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.
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.
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
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 This video is outdated now, but I will make a new one at some points.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 thanks for telling this is outdated but ill try to atleast apply basic fundamentals of the software : )
@@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
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.
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 😉
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.
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.
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.
@@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