🦜Stunning Real-Time Fur Effects in Marmoset 4: A Character Shader Tutorial

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  • Опубліковано 14 жов 2024
  • Transform your character designs with a realistic fur shader in Marmoset Toolbag 4. This tutorial teaches you how to create stunning real-time fur effects in just a few steps.
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КОМЕНТАРІ • 58

  • @Gustmazz
    @Gustmazz 24 дні тому +1

    This is... Surprinsingly simple. Absolutely fantastic tutorial!

  • @Kinkoyaburi
    @Kinkoyaburi Рік тому +7

    I've always wondered how they did that. It surprisingly simple. Thanks for the explanation!

    • @3dmutiny
      @3dmutiny  Рік тому +2

      My pleasure, wait until it moves :D. Then it starts to get difficult. Especially for animators. We'd use parallax inside the shader for that.

  • @SirKravczenko
    @SirKravczenko Рік тому +1

    Hey man! I'm absolutely loving this tutorial! As a fellow Character Artist, it's incredibly awesome to see our community thriving on UA-cam. Keep up the fantastic work!

    • @3dmutiny
      @3dmutiny  Рік тому

      Hey, thanks for your positivity. :)
      If you're a fellow artist and love your industry. It would be great to have you in our Discord!
      bit.ly/3DM_Discord

  • @xXbananaXxist
    @xXbananaXxist Рік тому +1

    Always wanted to try this method. So simpel and cool

    • @3dmutiny
      @3dmutiny  Рік тому +1

      Pretty easy huh. Tell me how you get on with it or have any issues.

  • @3dmilitaryassets
    @3dmilitaryassets 11 місяців тому

    Great tutorial! Very simple but still effective technique. Thanks for sharing

    • @3dmutiny
      @3dmutiny  11 місяців тому

      A little for a lot!

  • @orjustwhatever
    @orjustwhatever Рік тому +1

    Damn man, I just discovered the channel yesterday and I'm so happy I did. Really good stuff. I'm just gonna eat all your videos asap haha.
    Jokes apart, I think you're adding a lot of valuable content in character art stuff, thanks for your work 🤍🤍

    • @3dmutiny
      @3dmutiny  Рік тому +1

      Thanks, appreciate your comment.
      I hope to share everything I know with people that love making characters : )

  • @gameguy21
    @gameguy21 Рік тому +1

    This is awesome man, great stuff

  • @COH-y1t
    @COH-y1t Рік тому +1

    Thank you so much for the tutorial !!

    • @3dmutiny
      @3dmutiny  Рік тому

      You're welcome. Happy to help

  • @3dmutiny
    @3dmutiny  Рік тому

    🎁Get a FREE Welcome Package🎁:
    bit.ly/3DM_Welcome
    🦜Join the Discord community🦜:
    bit.ly/3D_Mutiny_Discord

  • @guillaumecayer7772
    @guillaumecayer7772 9 місяців тому

    Good method! How would you go about mitigating the stepping effect you can see in some places, especially around the silhouette? Would you add more layers or maybe space them out differently? Could anything else be done to mask the outlines in a more realistic way?

    • @3dmutiny
      @3dmutiny  9 місяців тому

      You can use more layers. Although 3+ is excessive.
      In Unreal Engine you could mask via a Fresnel. This would get rid of the "side view" of planes.

  • @Tom-jo3lb
    @Tom-jo3lb Рік тому +1

    Awesome! Wich "shader/render engine" do you selected in Substance?

  • @schizoking4509
    @schizoking4509 10 місяців тому +1

    Great tutorial! I've only got Blender experience, but that looks pretty much entirely reproducable.

  • @GTexperience_Channel
    @GTexperience_Channel 2 місяці тому

    how would u use this for a mesh, that requires both fur and non fur materials?

  • @tungishgarg8530
    @tungishgarg8530 5 місяців тому

    hey itried this method and mine is really not giving any kind of illlusion plus the white part is not getting transparent what can i do to get a result like this will be waiting for reply really great tip

  • @IamSKSAHEER
    @IamSKSAHEER 8 місяців тому +1

    Wow, that's cool.

  • @daviddytham4523
    @daviddytham4523 Рік тому +4

    anyone else not getting any depth regardless of how much they push the geomtry? I can see the opacity is working cause i can see the layers beneath the top one, but it still looks like im working with a single mesh and not 3.

    • @daviddytham4523
      @daviddytham4523 Рік тому +5

      hello! in case anyone has the same problem, add another layer underneath all your others and set the opacity to 0. this fixed it for me.

    • @d-pod_L
      @d-pod_L 11 місяців тому

      @@daviddytham4523 I was trying to figure it out for the last hour, thanks!

  • @watercat1248
    @watercat1248 11 місяців тому +1

    I really like the 3D layer taknic
    I have find fur sheder for my unity put use with code not with shader graph
    If find how to make this shader with sheder graph I will able to make modifietion and make my own shaders

    • @3dmutiny
      @3dmutiny  11 місяців тому

      Awesome. I've not used this in Unity before. You'll have to come onto the Discord and show us if it works. Interesting.

