How to make a procedural rusted metal material using multiple UVs | Blender 4.0

In this tutorial, I will show you how to make a procedural rusted metal material using the shader nodes in Blender for your project.

Warning Decal

I will first make a Normal Map for my warning decal

I open GIMP and make a new document that is 2048×2048 with a transparent background

I drag-and-drop my decal onto the document

I use the Scale tool to rescale the decal

I export the decal as a PNG

To make the Normal Map for the decal, I go to Filter > Map > Normal Map

I will use the default options

I then export the Normal Map as a PNG

Barrel Material

Make sure you have the Node Wrangler add-on activated under the Preferences

The barrel I am using is available for free if you want to follow along

I will use the auto-UVs provided by Blender since it is a good unwrap with little stretching

Under the Shading Workspace, I add a new material and name it

I select the Principled Shader and use CTRL + SHIFT + T to open the texture maps I downloaded for my material

I can now use the Mapping Node to change the scale of the textures

Decal Material

Now I want to add the decal to the barrel

I use SHIFT + A and add a Diffuse BSDF Node

I use SHIFT + A to add an Image Texture Node and open the decal image

I connect the Color output to the Color input of the Diffuse Node

I use SHIFT + D to duplicate the Image Texture Node and open the Normal Map

I change the Color Space to Non-Color

I connect the Color output to the Normal input of the Diffuse Node

I use SHIFT + A to add a Mix Shader Node between the Principled Shader and the Material Output Node

I connect the BSDF output of the Diffuse Node to the bottom input of the Mix Shader

I select the three Nodes for the decal and use CTRL + J to join them

I can then right-click and rename the Frame

I repeat this process for the rust material

Decal UV

Now I need to place the decal into its proper place

I select the Image Texture of the decal and go into the UV Editing Workspace

Under the Object Data Properties, I open the UV Maps panel

I add a new UV Map and rename it to Decal

I select the faces on the barrel where I want the Decal to appear

I use the U-key to open the UV Mapping menu and choose Unwrap to unwrap the selected faces

I select the UVs and move them

I then use CTRL + I to select the rest of the barrel

I select these faces and move them

I use CTRL + I to reselect the faces where I want the decal

I move the UVs back onto the decal

I then scale the UVs to match the size of the decal

UV Map Node

Back in the Shading Workspace, I add a UV Map Node and open the barrel UV Map

I add a Mix Node between the Mapping Node and the Texture Nodes

I connect the UV Map Node to the Mix Node

I add a second UV Map Node and open the decal UV

I connect the UV Map Node to the Image Texture of the decal and the Image Texture of the decal Normal Map

I change the Extension option of the two Image Textures to Clip

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