Overview Summary:
Enable Node Wrangle in Add on (can pewview nodes working on by Ctrl Shift + node)
Create a new material called Smart material
Color Base Material (blend different colors)
Add Mix node and add upper and bottom colors differently, connect it to base color of the material node
Add gradient texture and color ramp nodes,
Ctrl T to get texture coordinate and mapping nodes
Ctrl Shift + Click on Color ramp node (connect its color node to material output nodes surface, give a preview of the output)
To customize 2 colors distribute on the mesh:
Set color ramp to constat
Swap the bar to left for mainly white color ramp
Change Rotation Y to 90, play around X value till the black color is wanted distributed on the mesh\
Plug Color on color ramp to Fac in mix
Ctrl Shift to click on BSDF node, to re-enable the BSDF node
Now the colors are on the mesh correctly (perfect split between 2 colors)
Make Curvature Map
Only work in Cycles in Render Engine, make sure on it
Create Geometry node, connect its Pointiness to Color ramp and gamma
Set the color ramp bar of half black half white (Pos about 0.5), then adjust gamma value to a wanted curvature map result
To make more advanced map,
Add noise texture with multiply node, adjust noise texture level to wanted result
Create Edge Mask
Add Vector math node (set as dot product), Bevel and geometry vector, and map range nodes. connect as follow:
(P.S. dot product is sum of 2 vectors with consine)
Reverse to Min value to 1, To max value to 0, to flip the map range
Then adjust the From min value to wanted result
Since Edge mask shouldn’t look too perfect, add map range and noise texture to bevel node
Adjust roughness, details on texture, and map range values to wanted result
Create Ambient Occlusion Mask
Create noise texture, ambient occulusion and color ramp (flip black on R side, white on L side) nodes
Add variation to base color:
Add 2 color mix nodes to AO color ramp nodes, select same colors from original base color (yellow and grey here) and put on those 2 nodes
Set each mix node secondary color a bit darker
Connect those 2 mix nodes to orginal color base mix node
Add 2 extra mix nodes between base color mix node and curvature map multipy node, with AO mix color nodes:
Final step on base color: Add Edge ware
Add an extra mix node after 1st mix color base node, color as medium dark grey,
connect it to edge mask color ramp
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Metallic Map creation:
Connect Edge Mask Map Range node to metaillic input of BSDF node
Roughness Map creation:
Add 2 color ramps, mix color node. 1 to factor, 1 to color 1 as follow:
Connect Edge mask map range to top color ramp. then AO map range to bottom color ramp
Set top ramp color pos to 0.4
bottom ramp: L side medium grey tint. R side light grey
(to make sure no part of mesh is completely rough or reflective)
Connect to Roughness on BSDF
To modify the roughness, add noise texture, new mix and new color ramp nodes
Adjust the noise texture values and color ramp range to wanted result
Reduce the mix factor value to 0.25 for more subtle result
Add Norma/Bump Map
Add Bump node, connect its height to AO output for a bumpy dirt look
Connect bump node to Normal on BSDF, adjust strength and