Industrial texturing

Hello

I’m a modeling enthusiast, i do a lot of models, but its time to learn some texturing [never used anthing else than materials (roughness/metalic) bars]. I wonder if you guys could recommend anything to learn typical, easy industrial texturing style. I mean this type as you see on videos showing ‘‘what the machine consists of’’ and how is it made.

Below there is a link of a typical texturing i’m willing to achieve

You can easily tell its not a photorealistic texturing, but pure industrial/technical material showcase but still somehow they mannage to avoid ‘‘paint.exe’’ effect and apply nice shadows between the smallest elements, emphasizing their edges.

Some of project id like to texture in the picture below:

Best regards,
Michał

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Looking at the video I think the main thing is to use a grungy texture to control the roughness.

Something like this:

You could also use a procedural grunge and object cords to avoid seems. but sometimes an image is just easier.

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A method of adding defects is often used as a setting for materials that bring out a sense of reality.
In reality, it is hard to find a uniform reflection or texture. :thinking:

I don’t fully understand the whole question, but you can synthesize the shadows (AO) around the object in Composing after rendering.
Composing also allows you to adjust the amount of Ambient Occlusion (AO) appropriately.

Ambient Occlusion is also present in the material node.

https://docs.blender.org/manual/en/latest/render/shader_nodes/input/ao.html

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could you please send me the png file? can i somehow change the metal color? like to make the ‘‘engine’’ red but with this type of structure

Yes, it is actually a photo I took of a dirty floor!

I recommend you take loads of photos of dirty grungy things :rofl:

To change the colour you can just change the base colour, if the engine is red it is probably painted, in that case you would probably set it to non metallic (metallic to 0 or a low number, some paint has a metallic component). You might also need to tweak the roughness range in the map range node.

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Thats great to read and get such information, would never thought that taking pictures of anything with my phone could get me free texture PNGs. All renders i have made were rendered (animations) in viewport materials to make it faster to render. What do you think, are these animations are rendered in viewport shading with all the lights or just properly set viewport materials. Not gonna lie but viewport materials render are way faster and easier to deal with easiest textures so the lighting doesn’t ruin your shadows/reflexes

Depends on your phone, modern phones do make pretty decent photos, I did that photo with a camera (sony R1 - fairly old).

I do tweak the photos in Gimp to do those grunge things (set to greyscale and change levels etc).

I think most renders of reflective objects use Hdri’s to get good reflections, either that or you need to make a fairly complex scene to get something to reflect well.

I presume when you say “viewport materials” you are referring to the view-port hdri’s, you can setup any HDRI with the “environment node” in your world material for final renders.

Many product renders will actually model an environment room and use various area lights to boost reflections in a more controllable way.

For my examples I used blender’s built in hdri’s “studio” for the first one and the “forest” hdri for the second. You can find many different HDRI’s at Poly Haven.

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