 As promised, we are now going to create a new material for our floor and this is gonna be a much more detailed one because we're gonna use textures as the inputs rather than just colors. We'll need to go into our hypershade then if we're not already there. Make sure your workspace is clear and we're gonna start with a new Arnold AI standard surface. There we go. I'm gonna call this M underscore floor two and before I bring my inputs in, what I want to do is to get a preset that's close because it will set up most of this to be near what I want it to be and then I can just make changes. So the preset I'm gonna start with for this one is gonna be just clay because that's gonna be a fairly sort of matte naturalistic looking material. So that gets us as far as that. Now what we're gonna do is change some of these things. So we're gonna be using textures. If you haven't done it already and you want to use my textures then in the link below, you'll find a link to it. Go into the source images folder of my project, get the textures and copy them into the source images folder of your project and you'll be good to go. And I'll show you again why you need to have them in your source images folder. So when I go to color, then this is what we'll change. Instead of changing the color here, we're gonna go to this little button here which I call the checker button. So we'll click that. This is gonna create a render node and connect it to our shader and the node we want is a file because that's what our texture is. So we'll click on file. In the property editor, it now gives us the properties for that file and we just need to load it in first of all. So we'll click on the little folder here and I'm using the floor textures and I'm gonna start with t underscore floor underscore d. The d denotes that it is a diffuse texture and t means that it's a texture. And there we go. You can see it's a sort of sand stony kind of floor that I'm going for. So we'll open that and you will then notice that the preview here changes. What I'm also gonna do is just change the preview from shader ball to sphere because I think that makes it a little bit easier to see. Now what I want to do is just click over here on the main part of my material to get back to all the standard settings. And then what I want to do is change the roughness which is under specular. I'll go to roughness and we're gonna click on the checker button again. Tell it that we would like to connect a file and then click on the folder. And then this time we're gonna choose t underscore floor underscore r. The r means that it's roughness. So we'll give that a click. You can see that's now made a change to the way that that looks. And we're gonna load in one more texture which is going to add the illusion of some depth to this material. So we'll click back on the main node. We're then gonna just scroll down a little bit to geometry and expand that. And we're gonna add a bump map. So we're gonna click on the checker button next to that, add a file. Now before we do that, we've got a few extra settings. We need to tell it what we want to use it as. And we need to choose tangent space normals. That's important for this step. And then you can see that our bump value here, this has got a connection made and the connection is actually this file over here. So we'll click on that and now we can load in our file. So let's click on the folder t underscore floor underscore n. Normal maps are always kind of purpley looking. So we'll click on open. And you can see that now brings in some really noticeable depth to it. There is, I have been reading apparently a bug with Maya that sometimes your normal map in here won't update if you're using an Arnold material. If that's the case, just click on the pause up here and then click it again. And that will make it refresh and that should update it. Okay then, that is the material made. So I'm just going to zoom out a little bit in my preview here and I'm going to assign that to the floor. Now at this stage, you might see a problem because we are currently showing shaded view in Maya but we haven't yet turned on texted view. So as we're going through our buttons on the keyboard we've seen number four, which is wireframe view. We've seen number five, which is shaded view. We now need to press number six, which is texture maps. And now you will see that texture come in on the floor. One thing to note is that we've only turned it on for this window here. If we minimize the hypershade and look in this window it hasn't yet been turned on for this view as well. So I'm also going to press six here. This now highlights a little problem with the texture in that the blocks, the slabs are just too big. So what we're going to cover in the next step is using planar projection. We're going to start UV mapping. I'm going to do that to make these blocks a little bit smaller. So see you in the next step. Game Dev Academy is graciously supported by these absolute legends. If you'd like to offer your support then check out our Patreon page using the link in the description below.