Blender 2.8 Beginner Tutorial – Part 10: Transparent Textures

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Blender 2.8 Beginner Tutorial – Part 10: Transparent Textures

– [Zach] Welcome to the 10th video of the Blender 2.8 beginner’s tutorial series In this video we will create the material for the fabric and also the frayed edges Then we will create a leaf for the apple using an image with a transparent alpha channel And at the end we will duplicate and cut the apple in half and apply a new texture to the cutted plane As always you can find the timestamps in the video description below, and if you want to follow along and sign up to our resource section free of charge where you can download all the project files, textures and videos for this course and our hand Blender 2.8 shortcut PDF You can find the link down below in the video description Hi, everyone, Zach here for and let’s get started Now let’s texture the fabric over here I’m in the Shading Workspace and now down here in the Material Tab I can add a new material, but actually you don’t always have to switch to the Material Tab over here When you have the Shader Editor enabled you can also add a new material by simply by clicking over here And you can see this will also create the new material over here in the Material Tab Let’s call it Fabric, and for this fabric object I have prepared two textures, I have one fabric texture for the color which I drag and drop into Blender and one which is called Fabric Normal This is a normal map A normal map is something similar like a bump map A bump map just consists out of grayscale values which defines up and down and is mostly used for very small and tiny details A normal map works similar with different colors we define the height, but a normal map in most cases has much better and stronger result Also these two textures are seamless similar as the wooden texture we used for the wooden planks and I generated both textures with a paid tool called PixPlant, which generates seamless textures and also for example the normal map from a single image PixPlant is just one of many tools which can do that So first of all, let’s use the color and the fabric texture and simply connect this with the base color of the Principled Shader And as you can see, immediately we see the texture on the object and that’s because if we quickly switch over to UV Editing, here we have a UV map already because every basic shape you add to your scene has a default UV map already and since we used a simple plane as foundation here we still have the UV map Let’s hit the middle mouse button, hold and move this to the side, and let’s enable the LookDev mode over here And let’s click on this button to hide all the overlays here so that we only see what will be in the final rendered image Now I think the fabric texture is still too big What we can do over here, in the UV Editor, let’s hit A to select everything Let’s press S for scaling and simply scale this up And you can see as soon as I scale this up, the texture on the model will be scaled down because we basically cover more space And you might wonder why we can see a texture although the UV map is bigger than this square and that’s because if we switch back to Shading, this texture is set to repeat as soon as the UV map is moving over the frame, the same texture will be used again, and since this texture is seamless, we don’t see any seams on the surface here So now let’s use the normal map The normal map works similar as the bump map, but we have to use a normal map node instead, so let’s hit Shift + A, go to Vector and add a normal map node Put it in between the texture and the Principled Shader Then let’s connect the color output with a color input and the normal output with the normal input of the Principled Shader To better see the result over here let’s temporarily disconnect the color The result looks a bit weird as you can see and that’s because we have to change one setting on the texture Here behind Color Space we have to change the input color space to non-color, so as far as I understand we don’t use the actual color information here for the normal map and that’s why we have to change this Then on the normal map, we can also change the strength if we like, but in this case I think the strength of one is fine Then let’s plug in the color ones again, and now you can see this looks quite good already Let’s create a simple roughness map by adding again a Convertor, ColorRamp, use the color of the texture, plug this into the roughness and here actually we wanna have a quite rough material, so let’s select the black handle here and change the color to a brighter one and let’s add a bit more bright values to the whole map so that we just have a very

