Summary
In this chapter, we first went through the basics of realistic texturing in Blender by breaking down the four components of a realistic material: the Base Color map, the Roughness map for the reflectivity of our material, the Normal map for the bumps on the surface, and the Height map that changes the real shape of the mesh geometry.
Then, we created a wood material using procedural texturing in Blender. We used a combination of nodes, such as Musgrave Texture, Noise Texture, Mix, Mapping, and Texture Coordinate, to create a realistic wood material.
In the next chapter, we will focus on UV mapping in Blender and how to do it the right way in order to maximize photorealism. We will apply the wood texture we created to the wood cabin. This will enable you to understand the art of unwrapping 3D objects.