what’s up guys this is Casey bringing you a brand new tutorial this is going to be a log which I’m going to help you guys model and then we’re going to focus mainly on the material side which will be part of my cyclos material series that I’m doing and this is going to be a photorealistic texture with a bit of grunge so if you’re not in cycles render make sure that you click on cycles render and we’re going to go ahead and delete our main cube book so hit the X key and delete and now we’re going to add in a circle so shift a mesh circle now while we’re here let’s go ahead and rotate it by hitting our and then Y on the y axis and then ninety four ninety degrees and I’m going to go ahead and hit one and five on my numpad so I’m right face up on it okay so down here at the bottom we have this little magnet that’s going to snap it to this grid in the background you don’t necessarily have to do this but I like to do it just to keep things equal on both sides okay so now I’m going to add an edit mode and I’m going to hit e to extrude and then hit X to make sure it’s on the x-axis now I’m going to go about two lengths and then extrude it again on x12 lengths and then I’m going to hit the z key to get me a wireframe mode hit B to get a box select tool and I’ll select all of those middle vertices one more time and whoops I tabbed out and I’m going to extrude on X to the opposite direction and extrude it on the X one more time so we’ve got basically two equal sections on both sides of z-axis okay so now that we have that let’s see what else should we do to it for a log we actually need to subdivide this a little bit more but we’re going to do it through loop cuts so here’s the loop cut and what I’m trying to do because I really want to make this to where every segment is almost school err so we’re looking at probably about eight cuts so loop cut it eight go to the middle make sure I’ve got eight loop cut it again we’ll go eight make sure it’s even on all these loop cut again and we’ll go eight okay so we basically have squares there might be a little bit off from squared but that it’s close enough so I just want to add just a little bit of I don’t know twigs to it I guess you don’t necessarily have to do this part and they probably won’t turn out all that great because there’s better things that I could do to model them however we’re just going to go kind of quickly through it so I’m just selecting a square popping it out a little bit I’m going to turn my magnet off and let’s see dip to do let’s just scale that in a little bit something like that and maybe we’ll do it one more time over here make sure I got it here there we go pull that one out we’ll scale that one down a little bit okay something like that okay so now we want to go to the ends and I’m going to go back to my vertices select mode so I’m going to go to one of the ends hit my ZT make sure I’m in wireframe mode then I’m going to hit B for my box select and select the entire thing and I’ll hit my Z bring it back so I can see what I’m doing and I’m going to extrude let’s see should I extrude yeah let’s extrude yeah okay I extrude and I right-click and then I hit s to scale it so basically what I just did is I hit the e key which does this we don’t want that so we right-click to put it back into its place but then we hit the S key to scale it so that’s going to scale it inwards right where we left off so I’m just going to scale it in oh right about there’s fine and then I will extrude in this time I want it on the x-axis and we’ll put it in right about there and we’re going to scale that one in just a bit something like that and then we’ll extrude it in just a few more times to give it some vertices here in the middle and then when we’re all done we have a little bit of a circle in here we’ll just hit F and create a face okay so now we just need to do that to the

other side as well so hit my z ZTE hit my B for box select select all these vertices and now we’re going to extrude right click scale it inwards right about there and then we’ll extrude it on the x-axis right about there scale it in a little bit and we’ll extrude scale extrude scale extrude scale and maybe one more time we’ll extrude scale and then F for face okay so we have the basics of our log down here if you tab out you kind of get an idea of what it’s going to look like we’re going to hit smooth shading so that it looks nice and smooth we’re getting a little bit closer to looking like a log here okay so the next thing that I want to do is I want to go to my modifiers tab and I’m going to add a modifier and subdivision surface automatically that makes these edges look so much smoother and better than what they did before so that’s definitely what we want the next thing that we want to do is we want to add a displacement modifier now you’ll see that it makes it really crazy that’s because we need to click new and then we need to go to our textures tab and make sure that this is on displaced texture once it is we’re going to change the type out of image or movie into clouds and I want to increase the size of my clouds point four five maybe 0.55 and then I go back to my modifiers tab and in the bottom right box this is the strength of your displacement I want to lower that way down so let’s go maybe like a point two okay that looks much much much better obviously the twigs they’re not great ideally what you would do is just create a brand new circle and model small twigs to come out of it however to save time because this isn’t supposed to be a tutorial about modeling it’s supposed to be about the materials I’m not going to bother with it so this is just the just a real quick gritty way of getting this done so here we go we have a basic log next thing that we need to do is we need to unwrap it so let’s go ahead and tab into edit mode hit a to select everything and then we’ll hit u to unwrap and now I’m going to go I think smart UV project is what I’m looking for I think that’s going to give me the best look so once we have that we can go to our materials tab add a new material I’m going to call this tree bark okay so once we have the tree bark we can go ahead and get started on compositing