Rusted Barrel (Multiple UV Maps) | Blender 2.83 | GIMP 2.10

hello everyone it’s Jen from old tinker studio in this tutorial we will be making a rusted barrel while learning how to use multiple UV maps links to the texture and the HDRI I use are in the description so let’s get on with the tutorial in order to make most use of the decal texture we will need to modify it it is best practice to use square texture files in our case 1024 by 1024 we will also be making the normal map for the decal texture you will need to install the normal map plug-in the link is in the description once you’ve downloaded and unzipped the file find the installation on your hard drive for pcs this should be under Program Files then open the plugins folder and copy the executable file into the plugins folder then open the bin folder and copy the three dll files into the folder open up and make a new document that is 1024 by 1024 under the Advanced Options choose transparency for fill with now open the decal texture and select the entire image by going to select all copy and paste the image onto the new document right-click on the floating selection layer and choose anchor layer then export the texture as a PNG file now make sure that you have the image selected and convert it to a normal map by going to filters map and normal map just use the default settings then export the image as a PNG file now we’re going to model the barrel and blender so delete the default cube and add a circle with 32 vertices and a triangle fan fill cap under the scene properties tab change your units to imperial now open the properties editor and go to the item tab and change the X&Y dimensions to 24 inches tab in edit mode and extrude the barrel along the z-axis tab back into object mode and change the dimension for the z-axis to 35 inches and close the property inspector and don’t forget to apply the scale tab into edit mode and add two horizontal loop cuts add two horizontal loop cuts to the upper third of the barrel then scale these loops along the z-axis by 2.8 now repeat this process for the other two sections of the barrel now select the top and bottom edge loops along with these Center edge loops from the additional horizontal edge loops then scale them along the x and y axes now select the top and bottom faces and then insert them then extrude the faces along the z-axis

to add a lip to the barrel I’ll select the entire barrel and add a subdivision surface modifier now add two horizontal loop cuts to the upper third of the barrel then scale them along the z-axis by two point nine I repeat this process for the other two sections of the barrel now we don’t want an end gun for the top and bottom of the barrel as this will distort the texture so we need to add faces so select the top and bottom faces of the barrel and we’re going to delete them go into vertex mode and select four vertices in the top center of the barrel and fill in a face then repeat this process for the next four sections now add three horizontal edge loops and then scale them along the y-axis other flat go back into vertex mode select four vertices and fill in a face I repeat this until you have four faces along the outer edge then repeat this entire process for the other half of the barrel top they repeat this entire process for the bottom of the barrel now under the UV editing workspace make a new map and name it barrel Marcus seam along the back of the barrel and also along the center of the top and bottom of the barrel then unwrap the barrel using cube projection select all of the UVs and under the UV drop down menu choose pack Islands and export the UV map now let’s just set up a simple three-point lighting setup tap into object mode select the light and change it to an area light move it to the back of the mesh this is our back light so we’re going to change the power to 2,000 and scale the light along the XO Y to 1.5 duplicate the back light and move it to

the front of the mesh and rotate it this is our fill light so it changed the power to 2500 and use the same dark color duplicate the fill light and move it to the left and rotate it this is our key light so we’ll use a power of 3000 and keep everything else the same now let’s set up our own HDRI under the shading workspace change the data type drop-down from object to world delete the background node and add an environment texture then open up the HDR I then connect the color output of the environment texture node to the surface input of the world output node now if you don’t want the HDRI to be shown in the file render open the render properties tab and twirl open the film section and check transparent now still under the shady workspace select the barrel and change back to object mode add a new material we’ll call it metal add an image texture node and open up the metal texture then connect the image textures color output to the be SDF shaders color input change the be SDF shaders metallic slider 2.9 add a second image texture node and open up the metal texture normal map change the color space to non color add a normal map node connect the image textures color output to the normal Maps color input and connect the normal Maps output to the B SDF shaders normal input and you can change the strength of the normal map as desired then select all the nodes except for the material output nude and join them with control-j and right-click on the frame and rename it to metal now we’re going to add a couple warning details to the barrel add a defuse psdf shader and add an image texture and open up the decal image and connect the image textures color output to the diffuse shader x’ color input at a second image texture node open the decal texture normal map change the color space to non color add a normal map node and connect the image textures color output to the normal maps color input and connect the normal maps normal output to the deceased shaders normal input and add a mix aider and put it between the principal be SDF shader and the material output nude connect the diffuse shaders be SDF output to the mix shaders input on the bottom now notice that the entire barrel is now covered with the decal then select all the nodes except the mix shader and the material

output nudes and join them together with control J then right click on the frame and rename a decal now to fix this problem we need to work with the UV editing workspace so under the data properties tab throw open the UV map section add a second UV map and rename it UV decal under the UV editing workspace open the decal texture and select the faces on the barrel where you want the decal to appear then unwrap the faces with a simple unwrap and then move them away from the UV map and select the entire barrel and in the view UV map area select all the parts of the UV that you don’t want to have the decal on them and move them outside the border of the UV map then move the faces where you want the decals back on to the UV map and scale the unwrap faces to the same size as the texture and you can overlap these faces since they’re using the same texture now under the shading workspace at a UV map node to the metal frame then open up the UV map map then connect the UV maps UV output to the image textures vector input and change the extension from repeat to clip open up the UV map on the normal map node and change the extension from repeat to clip add a second UV map node and add it to the decal open up the UV decal UV map and connect the UV maps UV output to the image textures vector input change the extension of the texture image from repeat to clip then open up the UV decal on the normal map node and change the extension of the texture image from repeat to clip you can change the strength of the normal map as needed I’m going to change mine to three and here’s a hint if like your UV map is outside of this frame you can select all of these nodes and then hit control J again now if you notice any of the decals like this one are facing the wrong way or this one that’s just not right go back to the UV editing workspace and then change over to your material preview and then find the ones that are wrong like this one and make any necessary changes and for this one on the back of the barrel if you notice that the decal is reversed at the scene to simply swap the faces on the UV texture if you’re interested in learning more

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