subtle reflection on the material And now on the texture there’s still one little thing I wanna add because when I zoom in here you can see we have these little holes in between those cords and I wanna have them to be transparent so that we can see the bowl through the cloth here and that we can do by creating a very simple alpha channel, so for that, hit Shift + A, add a simple ColorRamp, connect this with the color of the texture and to better show you what’s going on here, let’s quickly add a shader, Emission Node, and connect this with the surface output and the color with the color The Emission Node is basically a node which emits light, but it also has an effect that no light and shadow information will have an effect on this So we basically see the plain texture on here, so it’s a great and simple way to preview the texture here So now you can see the cords are relatively bright, but the holes in between are relatively dark and if I increase the dark values here and decrease the white values, we have a nice contrasting image And down here on the principal node, we have the alpha information and again similar as for the roughness value here zero means black and one means white, and if I now simply plug this into the alpha channel, remove the Emission Node and again connect the Principled Shader with the surface of the Material Output Node then everything is right, but we can’t see the transparency here and that’s why we have to enable an option for the Realtime Viewport here in the Materials Settings down here we find the Settings Panel, and let’s change the blend mode to Alpha Clip and the same also for the shadow And now as soon as we play around here, you can see how this is effecting the transparency So basically all the black areas of this alpha mask will be cut out and all the white areas will stay visible And in this way we can add this simple yet very nice looking transparent holes, so the whole thing looks way more complex as the mesh is All right, now let’s go over to the Layout You can see the edges of this fabric are very straight and clean and perfect, but in real life this would look frayed and that’s why we quickly adjust the mesh over here First of all, let’s switch over to the Solid Viewport Shading which makes the editing a little bit easier Then let’s hit tab to switch to edit mode Make sure that the face selection is enabled Left click somewhere to deselect everything, then hold down Alt and click on one of those lines here to select the loop with Shift + Alt + left click here to select this loop, Shift + Alt, this one here, and Shift + Alt, this one here Now we have basically a whole loop around the cloth Now let’s hit Control + plus on the numpad to increase the selection If you don’t have a numpad, simple go to select, select More Or Less and click on More Now right click and click on Subdivide We wanna add a higher resolution to this area and let’s increase the number of cuts to three Then I change the fractal value, let’s try two This adds this random transformation here to this area If you wanna use this randomize tool without subdividing your mesh, you can also quickly select an area, left click and hold on the Smoosh Tool down here and click on randomize, and then left click and hold and move your mouse left and right to add this randomize effect So now the edges are uneven and so on, but still they’re relatively straight, so what I do now, I use the Circle Select TooL, but in this case I don’t activate it over here, I press C to enable this and the cool thing is when I use the shortcut I can scroll the mouse wheel to change the radius, which is not possible if you are using the tool over here The problem with the shortcut however is that I now can’t change the view, you always have to hit right click or escape to disable the tool to move your view So what I do now, I press C and simply select some of the outer areas here So, should be relatively uneven, something like this And now I go around the whole cloth, simply select a few areas and then right click, change your view, press C again and go on Okay, now I have selected all this stuff around here, just make sure that you don’t have some not selected faces here because then we have some floating elements here, so make sure that this is selected And what I could do, I could simply delete

all this stuff here, but I like to model it in a way that it is non-destructive more or less I mean we already destroyed the mesh here, but I want to be able to change this later on, so what I do, I click on this, Object Data Tab, open up the vertex groups, add a new vertex group, let’s call this Height and click on Assign Basically, if I choose the vertex selection over here we have selected a lot of vertices here and by adding a new group and then hitting Assign I add all those vertices to this vertex group so they are now grouped in here And the cool thing is if I deselect everything with those groups I can select and deselect, so I can basically store this selection, I can add more vertex groups if I like and I can also remove them, and we can also use them for modifiers So let’s Tab back to Object Mode, go to the modifiers, we have a Sub Surf Modifier over here, let’s add a Mask Modifier And this allows us to hide vertex groups, so what I do, I simply click in here on the vertex group and choose the Height Vertex Group we have created and as you can see this now only shows the stuff which we have selected and if I click this button, this will be inverted as you can see So now if I zoom in here, this is still too edgy for my taste, so I click on this little arrow to move the Mask Modifier up so this one will be calculated first and after this we have the Sub Surf Modifier and this will be smoothed a bit If I now go back to the LookDev mode you can see how this looks like Let’s quickly disable all the overlays and in this way this looks way more realistic, certainly it’s not perfect, but as a quick result this works much better than just having a straight line here in my opinion Let’s re-enable all the overlays and let’s get back to the Shading Workspace So now I want to add a simple leaf to the apple here to make it look a little bit more interesting and for that again, I prepared a texture with an alpha channel What this means I will show you in a second First of all let’s hold down Shift and right click here somewhere on the apple to place the 3D cursor here Then let’s hit Shift + A to add a simple plane This is now way too big so let’s press S to scale it down Press G, Z and move it up just a bit So now let’s add a new material here, let’s call it Leaf And then let’s again drag and drop the leaf image over here So this image was basically a simple photograph of an apple tree leaf and then in Photoshop I removed the background and exported this as PNG with alpha channel and the alpha channel is basically the transparent background You can see here we have the color output which is certainly the color of the leaf And we also have the alpha output, if I connect this you can see this is a simple black and white image, so it’s basically the same thing we used for the fabric over here to create these little transparent holes here But for the fabric we had to generate this using a ColorRamp and here we can simply use the predefined alpha channel So all we need to do right now, connect the alpha channel to the alpha down here And the color with the base color and again to make this work we have to go to the Material Settings, Settings, and set the blend mode to Alpha Clip in this case to make this look nice So now the aspect ratio of this plane is not correct for the leaf So let’s press N And if I right click on this image here, go to the Properties, Details, you can see that we have a resolution by 1,354 by 3,160 That means that now just we have this aspect ratio Go to Dimensions, change the X-value to 13.54 and the Y to 31.60, so now it’s way too big certainly, but it has the right aspect ratio, let’s scale it down, something like this, let’s hit Control + A and apply the scale Now this is back at one, one, one Let’s press N to hide this and now let’s create a simple roughness map and bump map so hit Shift + A, Converter, add a ColorRamp, use the color and connect this with the roughness When you create a material, certainly the best way to figure out how a material looks like is to have the real-world object in your hand and see how this interacts with the light As I can remember this was relatively rough, so I probably would add a little more roughness here and just add a bit of roughness to the dark areas as well