  • @krysart3D
    @krysart3D Рік тому

    great tutorial thank you very much, how do you think they did the rachet fur in the rift apart game?

    • @3dmutiny
      @3dmutiny  Рік тому

      I love that game. They often have separate meshes for cinematics and game. For the game they will use many hair cards.
      For the cinematic, they will use many many cards combined with custom shaders or graphics card proprietary tech

  • @shanjeevan142
    @shanjeevan142 Рік тому +1

    Thank you

  • @PlinaZ
    @PlinaZ 11 місяців тому

    This method is great but how would it handle patterns like that of a cheetah or snow leopard?

    • @3dmutiny
      @3dmutiny  11 місяців тому +1

      Same concept, you could colour each layer with the pattern.
      Although the resolution would have to be quite large to eliminate repetition.

  • @sebiesf
    @sebiesf 10 місяців тому

    cool tutorial but is there a way to recreat this in blender?

    • @3dmutiny
      @3dmutiny  10 місяців тому

      I'll see what I can do for you :)

    • @pikachufan25
      @pikachufan25 10 місяців тому

      (The Lazy Method) Depends on Geometry... But you could use a Solidify Modifier...
      Settings that you must Change...
      -Solidify
      Thickness 0.015m
      Rim > Fill (Check off)
      Materials > Material Offset > 1
      -Solidify.001
      Thicknes 0.005m
      Rim > Fill (Check off)
      Materials > Offset 2
      Note:
      Every Material > Offset - you do will Ask Blender for a New material...
      So if you are Using One... just set all of them to the Same #
      PS: Make Sure in the Material Tab (Red Ball), you organize it by The Order...
      Note: Google Search Material Alpha...
      in the Material Tab (Red Ball)
      Make Sure you have These Setting Enable
      Setting > Blend Mode > Alpha Blend or Hashed (i like Blend).
      Alpha > 0 (was 1)
      if you are Working with Textures (like in the Video...)
      All Textures Must be Connected to the Alpha and Base Color
      in Shading Tab
      Image Texture > Base Color
      Image Texture > Alpha
      OR
      Image Texture > Base Color and Alpha.
      i Recommend Seperated them and have one Image Texture set ti bi color alpha)... and the other one to Color....
      Incase Solidify Modifier Doesn't work Search about "Transform Pivot Points"
      and "Snapping" and "Transform Orientations"
      as a Combination of the 3 Will Result in "better" Results...

  • @학교부회장
    @학교부회장 10 місяців тому

    Can this work be used in Unreal Engine practice as well?

    • @3dmutiny
      @3dmutiny  10 місяців тому

      Certainly can! More options in unreal

  • @blastroisehunt6546
    @blastroisehunt6546 10 місяців тому

    I know this is a render but can you bake it back in zbrush for 3d printing?

    • @3dmutiny
      @3dmutiny  10 місяців тому

      As this is flat plane geometry, you wouldn't be able to print it in ZBrush
      The print would have to be one solid block.

    • @blastroisehunt6546
      @blastroisehunt6546 10 місяців тому

      @@3dmutiny thanks for the reply! I’m guessing I’d need a height map for texture. But I’m struggling to create something like this for highpoly 😣

  • @goosesuka
    @goosesuka 8 місяців тому

    how did you make an overlap on one UV or copy coordinate i not understand

    • @3dmutiny
      @3dmutiny  8 місяців тому

      When you duplicate an object the uvs are copied automatically. Come to our discord and we can show you. :)

  • @goosesuka
    @goosesuka 8 місяців тому +1

    ok i made

  • @goosesuka
    @goosesuka 8 місяців тому

    ua-cam.com/video/lWyQNud3KFI/v-deo.html right? i not know how separate UV in blender 1/4 need more time for expiremental

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol Рік тому

    Cool tutorial, but the shader itself doesn't look good.

    • @3dmutiny
      @3dmutiny  Рік тому

      Thank you. Are you familiar with the limitations of game meshes?

    • @MustafaBerkeGureltol
      @MustafaBerkeGureltol Рік тому

      @@3dmutiny Of course. But Toolbag is not a game engine. People who are presenting their work within Toolbag generally try to get the best out of it.

    • @MustafaBerkeGureltol
      @MustafaBerkeGureltol 11 місяців тому

      @exodstt He tried to imitate parallax occlusion mapping, which is already a cheap operation for any graphics card, by using multiple alpha passes and layers. That just makes the situation worse :)

  • @goosesuka
    @goosesuka 9 місяців тому

    not work ty

    • @3dmutiny
      @3dmutiny  9 місяців тому

      Need help with any section?

    • @goosesuka
      @goosesuka 9 місяців тому

      @@3dmutiny u flip normal any layer mesh ?

    • @goosesuka
      @goosesuka 9 місяців тому

      are these 4 separate meshes? I work in blender and don’t fully understand what you are doing ^^@@3dmutiny

    • @goosesuka
      @goosesuka 9 місяців тому

      or is it an object that you extruded inside@@3dmutiny