Lesson 5 gave you predictable UVs and texel density. This lesson gives you material recipes you can explain in a portfolio review—three surface types that share lighting rules but never melt into gray noise. You will stay in Blender for authoring; Lesson 7 packs trims into atlases for draw-call wins.

Lesson Objective
By the end of this lesson you will have:
- Three named materials on disk or in your blend (
MAT_Trim_Metal,MAT_Plaster_Wall,MAT_Wood_Plank) applied to your wall, floor, and one trim piece from Lessons 4–5 - A short Material_Readme note listing base color intent, roughness range, and normal strength per material
- A viewport lookdev pass in flat grey world (or neutral HDRI) that proves readability without post stack lies
Step 1: Pick a shading model and stay on it
For this course track, standardize on Principled BSDF unless you already committed to a stylized node group across the project.
- Create one master material template (even an empty Principled BSDF) and duplicate it per surface type instead of forking node spaghetti.
- Align specular and roughness behavior with what your target engine will match later (URP Lit or Godot Standard); document any intentional preview-only bias in Blender.
Pro tip: Name materials with a MAT_ prefix and keep mesh object names separate from material names for cleaner export filters later.
Step 2: Trim metal (clean reads, controlled spec)
Goal: Readable edge highlights without mirror-shine chrome unless your art direction demands it.
- Base color — tight value range; one accent hue shift in creases only (hand paint or soft gradient mask).
- Roughness — start around 0.35–0.55 for painted trim; raise it if specular hotspots distract in the viewport.
- Normal — bake or paint from height only where the silhouette needs it; keep strength modest so tiling does not shimmer in engine.
Common mistake: Stacking three procedural noise textures into base color before you lock large-shape readability.
Step 3: Plaster wall (soft value steps, no micro-grunge soup)
Goal: Big readable planes for stylized interiors and exteriors.
- Base color — two to four clear value steps, or one soft gradient across UV U or V aligned to coarse grain.
- Roughness — generally high (0.7–0.95) with slight variation only near baseboards or damage masks.
- Normal — optional and very low strength; many stylized walls read from albedo and in-engine lighting more than micro-normal detail.
Step 4: Wood plank (directional grain, bounded saturation)
Goal: Directional streaks that respect UV orientation from Lesson 5.
- Base color — hand stroke or stretched noise along plank length in UV space.
- Roughness — use a separate clearcoat or spec layer only if you will replicate that split in engine; otherwise keep a single roughness channel honest.
- Normal — align grain bumps to UV flow; avoid 90-degree rotated detail on adjacent planks unless intentional.
Step 5: Material_Readme and verification
Create Material_Readme.txt (or a tab in your production sheet) with columns: Material, Base intent, Roughness band, Normal strength, Known engine note.
Verification checklist
- [ ] Wall, floor, and trim read as distinct roles at Lesson 1 hero camera distance
- [ ] No material relies on viewport-only effects you cannot export (unless documented as Blender-only preview)
- [ ] File names and image paths are relative and portable inside the blend file
Troubleshooting
- Everything looks like plastic — roughness too low globally; lift floor and wall roughness before blaming lighting.
- Textures shimmer in motion — normal too strong, or texture resolution fights the texel rule from Lesson 5.
- Colors drift per monitor — keep base color textures in sRGB unless your pipeline doc specifies otherwise.
FAQ
Texture Paint or external 2D?
Either works—keep layers named and export PNGs at the resolution your Lesson 5 texel doc defines.
Do I bake ambient occlusion into base color?
Optional for stylized kits; if you bake AO into albedo, note it so engine lighting does not double-darken.
Recap
- You authored three repeatable Principled materials with clear roles
- You avoided noise soup by ruling roughness and normal strength
- You documented intent for engine parity later
Next Lesson Teaser
Continue to Lesson 7: Trim Sheets and Atlases in Blender where you pack repeating details into one texture set with padding and naming that survives mipmaps.
Cross-link: Blender for Game Assets and the texturing chapter when you want deeper PBR theory alongside this stylized pass.
Bookmark this lesson if you batch materials across a whole kit this weekend—three rules per surface type beat twenty one-off sliders.