okay so I’m going up here to my compositor into my materials tab the very first thing that you want to do is you want to add in your image texture that you’re going to use so heading texture image texture and I’m going to open you know what I just downloaded blender 2.7 for it’s a brand new release version it does this to me every single time that I’m in blender it my bookmarks are always hidden by this open image and I have to drag it down to find them and it drives me up the wall maybe if I mess with it and change my start file I don’t know but it never used to do that now does it’s driving me crazy okay anyways textures I’m going to go wood and this is the image that I’m going to use it’s bark maple I found this on CG textures calm you can go there as well they are free textures pick it up for yourself or you can find a new park test something else out because all images that we’re going to use today can pretty much what the any way that you want them to so if you don’t like this bark you can go with something like this bark or something like that bark or something like this bark I don’t care it will always work the same you might just have to change the mapping size to it a little bit but anyways here we go that’s our bark maple we’re going to plug that into the few shader and let’s go to our rendered so we can see all right so that actually looks pretty good you can see right in here there’s a seam from where it unwrapped that’s not going to be an issue I don’t believe because the way that we’re going to mix this with our grunge Eider so if we just left it like this it looks okay it looks like a log but it’s not all that interesting it doesn’t have a lot of depth to it it doesn’t have little details that make a

real log in the forest so what we’re going to do is we’re going to add a moss texture to it so I’m going to duplicate shift D on my image texture and bring it down and I’m going to open a new texture which is in my grunge folder and it looks like this it’s called Moss zero one seven seven underscore two underscore s again I found this at CG textures calm you can get it there for free or you can look up some of your own grunge textures look I have some leaking moss I have regular moss I have the leaking rust and all sorts of different stuff that you can add if you want to just make sure it’s something that looks good with your picture so I’m going to go with my Moss picture and what I want to do to get these two to mix together is at a color mixer so color mix RGB and plug it right in like this and the mosque goes right into the bottom so if we look at it now let me go back to my solid view for just a second I want to make my lamp a little bit stronger because it’s it’s really hard to see son you nodes just something like five and let me move it real quick because it’s on the backside of the log rotate and there we go and a little bit more something like that okay now it should be good so let’s go ahead and go to render view ah much better okay so now if we look at it when you mix these two image textures together it’s at a factor of 0.5 which means it’s basically mixing both pictures evenly you get sort of a washed out look of both and neither of them really fit together all that well so there is a trick to getting these two to mix together the way I used to do it in the past was I used to just add a noise texture and plug it into the factor value however there’s an even better way to do it that I’ve just recently found so let’s go ahead and add our texture noise texture and I know from experience that I’m going to want our size to 3 and our detail to 6 okay so now let me I’m going to go ahead and plug this right into my diffuse shader so you can see what’s going on and to do move out of here okay and my preview over here so you can get even a better view okay so here’s what we’ve gotten the noise texture basically makes these patterns of different colors the scale of it is going to make those each color size a little bit bigger and the detail is what gives the edges of them a little more sharpness or a little less sharpness depending on which way you go so what I’m going to do is I’m going to add in a converter color ramp right off the bat what this is going to do is it’s going to change this image to black and white so now you can see it’s all black and white you can see it on here as well however with the Sun lamp it’s a little harder to see so if we just use that and mix those two together I will show you what we did pretty much the same effect that we had before right I mean it it pretty much looks like it just mixed it 50/50 you get sort of a washed out of both of them that’s not what we’re looking for so let me go ahead and show you the trick I’m going to plug this in here so you can see what I’m doing okay so the real trick to this is to take the black and move it towards the center and you can see we’re getting a lot of a lot more black in here and it’s getting a little darker now we’re going to do the same for a white we’re going to move it towards the center you want to leave a little gap between the white and the black all you’re doing basically is adjusting the cover look color levels of your noise texture and you can see that we’re getting lots of black hard black edges a little bit of gray and we’re getting a nice bright white color so what this is going to do is it’s going to mix these two completely by these black and white images so let me plug this back in and show you exactly what just happened there we go so if you look at it now what we have is a nice bright bark texture and a nice bright oops I went out of the camera view and we have a nice bright moss texture on the outside

