How to Create Realistic Fabric Materials with Friendly Shade â Fabric Collection 01
If you are looking for high-quality fabric textures for your 3D projects, you might want to check out Friendly Shade â Fabric Collection 01. This is a set of 40 fabric materials that cover a wide range of fabrics, from cotton to leather, from denim to velvet, and more. Each material comes with 5k to 8k textures for diffuse, normal, displacement, and specular maps, as well as a Substance Painter file for further customization.
In this article, we will show you how to use Friendly Shade â Fabric Collection 01 to create realistic fabric materials in Blender. We will use the Cycles render engine and the Principled BSDF shader to set up the materials. You can also use other render engines and software that support PBR workflows.
Step 1: Download and Unzip the Texture Set
The first step is to download and unzip the texture set from Friendly Shade's website. You can choose between two options: the full resolution pack (8k textures) or the half resolution pack (5k textures). The full resolution pack is recommended for close-up shots and high-end renders, while the half resolution pack is suitable for medium and far shots and lower-end renders. You can also download a free sample material from the website to test it out.
Once you have downloaded the texture set, unzip it to a folder of your choice. You should see a folder named \"Friendly Shade - Fabric Collection 01\" with subfolders for each material. Inside each subfolder, you will find the texture maps and the Substance Painter file.
Step 2: Import the Textures into Blender
The next step is to import the textures into Blender. You can do this by using the File Browser or by dragging and dropping them from your file explorer. For this tutorial, we will use the material named \"Fabric_01_Cotton_01\".
Open Blender and create a new scene. Delete the default cube and add a plane object. Scale it up to 10 meters by pressing S and typing 10. This will be our fabric object.
Switch to the Shading workspace and select the plane object. Click on the New button in the Material Properties panel to create a new material. Name it \"Fabric_01_Cotton_01\".
In the Shader Editor, delete the default Principled BSDF node and add an Image Texture node. Connect its Color output to the Surface input of the Material Output node. Click on the Open button in the Image Texture node and navigate to the folder where you unzipped the texture set. Select the file named \"Fabric_01_Cotton_01_Diffuse.png\" and open it. This is the diffuse map of the material, which defines its color and albedo.
Add another Image Texture node and open the file named \"Fabric_01_Cotton_01_Normal.png\". This is the normal map of the material, which defines its surface details and bumps. Connect its Color output to a Normal Map node, and connect its Normal output to the Normal input of the Material Output node. Make sure to set the Color Space of the Image Texture node to Non-Color in order to avoid color distortion.
Add another Image Texture node and open the file named \"Fabric_01_Cotton_01_Displacement.png\". This is the displacement map of the material, which defines its height variations and depth. Connect its Color output to a Displacement node, and connect its Displacement output to the Displacement input of the Material Output node. Make sure to set the Color Space of the Image Texture node to Non-Color as well.
Add another Image Texture node and open the file named \"Fabric_01_Cotton_01_Specular.png\". This is the specular map of the material, which defines its reflectivity and glossiness. Connect its Color output to a Glossy BSDF node, and connect its BSDF output to an Add Shader node. Connect
the Add Shader node's output to the Surface input of
the Material Output node. This will create a mix of diffuse
and glossy shaders for our material.
Step 3: Adjust the Material Settings
The final step is to adjust some settings in our material
to make it look more realistic. First, we need to enable