LIGHTING AND RENDERING for Portfolios in Marmoset Toolbag 3 [with Substance painter]
HTML-код
- Опубликовано: 11 сен 2024
- In this video we will take a look at how to best show of your asset for portfolio use. Exporting textures from Substance Painter and setting your asset up in Marmoset Toolbag with lighting and rendering settings.
Such a clean & concise tutorial! Nice lighting fundamentals. I yelled out like a touchdown when I saw the simplicity of the wireframe display. Lol
Thank you, haha, that's a great comment 😂
This not only served as an intro to lighting and rendering in Marmoset, it was basically a general intro to the software for me. You touched on so many aspects during the tutorial. Thanks for this!
Thanks! It's great to hear this helped you out. I hope to do a more in depth tutorial on this type of thing in the future, and on the new version of marmoset 👍
Never used Marmoset before so I decided to try rendering my first stylised model in it instead of Arnold. This video was perfect and I absolutely love how easy it felt to set everything up.
Happy that it was helpful, toolbag is a joy to use, not over complicated.
This video came out at the perfect time I was just about to use marmoset for one of my portfolio pieces :)
Hey. I'm glad, hope you get some good results.
Great great tutorial! Probably the last tutorial I need to watch to light and render on marmoset.
TY, i learned that if you are doing this now with all default settings, you can use the 2nd screen for a perspective to move the lights around while keeping the view of the camera position as well. May be common knowledge haha
As always - quintessence of knowledge and great presentation. Thank you !
Haha, that's too kind, thank you.
Hello from India ! Your tutorial was fantastic, nicely explained and a very helpful too. Looking forward to the more tutorials...
Thank you Sir ..Today I learn this Soft from your video..this is too easy .. Thanks again
Thanks...if i have power of GOD...i will give you lots of blessing. Thanks again.
Thank you so very much for creating this. I cannot wait until your next upload!
Thanks!
man, you are a hero. I spent so many time with my models and texturing but renders block me out. So many thanks for this
Glad I could help! I touch on this stuff often in my videos, and will hopefully be adding some more rendering videos in the future. 👍
I’m sold I’m ganna use marmoset now for my work 🔥
Awesome, clear and concise! thank you very much
Awesome, glad it was helpful!👌
This was a great tutorial ..I was wondering that I got long way to go for matching the quality of industry portfolio .but it seems with this tutorial ill get close enough to the quality that industry demands and sees in a portfolio .....thanks for uploading this ,it seems I can finally level up my game now and can display my portfolio more professionally : )
Well that's good! I'm happy it was helpful. In newer versions of Marmoset Toolbag the best way is to use ray-tracing, it is a little more tricky to customize, but has some really quality results. This video is outdated now, but I will make a new one at some points. Cheers.
@@RobotArmy3D ohk so i recently installed marmoset toolbag 4 .. could you make video on that version. thanks for telling this is outdated but ill try to atleast apply basic fundamentals of the software : )
so great! I love a tutorial like this ! about substance! to learn anf follow true! great job!
Glad you liked it! 👍
follow through*
Great tutorial! Many thanks for sharing!
Dude your videos are awesome
Cheers! 👍
This software is awesome.
Woow great tut thanks buddy :))
Welcome back, been waiting for your videos :)
Thanks! Hope its informative 😀
@@RobotArmy3D it's very informative and feel nice to watch your videos no joke.
Very helpful! Thank you!
very helpful, Thank You
thank you
Thank you for Tut
Very good tutorial.
Glad you liked it!
@@RobotArmy3D I am trying Marmoset, I have Painter, but for some models its nice to have subdivision levels just in rendering app. So I learn texturing in M. Thanks. And also every good tutorial about Marmoset is fine for me
Bro you deserves subscribers😑😓😓😓
Thanks :)
NOTES to myself:
- set up new camera: 6:30
- render settings: 17:10
- camera settings: 19:37
- capture settings: 21:25
Plz make more videos for marmoset tool bag and protfolio render + post tips in artstation ❤️
Post tips for setting up your work on Artstation? Yes I may do that as some point 👍
최고!
감사 해요
Thanks so much
Most welcome! 👍
thanks a lot!!!
Good Morning.
