hey what's up guys Nuno here in this video I'll show you how to create
realistic materials in moment I will explain the different texture maps and
when they are necessary to get realistic results and also how to add extra detail
with displacement maps so let's get started
so correct PBR materials you need the right textures for it so I usually get
my textures from quick Sol or polygon and here you have the bridge and if you
don't know that then you'll be able to have this software where you can see all
the types of 3d assets surfaces decals imperfections displacements all of this
the surface that I use in the beginning of the video it's this one and you can
see it here looks very similar to what I did inside women and in the download
settings you have the texture resolution and all the maps you can use so I select
the albedo displacement normal and gloss so this whole video it's basically the
same as diffuse but it doesn't have any shadows and highlights inside the
texture itself and this is nice because for PBR materials when you have the
displacement map for example this is placement creates some geometry and this
geometry will create some shadows as well and so it's better to have a albedo
like this without any shadows inside the texture itself so and this is the
displacement so you can see that in the displacement you have all of the dark
area so will be lower and the white parts will be higher and you can even
see that you have some of the wood veins as well here in this displacement now
also have the normal map so the normal map will be basically the bumpiness of
the texture and then we have the lost map and the gloss map is basically how
shininess how shiny the the texture is so the lighter part will be more shiny
and this part really really dark will be almost with any shininess and we need to
put this texture in the normal map and to do this for example here in Photoshop
you can just press ctrl-a and we'll have this marching ants
and then we press ctrl-v go to the normal map and here let me just remove
this here we have the texture like this with the layers and then here on the
side we have channels so here we'll create on this button to create a offer
channel and then we'll just press control V okay
now we need to save this either as a Targa file or TIFF or DDS so it saves
our alpha channel I'll leave it as target and just save as 32-bit because
if you don't save as 32 bits it will not have this alpha channel to not save this
alpha Channel so just pay attention to this just press ok by the way I have a
video where I speak a little bit more about quick soul mega scans and I'll
give a link to it in the top right corner and in the description below this
video as well now here inside lumen I'll just select the material and now I'll
create a standard one and I'll choose a color map and for color I'll choose the
albedo and I will remove this color is Asian because lumen by default puts this
gray color so just remember to always remove it I'll increase the scale a
little bit but here it's fine so if you notice you already have here some
bumpiness right and why is this because Lybian creates the by default when you
import a obvious already fuse it creates automatically a normal map from that but
it's not the most the most accurate so let's just remove it because we have our
normal map and now i want to show you how this texture looks if we just live
like this exactly so let's just read it out
so you can see that this texture looks almost like a mirror doesn't look
anything like wood texture right so what we need here we need a normal map and
the gloss map so let's do this let's go here back and let's select the normal
map with the gloss map on the Alpha Channel and now we can see that this
texture looks much better we don't have any of these glass-like reflections just
leave this at one because it already has the correct gloss gloss innocent
reflection in the texture so just leave it as it is and the relief as well and
now let's render again so we can see the difference ok let's first have a look at
the before and after and as you can see we now have all of this bumpiness in the
texture we can see the wood veins all of the boards you can see clearly and even
the nails you can see that they have a lot more glossiness than the the wood
itself and we can even have some dirt here some some surface imperfections so
it looks much more realistic this one but we can even add one extra detail
here and let's see with lumen 10.3 now we have the possibility of adding our
own displacement Maps and to do this we'll go here choose this placement map
and select the displacement and so this displacement will create the geometry
will raise a little bit the geometry and to create this effect that you will
see now so here in the displacement I increase if I go all the way up you can
see the difference especially around here in this areas so you see if I don't
have any displacement and if I increase it looks much better now so let's take a
render with this and see the difference so now if I show this a normal map and
now with the displacement you see how all of this boards you can see clearly
the difference in height between them so it gives it really this extra realism by
the way I have a lumen R and of course there I'm showing all the techniques I
use to achieve high quality renders with lumia I'll leave a link to it in the
description below this video now let me show you another material here so if you
go here outside we have this wall and we can select here exactly the same process
can go here and materials we have this plaster we have the albedo the
displacement and put this part so we have the albedo the displacement gloss a
normal so I already did the same here I put the gloss in the Alpha channel of
the normal map and I inverted the green channel of the normal map so if I import
is
so let's remove the colorization and increase the scale here now if we add
the normal map okay you can see the
details of this bumpiness if I remove it's completely flat but if we increase
it back you can see all of these details on the texture
so let's put it back and now let's add the displacement so I'm going to
increase and you can clearly see this illusion here when the starts creating
this geometry see so if you leave it about here okay now let's go to render
so now you can see here in the render already preview how it looks and if I
render out so you can see how nice this material looks we have all of these
detail little details from the plaster so it's really nice to have these
displacement maps really give this extra realism to the to the textures now one
more thing let me just show you if I decrease here the light but here and now
let me add some light me this one let's make it about here and let's move
it put it on high move it about here and target here would be okay now so if I
now move this slide you can see all the shadows of the texture see remember that
this is basically a plane nothing else but you can still see all
of these small details and it all comes from the normal map and the displacement
map if I go back here now structure and if I remove so you see that even with
this this displacement map if I remove it this area here doesn't have any
shadow right but if I increase okay you can see that all of this area is in
shadow so this displacement markets even creating some shadows and this is why
it's important to use the albedo map instead of the diffuse and that's it for
today thank you for watching I'll leave the links to get the textures in the
description below this video if you liked this video don't forget to give me
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you