
A Short Demo on parts of the course content.
Just a quick walk through how my view is set up to get the most out of this course.
This is all your resources. To go through the course, you will only need the images since you will create all blend files during the course. However, most of the exercises in the sessions are saved as .blend files that you can use if you want to. You also have the software for the flowmap here, if the link doesn't work as I give in the session for flowmaps.
This will give you a basic understanding on why we use "Texturecoordinate" and what the differences are on the most common outputs.
Explore vector math by building vectors from x, y, and z components, understanding magnitude and direction, and visualizing vector addition in 3d space.
Going through the different nodes to use to filter values out to produce desired result and shape.
Most patterns are symmetrical in shape. Often they are exactly the same on left, right, top and bottom. This session will explain how you are able to do symmetrical shapes easy.
One tile doesn't cover a complete wall, so in this session I'll go through how to duplicate those tiles and scale them to fit.
To make a good tile, we need to clean it a bit so it gets more flat and have good edges. This session goes through how to do that using a MapRange node.
Finally we put everything away in a nice little node group, which makes it easy to use later on if you want to build tiles without the need of creating all those nodes again. NB! Save!! Will use this later on in section 4!!
"Length" is one of the most used nodes when creating your own shapes, so here I will go through how you can use it.
This is more a small exercise in masking and creating easy shapes, so you get a good idea on how to put all the above together.
Explore the brick texture in blender, including color one, color two, mortar, and bias. Learn to adjust offset, frequency, scale, mortar size, brick width, height, and edges to vary bricks.
Explore the shaker texture to create a two-color checker pattern with scale and UV. Combine it with the brick texture for alternating patterns and smooth edges, keeping the scale synchronized.
Learn how environment texture adds light and reflections from surroundings in Blender by using an image in the world environment, not on the object, with the environment texture node.
Learn to create UV-based gradients in Blender using the gradient texture, exploring linear, quadratic, diagonal, spherical, and radial types, with UV mappings and references to shader nodes.
Explore using an IES texture in Blender to shape light by enabling use nodes on a spotlight and plugging an IES texture into strength for a realistic profile.
Learn how image textures in Blender map images onto surfaces, control coordinate input, scaling, and interpolation (linear, closest, cubic), and manage color space for accurate rendering.
Explore how the magic texture creates repetitive patterns suitable for wallpaper and fabric, adjusting distortion, depth, and scale, and separating color channels for modular designs.
Explore the Musgrave texture, a pearly noise-based shader with layered controls for landscapes, clouds, rust, and concrete; adjust 2D/3D inputs, scale, detail, and dimension.
Explore how Blender's noise texture creates flexible patterns via factor and color outputs, channel separation, and dimensions, then shape scratches and marble with distortion, maps, and bump/normal maps.
Explore the Voronoi texture in Blender, using distance to form patterns and tiles. Work with 2d/3d/4d inputs, the W output, and options like Euclidean, Manhattan, and Minkowski for varied patterns.
Explore Blender's wave texture to create wood and water ripple patterns with color or effect outputs. Tune scale, distortion, and detail, and tile patterns with vector math, pi over ten.
Create varied textures in Blender with the white noise texture by sampling UVs and applying filters, vector math, floor, and an xy separation to produce lines, squares, or other patterns.
Explore using wave and noise textures with multi-dimensional coordinates to create tiled wood patterns, including uv to xyz conversion, color and bump adjustments.
Visualize math with graphs using a web decimals tool, test expressions like y = mx + b and modular, and transfer results to Blender to create curves and patterns.
Test UV values with the compare node by separating X and Y in vector math. Explore add, subtract, and multiply to reveal patterns like circle and four-point stars.
Use add, multiply, and absolute nodes to create angled, non-straight shapes by reusing X and Y, then mirror, center with 0.5, and mix X and Y for diverse patterns.
Discover how the power node in Blender multiplies inputs, handles exponents, and creates center-line patterns for shaping complex forms, with the square root as its inverse.
Learn to create a heart shape in Blender using math nodes, turning a circle with mirroring, power, and square root refinements for contrast and emission.
Learn to transform a heart into a spade in Blender using UV edits, subtraction, absolute values, and power nodes, then add a stem and color to complete the suit.
Learn to create the club symbol from a deck of cards in blender using node-based three circles, stems, and vector operations.
Explore shaping with vector curves in Blender, converting UV data into x and y curves, then refine with vector math by adding, multiplying, and subtracting to craft precise shapes.
Learn how to create a second border pattern on a floor in Blender shaders, using modular, floor, min, max, and map range nodes to shape edge patterns.
Explore the power node in Blender shader editor, creating patterns and shapes—circles, hearts, diamonds, and four-leaf flowers—by mixing add, multiply, sqrt, and absolute values with power.
We dust of those tiles we did in the section 2 and starts to add mortar between the tiles with the new knowledge that we now learned in this section.
Learn to create borders on UV maps and merge multiple UVs in Blender using vector math, filters, and mix operations, enabling non-square, layered textures with precise control.
Practice building a smiley from circles in Blender shader nodes, using center alignment and vector math. Explore masking with minimum, subtract, and multiply to shape eyes and mouth.
Create a red cross on a white background in Blender using color ramps, UV separation, and math masking (absolute, min, max, multiply) to define cross and border.
