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Procedural Asphalt Texture in Eevee | Blender 2.8


Aidy Burrows writes:

I was very tempted to break this free tutorial for Creative Shrimp down into separate video parts but as it is I think it makes sense with all these tips stuck together wrapped in a tar like sticky goo. :D

We'll be covering...

  • Working on bump and displacement at the same time
  • Hitting the limit for nodes on Eevee and a way to get around it with layers
  • Create some global details that affect all layers
  • And a ton of procedural texturing tips throughout!

Hope y'all enjoy/get something out of it! :D


About Author

Aidy Burrows

Tutorial co-author with Gleb Alexandrov @ Game Asset Creation Course for the Blender Cloud and Steam. Indie Developer working on projects at Ex Warner Bros Interactive Environment Artist (TT Fusion) Worked on Lego : Marvel, Lego : Movie, Lego : Batman 3 and more.

1 Comment

  1. Very nice material setup!
    Something that bugged me though: Instead of turning down the subdivision dicing scale below 1 pixel on the object it is a lot better to increase the preview subdivisions from 8 to 4 or 2 or even 1 in the "Render" tab. That way you don't kill your machine when hitting F12 because subdivisions lower than 1 pixel are usually not needed and the default dicing rate for renders is 1 so in combination with a dicing scale of 0.1 you would generate 10 times more geometry than what you can actually see in pixels (!!)

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