Blender donut extrude problem
Metalness is equally a black and white image, in general things are either metal or they aren't, so it's pretty easy to know where to paint black and where to paint white. You could use local textures and experiment to get the feel of it.
![blender donut extrude problem blender donut extrude problem](https://i.stack.imgur.com/AINGk.png)
You'd paint towards white (1) when the surface is very rough feeling, and towards (0) when the surface is very smooth like polished marble, or of course somewhere in between for fabrics and whatnot. You can think of this like how rough a material would feel in your hand. I mean at its core, if you are handpainting, the easiest thing to do would be to trace over your base color image on a couple of new layers. Blender is not going to help with that, nor do I want to learn it just to texture items. This is a serious question: I would like to create PBR for the commercial full-perm mesh I buy in-world. If there is a material you need but isn't there, you could look for pre-made PBR materials off websites likeĪnd then chuck them through my packer to get a material to uploadĪny of these not involve Blender? I can create a normal and spectral map without Blender now. You'd purchase whatever materials you need off the MP, and drag them onto your object from your inventory. Creators will be putting PBR materials on the MP, many of which will be free as there are whole libraries of CC0 materials already out there on the internet. Most people shouldn't need to learn to create materials.
![blender donut extrude problem blender donut extrude problem](https://jeremypedersen.com/images/blender/04_media/extrude.png)
PBR Painter is also popular but I have not tried it. For example I use an addon called Ravage to do layer based texturing workflow. There are also some blender addons that can restore some of the functionality of Substance Painter to Blender. More advanced: I started making a tutorial recently about making trim sheets which describes using GrabDoc, but it's still a bit of a mess, sorry! If you're looking to create materials you can re-use on different objects, I recommend using GrabDoc which can be used to bake a material you designed on a 2d mesh square. Blender can do it, or I made a drag and drop tool to make it easier for everybody. You can upload those images to SL and create the material in-world, but for a higher quality material it's best to pack them into a gltf file (You get lossless normal maps this way). The main difference is at the end, instead of having to do some arcane SL channel packing ritual, you can just bake the standard items: Diffuse, Roughness, Normal (And perhaps Metallic if your material has metalness). Most people make baby's first material with the donut tutorial
![blender donut extrude problem blender donut extrude problem](https://i.stack.imgur.com/erKu4.png)
Any tutorial on texturing and UV mapping will get you there. The process to make a PBR material in blender is the same as creating a blinn phong material. The following is just some pointers for creators:. I know it's very easy, or said to be, to create PBR materials with Substance Painter, but are there any tutorials about how to it with free tools like Gimp and/or Blender that you can recommend?