
There we go.
And then we will select this face.
And it looks like we need to go back this
way and then line it up right about.
There, looks good.
And there we go.
I've now lined up all of the tiles
and everything is looking really good.
And finally, the last material that we'll do
in this tutorial is these lights right here.
I'm going to select them and I'll just give them
that white glossy material that
we've used for a lot of other things.
So I'll type in white and then
select the white glossy material.
I'm also going to right-click and shade it smooth.
Once we do this though, you're going to notice that
it gives it a weird bevel issue.
So to fix that, we're going to go over to this menu.
This is the object data panels.
Underneath the normalised we're going to
turn on auto smooth.
And that will fix the edges.
And now it looks much better.
And since we all did it,
it's going to apply that exact same thing to
every single one of the lights that we've added before.
Now to bring back the water and you can press Alt and
H to bring it back. And there we go.
That concludes this section.
We've created a lot of materials and learned
a lot about UV unwrapping and textures.
We don't really need this window on the right,
so you can close it by clicking
in the top right corner until
your cursor turns into
a plus sign and then clicking and dragging over.
And there we go.
That is looking really good.
As for the next section,
we're going to be focused on lighting,
adding an HDR into our scene
and making everything look really good.