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Banking substance painter to marmoset toolbag 3
Banking substance painter to marmoset toolbag 3











This would complete the secondary lighting pass, I will now rely on the sunlight and global illumination to light the rest of the scene. This would be a good contrast to the green traffic lighting on the other side of the wall. Using the same technique as the traffic lights, I added an orange point light here and made the brightness 12.9. I also reduced the attenuation of the light so it didn't affect a large area of the environment I wanted it to be more contained around the traffic lights asset.Īdding more environmental lighting to the scene I also increased the width of the light as this would give me more diffuse shadows. Here I chose the lights to be on green so I added a point light just in front of the lowest light, it had a brightness of 4.7 and a green colour. The traffic lights are a good source of lights. To add more interest to the scene I wanted to add more secondary lighting to help illuminate darker areas of the environment. Make sure cast shadows is switched off as we don't want any conflicting shadows being cast.Īdding another directional light for the ambient fill lighting The power of the light was 0.5 which was so it didn't overpower the sunlight too much as we don't want to remove the dark areas completely, just enough to get some details showing. I gave the light a bluish tint to simulate the sky colour. Now the sunlight is set we need to create some ambient light to fill in the dark areas created by the sunlight. This is the main sunlight, so it should overpower the other lights in the scene and cast nice shadows.Īdding a directional sun light to the scene Make sure castshadows is enabled and give it a high brightness of 2.25 with a yellow tint to it. Selecting one of the lights the parameters are now available for us to tweak. You can see we now have two lights under the sky group, these are the lights we added in the previous step. I added two lights to the brighter parts of the texture, these lights would form the sun light and the ambient light.Īdd a sky texture that best suits our environment Under the skylight parameters you can click on parts of the texture to add directional lighting to the scene. The sky texture not only provides a background but adds ambient lighting to the scene so the type of texture you use is very important. Importing the ground asset from chapter 2įor the sky I used the pre-set 'Hedge Row' as I felt this gave me the best lighting to suit the type of environment I was creating.

banking substance painter to marmoset toolbag 3 banking substance painter to marmoset toolbag 3

Now I will import the rest of the scenes meshes from 3ds Max and set up their materials. Note the puddles and how well they stand out having a high reflectivity - they add a lot of detail to the final image. This is good so we know we are getting the intended look of all the assets. As you can see both the car and the ground look exactly the same as they did in Substance Painter. I followed the same process as the previous step to import the ground mesh and textures into Marmoset. Setting up of materials and importing textures onto the car asset

banking substance painter to marmoset toolbag 3

The car should now look the same as it did in substance painter. The roughness map is dragged onto the micro surface slot and Inverted. Add the albedo and normal maps for the metallic map change the reflectivity to metalness and drag the metallic texture into this slot. To import the textures you simply drag and drop them onto the map slots. Having the material as an U4 template, we know the textures will behave as intended. When we exported our textures from Substance Painter we exported as Unreal 4 format. Click the material pre-set icon to create a new material template and choose Unreal 4 as the template.

banking substance painter to marmoset toolbag 3

Once in Marmoset, the mesh has a default material applied to it. OBJ files as they were exported from 3ds Max in the correct position we don't need to move the assets once in Marmoset. Scene Layout & Asset Modeling an Apocalyptic Diorama in 3ds Max Texturing assets for an apocalyptic diorama in Substance Painter The tutorial will be split into three parts, I will use 3ds Max for modeling, Substance Painter 2 for texturing, and Marmoset Toolbag for creating the interactive scene and exporting to a web browser. This tutorial will guide you through the process of creating a diorama that you will be able to interact with in your web browser.













Banking substance painter to marmoset toolbag 3