https://i.ytimg.com/vi/H-quCLfoHbk/hqdefault.jpg
Blender tutorial showing how to create a simple tile material. Read the quick summary: http://www.blenderguru.com/tutorials/dead-easy-tile-tutorial/
-Get the tile material: https://www.poliigon.com/texture/2287
-Download the starter file: https://drive.google.com/open?id=0B8PFSrI9B3iwbDlhNkhnVHQ3V00
-Download the PBR material: https://drive.google.com/open?id=0B8PFSrI9B3iwVmJQMHg3T1RZaE0
source
20 responses to “Dead Easy Tiles – Blender Tutorial”
If i have a huge mesh that i have to texture with the same piece of texture how can i manage to do it with the displacement map? I thought i could do it with the array modifier, but doesn't work. Do i simply need to make a bigger texture fitting the dimension of my mesh?
Hey, Andrew can we use a normal map and a displacement map?
Can using simple instead of catmull-clark avoid the crease steps?
I guess that using the Normal Map along with real microdisplacement isn't working even if you switch it to object space for one reason – it tries to alternate the angle of light reflection on a surface that is already physically distorted. And the change of reflection angle just doubles. Maybe instead of using normal map made from the same bump map you should try using separate low frequency bump map for the shape of the tiles and the grout between them, and other high-frequency normal map for the tiny distortions on the tile/grout surface. I did so and it worked fine.
There is a lot of software using both bump mapping and normal mapping, for example game engines such as Unity. So it would be a very strange case if Blender had a glitch on using those two ways of shading together. Try my way and write down in the comments what was your result.
Hi Sir Andrew! i dont know why but when i render it the scene is just white noisy image. Thanks!
I don't see people getting mad over EVERY FUCKING COMPANY IN THE WORLD advertising. Well THIS my faggots is his job. He has to make a living doing THIS. So shut the fuck up and go suck your sisters dick.
hey Andrew. I think that the idea of having polligon website is very good. I would totally buy some credits to use it but, the problem is…that I work with 3d architecture, so i need to use specific tile materials.. so actually, i would love to learn how to create these maps for my specific materials =)
jesus dude, you sometimes use HDRI to light a escene and sometimes you use a sun lamp. I'm confused =s
See it's not USING the maps that's hard, it's GETTING and CREATING the maps that's REALLY difficult! Especially when google archive is unavailable in your country(it's unavailable in my country) and getting gimp plugins is a PAIN IN THE ASS!
Why do people complain about "advertising" your website?
Well that's weird. Got to about 6:30 and I can see the texture properly in the Material view, but in Rendered view it's just noisy white grain. Cranking the sun brightness up didn't help. Running Filmic Blender, if that makes something break, but I'm not sure what that would be?
Great tutorial. And added value to your poliigon project.
hey i used the hexagon tiles in the thumbnail once!
I've recorded an almost perfect recording before too! And then realized that my mic was turned down too much and was really horrible sounding. ;(
monitor your audio when you are recording and you won't have those issues.
Somebody hacked me and now I have a virus called…
BAD WIFI
seriously every 20 seconds the video loads
Gay and welcome?
I've made my own room but when rendered it's very dark and has a lot of noise… I placed an area light outside my window, and some point lights inside on the ceiling, but none of them help. How could I deal with this noise and darkness effectively?
15:35
Why not just use "Simple" rather than "Catmull-Clarke" subdivision? They seem to accomplish the exact same thing.
this is the best site ever and support of it is just gorgeus sad tho cant use whole potential of it keep it up andrew really good job 😀