And I think we can also add a relatively strong bump map here So let’s connect this with a color and this with a normal, and then let’s see how this works You can see that this vein kind of things are lifted up here, so what I would do, I would invert the bump map here so that this is pushed inwards and the rest outwards and I think strength of 0.1 should probably do the job here Yeah, again we can change this later on if this doesn’t fit correctly So this is our very simple leaf material for now Now let’s change the shape of the leaf, certainly this is not just this very flat and straight thing so let’s up here hit Control + Space to go into Fullscreen Mode Press T for opening up the tools and Tab into Edit Mode Now let’s use the Loop Cuts, Control + R and add a bunch of cuts here, left click to confirm, and right click or Escape to cancel the Slide Mode Now let’s enable the Proportional Editing, which we used to create this hole here inside of the apple, so I just select the inner part here, press G, move it upwards and scroll my mouse wheel and then I can create this nice bending here since everything around the selection will also be moved Something like this, now let’s use the Knife Tool over here In order to start this we can also simply press K Now let’s click in here and simply draw a line along the center of this leaf To confirm this press Enter, then let’s hold down Control and deselect this one here, press G, Z, move it down just a bit And then let’s add two loop cuts over here by pressing Control + R And with Shift + Alt, I also select this loop over here move it down a bit, and now let’s just organically adjust this a bit further Something like that, now let’s Tab back to Object Mode, right click, click on Shade Smooth and let’s press Control + Space again to get back and let’s simply add a Sub Surf Modifier to make this look round and smooth Let’s call the object Leaf and now let’s put it here into the apple So now similar as for the knife here, when I move the apple the leaf stays where it is so let’s select this, then with Shift, the apple right click, click on parent and click on object, so we parented this leaf over here, you can see it, to the apple So when I move the apple the leaf follows around Don’t forget to save your blend file So now I want to create the last asset for this scene here which is a cut apple Certainly we won’t create a new apple from scratch, we just use what we have here Let’s quickly go over to the Layout and have a look at the apple And there’s one thing I do recommend when you are creating a 3D scene When you reached a certain point I would show the scene to a friend or to another 3D artist and ask him for their opinion This can really help you to pinpoint some things in your scene which doesn’t look so nice And my brother for example was looking at the final scene of this project at the first time, and the first thing he noticed was that the apple looks kind of off so it doesn’t has the perfect apple shape, and if this is something which pops into the eyes of someone else immediately, this is probably something you have to change because other people would also notice this So I looked at the shape of an apple again and then I realized what he means So first of all, let’s Tab into Edit Mode, Loop Select this one here I still have Proportional Editing enabled, press G and Z to move it up Let’s bring this one here a bit closer We have to edit this very carefully because if we do it too much we stretch the texture too much because it’s not recommended to drastically change the shape of an object after UV Unwrapping and Texturing So let’s also select the inner part here and scale it way in here, add another loop, scale it to the inside and a bit upwards And if we hide the wooden floor here, let’s also do a similar thing down here Let’s select this, maybe add another loop, and also make the lower part a bit smaller So for now Tab out of Edit Mode I think think looks at least a bit better Certainly we have to adjust the position of the leaf once again Yeah, something like this

