Rendering beautiful material presentations in Blender using Cycles

Mike Haggerty
GameTextures
Published in
2 min readJan 17, 2019

Welcome back to another installment of the GameTextures.com tutorial series featuring our Height and Alpha expert, Keegan Keene.

In this tutorial Keegan takes the time to show us how he sets up his stellar material presentations for Blender.

Sci-Fabric Square Frame Wall utilizing Keegans simulate height data and Matt Dirks crazy substance skills.

All of his material presentations for Artstation are done inside of Blender. Keegan manipulates a pre-built custom Cycles scene to always achieve consistent results.

Showcasing the various maps that make of the material vrs the material presented as a whole.

Buckle up and Tune in below!

Take Away Points

  • Consistency

Having a consistent scene shows clear proficiency with the program and makes your body of work in each discipline you showcase far easier to critique, comment and enjoy.

  • Clarity

You can clearly show off the strengths of materials when you build a specific scene that is tailor made to show off every minute detail.

  • Beauty

It’s hard to argue with a beautiful scene. Good materials can look bad if they are thrown together in a hasty or clearly uncaring scene. Give your materials and your work in general the chance it deserves by taking the time to provide a setting where it shines.

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