• Wednesday , 27 May 2020

How to Add Easy Grunge in Blender

Code Canyon

https://i.ytimg.com/vi/jrb716STIlw/hqdefault.jpg



Blender tutorial showing you how to quickly add a grunge dirt map to any model. Text summary and download: http://www.blenderguru.com/tutorials/how-to-grunge/

Discover how to use AO baking and masking in Cycles to create realistic dirt.

source

3d Ocean

Related Posts

31 Comments

  1. iLikeTheUDK
    August 16, 2018 at 00:02

    Great tutorial!
    Thing is I already know most of it. What I'm struggling with though is finding and/or making base grunge elements that don't have a visible seam when you map them onto a polygon model, and if it tiles it doesn't look obvious either.

  2. Ben Pripad
    August 16, 2018 at 00:02

    I really like this kind of short tutorials!

  3. Virginija Sileikiene
    August 16, 2018 at 00:02

    Nice old look. Thank you for sharing.

  4. BuvarKundW
    August 16, 2018 at 00:02

    great vid! whats the mucis in the background? sounds like Paul Kalk…

  5. DT Chris
    August 16, 2018 at 00:02

    This is what I like to see. A simple, quick, and to-the-point tutorial, that shows me the node setup, and under 2 minutes.

  6. M White
    August 16, 2018 at 00:02

    Please help! At 35 seconds in.. when I try to "Bake the AO" I get an error message "No active UV layer foud in the Object Suzanne" –what didn't I do right?

  7. Tom Humbles
    August 16, 2018 at 00:02

    I dont have the overlay node where do i find it?

  8. jo gogo
    August 16, 2018 at 00:02

    Can i do this proceduraly without baking AO? Kind of shader or something…?

  9. Gustavo
    August 16, 2018 at 00:02

    We need VRayDirt for cycles

  10. jaffe
    August 16, 2018 at 00:02

    I am fairly certain this has probably been mentioned – however I will again. You can just hover over the color on a material (say diffuse) and hit CMD + C or CTRL + C and then hover over say the Viewport color and hit CMD + V or CTRL +V to paste the color – saves a small bit of time instead of opening the color wheel and using the eye dropper.. that's my .02

    🙂

  11. Will Wytcher
    August 16, 2018 at 00:02

    I thought this was going to be a video about how to make spice for my "soft" grunge lifestyle, by putting a grenade in the blender. Did like the video even if it wasn't what I was expecting (I get Blender is a 3D modeling program)

  12. Con Koumis
    August 16, 2018 at 00:02

    What about using pointiness instead of Ao??

  13. taids
    August 16, 2018 at 00:02

    I've only watched a few videos so far, but thank you for making them and sharing the knowledge, they are such a huge help!

  14. splayHD
    August 16, 2018 at 00:02

    I miss Andrew Price 😀

  15. M. Jugill
    August 16, 2018 at 00:02

    trimakasih guru…

  16. Lyrog
    August 16, 2018 at 00:02

    No active UV layer found in the object "Icosphere" doesn't wanna bake

  17. nunya biznez
    August 16, 2018 at 00:02

    why cant more blender tutorials be as concise as this one? well done!

  18. No Views Films
    August 16, 2018 at 00:02

    hey guys looking for feedback on new short animated film in blender thanks!

  19. Priskin
    August 16, 2018 at 00:02

    Great!

  20. Raw Tee
    August 16, 2018 at 00:02

    happy birthday Sir Price
    FYI – YOU ARE AS YOUNG AS YOU FEEL.

  21. Marcus Mattia
    August 16, 2018 at 00:02

    love those quick tips do more!

  22. João Gabriel Silva
    August 16, 2018 at 00:02

    Nice tip! As always…

  23. Tiny
    August 16, 2018 at 00:02

    Can you do a tutorial on skin? not just detail like the lighting and how light passes through it and other important stuff

  24. Dark Black Core
    August 16, 2018 at 00:02

    Amazing as always man!

  25. jjjuhor
    August 16, 2018 at 00:02

    Nice tip, but the final result aint really even that outstanding. Material used as dirt is too bright compared to base color and therefore makes it just look weird when brightest spots of model are the crevaces. Dirt should eat specularity and darken / desaturate base colors

  26. Xait
    August 16, 2018 at 00:02

    Andrew, we need wear and tear mask shader that can be controlled with normal map, like in substance designer or quixel. More gamedev love pls.

  27. Caiã Padilla
    August 16, 2018 at 00:02

    Thanks! nice tip

  28. Decicryptor
    August 16, 2018 at 00:02

    cool video, now i wish i could be creative enough to make an animation :p

  29. James Purdie
    August 16, 2018 at 00:02

    Was there some kind of uv unwrapping process at the beginning?

  30. Alain Manzo
    August 16, 2018 at 00:02

    Is it possible to bake out an ambient map to use as an alpha if the meshes are using object based uvs (box mapping)?

    I have a scene with a lot of small objects, but they are not the focus of the shot so they are not worth unwrapping.

    But I think adding a little bit of grunge to them work make everything much better.

  31. Alain Manzo
    August 16, 2018 at 00:02

    awesome have been wondering how to do this thank you

Leave A Comment

You must be logged in to post a comment.