so no longer are they mixed together they’re separated but they’re mixed if you kind of understand what no one will talk about you can always put in different textures and use this same method you can use like a villain oi texture or something like that I just find the noise tends to look really well in these situations especially at three and six I don’t know why it just seems to look for nearly everything that I want to mix together okay so we’re not quite done with this yet the next thing that we need to do are the few things that we still have to do is we still need to add our s placement we still need to add a bump map and we still need to add some gloss so first things first let’s go ahead and add our gloss glossy shader put that right under the diffuse shader and obviously we’re going to use a mix shader’ to mix those two together come on move there we go and it will mix those two together and you can see how it’s really really blown out down here so what we’re going to do is we’re going to mess with our glossy shader with this color ramp as well so let’s add in a color mix RGB and then we’ll go ahead and plug our color for this okay so we’re going to mix our glossy shader up here we’re going to mix that with our when you call our color ramp to our color one and our color two is basically what’s going to determine how much gloss we’re going to use so let’s go ahead and lower that way way down and to almost a pure black color because logs don’t usually have a lot of gloss to them let’s go down down a little bit right about there still seems a tad bit classy but it’s not too bad maybe a point nine eight up here there we go that should be about right okay so that’s pretty much how you control the gloss you might have to make the factor a little more on the black side or you might have to change it a little more white you might have to mess around with it just a little bit to make sure you get the right gloss for whatever object that you’re using this for because this doesn’t just have to be used on logs it can be used on walls that can be used on rocks it can be used on the ground any if you want to use it on okay so next we’re going to do our bump map so let’s add in a vector bump and I’m going to go ahead and plug this into my diffuse shader and my glossy shader and I’m going to again use the output from my color ramp plug that right into the height right like that basically what that does is it lets the moss stick out a little bit more than the actual bark so it makes it look like it pops out from the bark just a little bit and now we need to add our displacements so let’s add in a color mix RGB and plug that into our displacement and we need to go ahead and change that to multiply right there and now what we need to do is take the mix of both of our image textures so this node right here and plug that right into the bottom of our displacement and change the color one all the way to white since it starts out of like a gray color now you can change this this displacement just a little bit if you need to I usually stick with like a point one doesn’t give too much but just a little bit a little bit of detail if you want more and you can always go for some more so let’s try let’s try like a point two just a little bit extra okay so the last thing that I’m really going to want to do is I want to mess with the size of my moss texture just a little bit so I’m going to add a vector mapping node and I’m going to plug that right into my moss and then I want to add an input texture coordinate node until it to use UVs right there okay so now the scale part over here is going to tell me what size I want my texture to be so if I want it to be smaller which I do because it

looks really really big right now I’m going to increase all of these numbers so let’s go something like 3 3 3 and see what that looks like ok now we’re starting to look really really nice zoom in on that let’s see maybe I should go even smaller maybe I should go like 5 let’s go 5 and see what it looks like you want to be careful if you increase the size too much you’re going to have really repetitive textures that’s why I try to avoid having my textures be really really big ok now we’re starting to look pretty good so I can do the exact same thing if I wanted to with my bark texture if my bark texture didn’t come out quite the size that I wanted it to I could either connect it to the same mapping node to get the same size for both or I could connect a brand-new mapping node and texture coordinate and just adjust them separately so I can get them both different sizes but this is this is pretty much your node setup right here this is what I like to call a photorealistic texture with a grunge added to it let’s go to my default view and let’s go ahead and go to my render view so that hopefully you can get a much grander picture of it here sorry if it takes a little bit to render for you guys my computer not the greatest all right so there you have it this is your log so now you have the means to go through and do all of this yourself if you don’t want to do a log you can do a wall you can do the ground you can do rocks you can do buildings it’s pretty much the same process with just small little tweaks here and there for sizing or whatever image it is that you’re going to use obviously with this particular log it would have been better to remove these crappy muddled twigs on here and probably replace them with something that was modeled quite a bit better and popping out but that’s that’s obviously we just wanted to focus mainly on the actual material for this so I hope you guys learned an awful lot from this I know I did when I was messing around with it it’s helped incredibly in making realistic textures it just blends the the moss or the grunge material in perfectly you get very nice bumps and distortions throughout all of this it just ends up looking very realistic which I really like about it we could have unwrapped it just a little bit better because this is kind of sticking out but if you look over here everything looks really really well if you wanted to play around with this you always can you can go in and change the normals just a little bit you could always try to cylinder unwrap it or you can get rid of these twigs and put in your own twigs or you can use the blender sapling generator and try it out with that that maybe that could be your homework right anyways the next time I will be showing you guys a tutorial on how to make rust on metallic objects which is going to require some hand painting so I hope you guys learned a little bit and I hope you guys join me for the next part in my material series thank you for watching