UV or MODEL stripes are showing on my normal map. The map is gridded. What can I do to prevent this?
Hmm I think I used to get this error, did you solve this yet? It was years ago when i last saw it, did you export it from zbrush? I might need to see your model to remember how to fix it.
@@RobotArmy3D Hi
I already solve. I was exporting FBX file from maya without smofing . That's why the stripes appeared. Thanks for listening.
Ctrl+L in marmoset spawns a light where you’re facing, huge timesave
What about color random variation? A bowl of hundreds of colorful candies, each candy a different color. How do you get that?
Would you be able to render an asset like this in unreal engine as well? Asking for those of us that don’t have the money to buy marmoset toolbag quite yet.
Unreal is a great way to render an asset, especially if that asset was produced for such an engine. Unreal 5 gives some great new options to get even better and more realistic results.
Hello, thanks for the video. I have a question, say if I want to render multiple angles of my model, what's the best way to do it ? Do I just rotate/move my model after each render or create multiple camera and set up the lighting for each camera all over again ?
Hi, there may be different shapes on your model that you with to highlight/catch with rim light to show of the detail, so some re-lighting/tweaks are always going to help. But for myself, I create a good light set up light this, and then i rotate the model when i want a new position, or a turntable video, make sure to save multiple versions so that you don't lose your initial light set-up.
Creating multiple cameras is a less destructive method though, and will allow you to set up separate focal lengths for each shot, and you could always create groups of light that can be turned off/on for each shot you need.
can we import fbx files inro marmoset ? i have modelled in maya and exported as fbx and textured in substance painter and exported the textures with the same config as in the video. but when i'm adding textures in marmoset one part of the model isn't showing the exact colours ...please help.... :(
Yes FBX works fine, you say one part of the model? I would have to see it to try to problem solve it. Check your model over in your modelling software and make sure that the UV's are ok and that the faces you are have a problem with are nor flipped. Also if you are dropping the material onto the model in Marmoset, make sure you are doing it on the entire stack/group, and not just one part of the model.
Loved the video and the way you light using your position in the scene to add spot lights ! Just a question : why don't you use the roughness channel instead of the gloss channel in the microsurface ? You wouldn't have to invert your map ( and it would be more accurate if you use the metal rough shader in painter )
Hey, thanks for the comment, glad you like it. As for the roughness map, maybe Toolbag4 has a roughness slot? but as far as i'm aware this version doesn't so it's in the gloss and inverted. Maybe I just completely missed it, and there is an option, that wouldn't be the first time I have missed something obvious for sure! but for this I always followed this guide - docs.substance3d.com/spdoc/marmoset-toolbag-2-144998434.html
@@RobotArmy3D Maybe this feature appeared in Toolbag3 since indeed the guide you show for Toolbag2 doesn't show any roughness slot ? Anyway, I'm using Toolbag 3.08 and I do have the roughness slot, you should check :)
@@antoinemoineau35 Toolbag 3.02 doesn't have it so it must have come out between 3.02 and .08! i've looked all over and can't find it. interesting. Oh well, there is 4 now so it doesn't matter 😉
@@RobotArmy3D Right ! 😁 Anyway thanks for your videos they are really good !
Hi! Really love your work! Do have any idea how to do clean pump grass around the dirt and the cliffs like animal crossing? Thanks!
Hmm, not quite sure what you mean, I would guess its just texture work, and standard foliage, mesh plane +texture+alpha
when i do wireframe it triangulate my mesh ....help
It might have been triangulated when you exported it, what program is your model from? check your export settings.
@@RobotArmy3D thank u for reply ....im using maya
@@rohitdudhe4449 As far as i can tell there is no option to triangulate in toolbag 3 so it must have been done either in maya or on export from maya if its an FBX then there is a "Triangulate" option in the export settings, check that isn't ticked on. otherwise try an OBJ
Same video but for Toolbag 4 ? 🙃
how come your using a gloss map and not a roughness map
This is just the way it is in toolbag 3 the map IS a roughness map, but the channel is still called gloss in TB3.
@@RobotArmy3D cant you change it from the dropdown, or is that only on toolbag 4?
i tried but it didnt work :(
hay bro need you insta id
@robot_army_3d
nice! I like~!
Thank you! Cheers!