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Old Copper material for Blender (no UV's needed)
By Nikola3D   |   Watch
88 42 6K (12 Today)
Published: June 19, 2016
© 2016 - 2019 Nikola3D
Blend file with the material included in the DOWNLOAD.

Old Copper material that uses generated texture mapping method (no UV's needed).

I used a slightly edited version of this material for all the renders in the thumbnail. And use it all the time in my work.

Tried to make the material as user friendly as i can.

Hope this is helpful!

Im not allowed to provide the textures with the blend file. Use the links below to download the textures.

Copper Oxide - www.textures.com/download/bron… - image 1 small
Grundge texture - www.textures.com/download/grun… - image 6 medium
Scratches -  www.textures.com/download/meta… - image 1 medium

Textures in the material r fom www.textures.com/  < awesome texture site!!!
Tools: Blender 3D(Cycles render engine), Photoshop for compositing.
Comments42
anonymous's avatar
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SuzumiyaMiku's avatar
SuzumiyaMikuHobbyist Digital Artist
hello, i've been trying to use your material on my models, but for some reason some of meshes with beveled edges don't really like it. what could be the cause?
Problem With Copper by SuzumiyaMiku
Nikola3D's avatar
Nikola3DProfessional Digital Artist
Hello. You need more geometry on the large faces cose the shader needs the polygons for the masking of the edges and indents. So couple of loop cuts near the edges of the bad surfaces sould fix the problem.
SuzumiyaMiku's avatar
SuzumiyaMikuHobbyist Digital Artist
Would increasing bevel resolution help?
Nikola3D's avatar
Nikola3DProfessional Digital Artist
You can try, but i dont think so.Just experiment and see what works for you. Main point is you need more polygons. Try adding subdivide modifier set to 1 after the bevel to the part cosign problems and see what and how it changes.
zensir's avatar
zensir Artist
any tutorial on how to achieve this?
Nikola3D's avatar
Nikola3DProfessional Digital Artist
You can download a blend file with this material in the top right corner. From there you can break it down and see how its done.
But basic breakdown is, you have 3 separate materials, clean copper, dirty darker copper, and green oxide. With that you use edge detection as a mask to layer the different materials on top of each-other to get this result. Just look thru the nodes and you will see how it works.
L0Lock's avatar
L0LockStudent Filmographer
Please use relative paths next time, so that we can simply put the textures in the same folder as the .blend and make it work from the opening without further handling.
Nikola3D's avatar
Nikola3DProfessional Digital Artist
Yea, thats smart, il do that for next materials. I pull my materials and textures from a sorted folder thats why it was setup like that, cos i keep reusing them and it saves space and time.
Nikola3D's avatar
Nikola3DProfessional Digital Artist
Thank you. :)
DixieRamone's avatar
You've managed to make Suzanne even looks good! Thank you for sharing, Nikola. :)
Nikola3D's avatar
Nikola3DProfessional Digital Artist
hehehe Thanks and my pleasure. :D
LuceamLuceo's avatar
Watt an awesome material! Thanks heaps for sharing!
Nikola3D's avatar
Nikola3DProfessional Digital Artist
Thank you and my pleasure! :)
modimist's avatar
modimistHobbyist Digital Artist
This is amazing! Thank you for sharing!:) And also nice job making it easier to understand, still complicated but a huge help adding the frames.
Nikola3D's avatar
Nikola3DProfessional Digital Artist
My pleasure. Glad you find it useful. Really interested in seeing you're 3D work with it! :)
When making such adaptive materials its pretty hard gating away from node spaghetti mess. :D
The frames r a life saver, when you get back to a material after some time of not using it, it gets pretty confusing even if you made the material yourself.
modimist's avatar
modimistHobbyist Digital Artist
Absolutely agree with all that! Discovered the reroute option recently, i think its shift+lmb and it adds those little splitters for node setups. Makes it a lot more organized when paired with straight node wires instead of the squiggly ones lol. And will definitely share once I'm done! Working on a test abstract piece right now using the Hard-ops addon, and I'm sure I'll find a use for it there. Thanks again for sharing, such an awesome material!!
Nikola3D's avatar
Nikola3DProfessional Digital Artist
Sorry for the late response, been really busy with work. Yea reroute is awesome, you can clean up the node spaghetti with it so much, also the node-wrangler addon is soo good. Hard-ops is awesome,  with instant mirror and easy Boolean its such a time-saver.
modimist's avatar
modimistHobbyist Digital Artist
Yeah its a huge time saver, if you do a lot of hard edges in your work its a must have. I'm amazed node wrangler is even an add-on, it should just be a built in feature, its just so useful. Also, no worries about the response, looking forward to whatever you upload next!
Nikola3D's avatar
Nikola3DProfessional Digital Artist
Yea, wrangler should be on by default, but they like to keep it basic as possible, so that new people dont get even more overwhelmed with blender, and its million buttons and shortcuts.
FirenSVK's avatar
FirenSVKProfessional Digital Artist
Very good looking material! :) 
Nikola3D's avatar
Nikola3DProfessional Digital Artist
Thank you! :D
Nikola3D's avatar
Nikola3DProfessional Digital Artist
Thanks man. :)
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