Let’s unhide the wooden floor and now let’s select the apple without the leaf, Shift + D, press X to lock this along the X-axis and now let’s create the apple which is cut in half Tab to Edit Mode first of all, deselect everything, move your mouse above the stem here, press L and X and click on vertices to delete this completely Then by holding down Alt, left click on here and then with Shift + Alt + left click over here to select these two loops You can also go to the Solid Viewport Shading to see this better and maybe enable the edge selection And now let’s use the region tool, but we don’t have to click on this tool, let’s simply press V to access the tool, and then you can see this selected edge will be split Now let’s deselect everything, let’s press L on one side of the apple, right click, go to separate and click on selection You can also access this menu by pressing P So now as you can see I can edit this further I have to Tab back to Object Mode And now we have two apples here Let’s simply call this Apple Cut One and Apple Cut Two Let’s press G, X move this to the side and maybe rotate this along the Y-axis 90 degrees so simply type in 90 on your keyboard Here as well, R, Y, 90, negative in this case, so I simply press the minus on the numpad to invert this, Enter And let’s move both up a bit So certainly we just have these open holes here, so let’s select both and press Tab for entering Edit Mode Here in Blender we can also enter the Edit Mode of multiple selected objects Let’s use the vertex selection, select the whole loop here and we can on the one hand press F to fill the whole thing, but then we just get a big ngon, that means a face with more than four vertices and you can see that the surface then looks kinda weird and that’s why I use a nice little tool, let’s go to Face, and click on Grid Fill That will fill the open areas with quads, that means faces with four vertices Let’s change this span to six over here and let’s offset this a bit This looks pretty nice, but you can see that the edge here is pretty roundish so what I do I press I, this stands for Inset Faces and then create a little inset here and let’s go to the LookDev mode, over here I add a new loop cut, Control + R, place this and move this up When I move this up, you can see down here Correct Uvs is enabled, that means we won’t stretch the UV map around If I disable this you can see that the texture will get stretched so make sure that Correct Uvs is enabled Let’s do the same thing over here, so that we have a relatively straight cutting edge over here So now let’s do the same thing quickly over here, hold left click, select the whole outer loop, Faces, Grid Fill, set to six and change the span until it looks right Press I to add a small inset face and with Control + R add a loop cut over here and also to the other side So and now everything that is missing is basically a texture for this area up here So let’s Tab back to Object Mode, just select one of them Then let’s go to the Shading Workspace and right now if I go to the Material Tab we just have this one apple material, but right now I don’t wanna hand paint this as we did for the apple, I just wanna quickly use a premade texture for this So what I do, I click on the plus symbol to add a new empty material slot, click to the library symbol and add the apple material This I wanna use as foundation so I don’t have to create the whole material again Then I click on this button to duplicate the material so I have the apple material as foundation Let’s call this Apple Cut and let’s remove the apple texture here because again I have prepared a simple apple cut texture, let’s put it in here Let’s reconnect this And now we have to define the second material only should show up in this area here So let’s hit Tab to enter Edit Mode, use the face selection and let’s simply press C for the Circle Select Tool and select carefully this area here Right click to disable the Circle Select Tool and now I wanna add this second material to this area and this I can do by selecting this up here and then hitting the assign button Now you can see we have this edge over here from the apple texture which is caused by the Sub Surf Modifier

so if I disable this you can see this tiny edge here will be stretched longer using the Sub Surf Modifier so I have to increase the selection, Control + plus on the numpad Then let’s go back to the material and click on assign again Now this tiny edge will also be assigned to the second material But now if I Tab back to Object Mode, this still don’t look like an apple and that’s why we have to adjust the UV map, but before I adjust the UV map, let’s quickly do the same thing for the second half of the apple Let’s click the plus symbol And here I wanna use the same material as I used here, so I don’t create a new one, I simply pick the apple cut from the library Tab to Edit Mode, let’s select the whole area here and with Control + plus I grow the selection and then hit assign, so now we have defined that this material is only showing up in this area Now let’s go over to UV Editing, re-enable all the overlays and you can see the old UV map looks kind of weird because it was, I don’t know, using maybe the UV map from the original apple somehow, so what we have to do, let’s press numpad seven to show this from above, let’s disable Proportional Editing just in case, then let’s click on UV and click, not on Unwrap, but on Project From View So basically the selected faces from our view will be reprojected over here in the UV Editor Let’s press A to select everything Let’s rotate this, move it over here, and simply scale it up Doesn’t have to match perfectly over here so just that this area is covered Then let’s go to the other half, Tab to Edit Mode and instead of clicking here you can also press U and then click on Project From View Over here let’s hit A to select everything, scale this up, let’s rotate this, and fit this roughly here as well So now let’s go back to Shading Now we have this cutted apple Now let’s check the material if this fits So Apple Cut is selected I wanna have this a bit more glossy because when you cut an apple there’s a lot of apple juice coming out, so let’s add more glossiness Let’s put the white values over here and let’s darken the dark values and let’s move this over to this side so that the whole thing gets more glossy Or we just select the white handle here and we choose the brightness so we get more dark values so that this is very glossy, and then let’s increase the strength of the bump map, I think something like this And since both apples are using the exact same material just different spots on the texture, all the changes I do here will automatically adjust over here on this apple and now we have a full apple and a cut apple And now let’s get back to Layout and now we have all the assets we need for assembling the final scene Don’t forget to save Yeah, guys now you know how to use transparency in your materials which can really add more details to the object than the actual mesh has Also you learned how to apply multiple materials to one object which can also be useful in many different cases If you enjoyed this video make sure to give it a like, subscribe to this channel and ring the bell underneath this video if you wanna get notified for future videos If you wanna extend your 3D knowledge and support our YouTube channel here check out our Blender 2.8 Launch Pad course This course will give you a strong foundation into Blender 2.8 while creating a full animated scene from scratch If you’re not sure if this course is something for you you can check a bunch of lessons for free Go to the product page, link in the video description below, scroll down to the free preview section and check the free videos Thanks a lot for watching, guys now check the next video where we will create the water drops on the apples using the particle system I will see you there, good bye