Create a red and white cylinder pill in Blender using two circles, length and distance shading, vector math operations, and color mixing to blend red and white.
Copy a floor tile pattern by arranging circles and offsetting them to match the reference, using Blender nodes like shift, fraction, length, center, and color mix.
Copy a floor tile pattern again and master handling grayscale in a Blender shader. Build rotated tiles, manage diagonal lines, color variations, and step-by-step node groups to tile seamlessly.
Learn to blend textures in blender using the mix node, UV coordinates, and math operations to control factors, contrast, and texture blending with power and subtract nodes.
Paint with vertex colors in Blender to blend water, sand, gravel, and grass textures, then drive the mix with a color attribute and image textures in the shader.
Clarifies what a normal is and how the dot product creates light and shadows, demonstrating vector math, normalize, and practical shading techniques.
Learn to use dot product as a fresnel effect in Blender, comparing normal, true normal, and camera data with geometry nodes to drive edge lighting via vector math.
Use the dot product with normal maps to simulate cloth lighting, combining noise-based bump and normal maps, and adjust gloss with a power node.
Demonstrates how the cross product, similar to the dot product, derives a third vector from two inputs to drive direction and color in Blender shaders.
Master the vector node snap to create a grid of squares, using division and floor math, and generate random patterns from noise textures for brick or tile textures.
Learn to use the face forward node with vector math in Blender to drive textures by viewer orientation, using texture coordinates, an empty reference, and the brick texture.
Learn to rotate tiles and apply random rotation in Blender using the vector rotate node, vector math, and snap techniques, including center alignment and brick textures.
Learn to rotate tiles in the base tile set, append leading tiles, and blend with multiply and smooth nodes, while using white noise to randomize rotation.
Create realistic scratches in Blender by combining noise textures, bump mapping, wave textures, and math nodes to generate plank-like, distressed surfaces with controlled distortion and texture details.
Find edges for dirt and wear using high-poly and low-poly approaches. Use vertex paint, ambient occlusion, and texture painting to create dirt and cavities.
Explore how to create a tile wall with vector bumps in Blender, using a map branch, white noise textures, and vector bump to control height and shading.
Master trim sheets in Blender by creating a UV-based texture, using the separate x, y, z converter, and applying color to map parts like eyes and mouth.
Learn to animate a sprite sheet in the shade editor by dividing a 5 by 4 grid into frames, mapping uv coordinates, and driving frames with the timeline.
Explore how flow maps distort textures in Blender, using red and green channels and UV coordinates in the shader editor to create flowing motion and bake the result to texture.
learn parallax mapping in blender to fake depth on a single texture using height maps, a mapping node, texture coordinates, and a normal map for layered realism.
Learn to sample a random tile from an atlas in Blender using UV coordinates, eight-by-eight division, and white-noise seeds from true normals to vary tiles on a cube.
Discover how to extract edges from a 2D texture in Blender using Sobel in the compositor, and alternative pixel-difference and vector-mapping techniques to reveal clear edge lines.
Explore radial values in Blender by using a gradient texture and UV, mapping angles into 0-1 with vector math, enabling circular patterns like flowers and clocks.
Explore creating polygons from gradient radial values using cosine, UV texture coordinates, and radians conversion to achieve straight-edged polygons with controllable sides, via modular, ping pong, and cosine math.
Learn to create UV-based VFX in Blender by building a circular UV map, animating via frame input, and layering image and noise textures with color channels to achieve seamless effects.
Index each tile by splitting the movie with texture coordinates, deriving x and y, and using floor and flow to produce a unique tile index for modular patterns.
Explore a deeper tile math example in Blender: build a tile atlas, use uv-based indexing (x, y), and adjust tile size with fractional and modular math.
Learn to offset UV tiles in Blender shader nodes to create wood plank tiling and brick-like patterns using texture coordinates, floor, map range, modulo, and X and Y math.
Are you one of those that think that nodes look scary when you see a big node tree...or perhaps you are just curious how the water in a game can flow so nicely around those rocks in the river and follow the stream perfectly?
Regardless the reason, here is where you will learn more on how to connect those nodes!
I will go through how to create shapes, how Vector math works (like cross and dot product, Face forward, snap,...) and all the common techniques used in games like vertex painting, flowmap, parallax mapping, using a texture atlas/sprite sheet, Sobel (Edge detection on textures), trimsheet and so on.
I will also cover more "Blender specific" stuff like finding the edges on models, how to create scratches and dirt, creating procedural patterns using the radial gradient among other things.
You might wonder why in Blender and not in Unreal Engine or Unity?
Well, why not? Most things taught in the course can be used with only small adaptions in game engines as well. However, since we don't have all the whistles and extra stuff in Blender...you as a student are forced to learn the basics without cheating ;). I know from my own experience that it is a good path to walk if you really want to know how all things are put together.
The teacher you will get, me, has more than 10 years of experience of Blender, is educated as Technical Artist in one of the highest ranked 3D schools in the World; "The Game Assembly" and are currently working as a Technical Artist for the game "Midnight Ghost Hunt" in a Swedish Game Studio.
NB! You will however NOT learn about how to create realistic and nice materials. Those topics I cover in my course "Become a Material Guru in Blender". This course is Shader Magic.. not material magic :D.