• Saturday , 6 June 2020

How to add dirt and smudges to materials in Blender

Code Canyon


Tutorial showing you how to use Poliigon’s Overlay textures in Blender. Download the files mentioned in this video: http://poliigon.helpscoutdocs.com/article/29-how-to-use-poliigon-in-blender


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  1. Ed AisinGioro
    August 14, 2018 at 15:58

    If poliigon respect their users, this comment should be pinned. There is an update for this tutorial on https://help.poliigon.com/blender/basic-series/part-2-surface-imperfections PS no need for nodetree

  2. Thomas Paul
    August 14, 2018 at 15:58

    This site respects Blender a lot more and the message it conveys to society, pay for something for its weight of gold

  3. carnictus23
    August 14, 2018 at 15:58

    with blender internal im pretty sure you can just add the texture to the material and only have colour influence over the specular.

  4. js100serch
    August 14, 2018 at 15:58

    6:49 Great tip right there!!. You don't want your clients to notice that the aspect ratio of the scratch texture of the floor is all wrong, that would be really embarrassing.

  5. ilman akbari
    August 14, 2018 at 15:58


  6. PlainSailingWeather
    August 14, 2018 at 15:58

    I'm very llate but I cannot seem to find this nodetree mentioned in the video, it's not in the link description, anyone have it?

  7. Tyler Henderson
    August 14, 2018 at 15:58

    Oh boy, now I can make Mario's gloves dynamically dirty!

  8. Josh Horsman
    August 14, 2018 at 15:58

    Super helpful video as always, but I tried to download the node group for mixing normal maps, but it doesn't seem to be there T_T

  9. Sandra D
    August 14, 2018 at 15:58

    can you add a smudge map if you don't have a gloss, only a reflection map? awesome video by the way!

  10. Deniell De Vries
    August 14, 2018 at 15:58

    how would i go about exporting this material as a whole for unreal engine 4? so i can use it for an ingame floor of eg. a house

  11. Claudio BGE
    August 14, 2018 at 15:58

    I think its so sweet Andrew… Thanks for you time and to save us… Now i know how to combine two Normal Maps its so sweet.

  12. Melkor Bauglir
    August 14, 2018 at 15:58

    how come Andrew Price is here??…anyway great tuto….

  13. Lattamonsteri
    August 14, 2018 at 15:58

    Without studying how the Combine Group was organised, I think a simpler way would be to use a Separate RGB on both textures, then use a Math node (with Multiply? and clamp to ensure there arent values over 1) on red outputs from both textures. Then you would do the same with the blues and greens. After this a simple Combine RGB would suffice to merge everything into one Normal map again.
    That's how I think it would go at least 😀 But I only use BW maps anyway.

  14. Ionwe Prod.
    August 14, 2018 at 15:58

    Can you please update this tutorial for your PBR shader?
    That would be super awesome

  15. Blender 3D Renders
    August 14, 2018 at 15:58

    What is the difference between the gloss and the reflection maps? I always thought it was the same thing well until now.

  16. Dave Putnam
    August 14, 2018 at 15:58

    Well, to start off, nice tutorial as usual, but 135 megs for the finished file! this is why my renders never look as good, they must be massive textures packed into the blend file, my PC couldn't handle me putting it into rendered mode, it just closed Blender. I think that Blender needs work on handling polys and textures, I imported a quite a big file that i was working on in C4D, i was planning to carry on with it in Blender but it couldn't cope, i'll have to try it with lower res textures.

  17. evil thote
    August 14, 2018 at 15:58

    you shoud do a tutorial on how to add the water drops because it seems a bit different

  18. 姚宣辰
    August 14, 2018 at 15:58

    why don't support alipay ? I can't purchase

  19. Will Terry
    August 14, 2018 at 15:58

    If you remove the blue from the secondary normal map you can then use overlay.

  20. unfaehig
    August 14, 2018 at 15:58

    How do I make it with glass or something like that? It isn't the same but it can't be that hard ^^ hope someone can help me

  21. Italo Ludus
    August 14, 2018 at 15:58

    Awesome tutorial and textures!
    As a suggestion, it would be awesome to see material tutorials using Unreal Engine.

  22. Mark Davies
    August 14, 2018 at 15:58

    Great video, been hoping for a tutorial on this for awhile. What method would you recommend for applying these overlays to room-sized floors in random spots? Would you paint them on or use some math node? Math nodes have always eluded me…

  23. Max Detournière
    August 14, 2018 at 15:58

    In the Node Editor : Shift+A -> Input -> UV Map, this one has a drop down, you can just choose your UV Map from the list.

  24. MAK9 Marcos
    August 14, 2018 at 15:58

    Spectacular! Come a time in which we can smell the textures that you do. Thank you for the videos and the normal combine node. Sorry for the mistakes.

  25. Jordan McLaughlin
    August 14, 2018 at 15:58

    My jaw dropped when you exploded the "normal map combine node group"…thanks for not putting us through that buildout!

  26. bill nguyen
    August 14, 2018 at 15:58

    651st subscriber. yay ^^ . i got 2 things to say about this video.

    1, finally you used the node wrangler! it bothers me so much seeing you leaving out that wonderful addon. probably because i use it all the time :p

    and second, while that normal map combiner group works great, i remember you once used the vector math node, set to average for combining 2 normal maps or with a bump map. i might be mistaking you with another tutor but I'd like to know if you know about this node and is it right to use it for this task.


  27. Inivlog
    August 14, 2018 at 15:58

    FINALLY!!! The answer to how to use multiple UV Maps!! I've been looking for that sooo long ^^

  28. Warp
    August 14, 2018 at 15:58

    Is it possible only to add these overlays on specific parts of the mesh only? For example, if we take the floor used on this video, in real life, people wouldn't leave marks everywhere on the floor equaly. The floor would have more scratches marks on the paths people are used to walk on. In short terms, you will have way less "footprints" close to the walls and more on the middle of the room. On the opposite side, there's more likely to be dust closer to the walls and furniture than where people walk on.

    I guess my question is in fact: can I use the weight paint tool to "draw" exactly where I want these surface imperfections to be?

  29. Todor Nikolov
    August 14, 2018 at 15:58

    Cheers for the normal combine node!

  30. uddhav vegad
    August 14, 2018 at 15:58

    thnx!! waiting for this video for a long time… i was using the overlay maps so wrong thnxx for this video.

  31. EvieJay
    August 14, 2018 at 15:58

    Any chance of a tute for texturing scifi style hull plates with some small emphasis on how to scale said texture?

  32. Luca Crisi
    August 14, 2018 at 15:58

    Great tutorial, as usual, Andrew!

  33. Chubercik
    August 14, 2018 at 15:58

    Finally! I was waiting for it. Thank you, Poliigon!

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