Rendering, Lighting and Shading in Marmoset Toolbag 4
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- Опубліковано 15 жов 2024
- In this video I'm going to show you start to finish how to render a character head using Marmoset Toolbag 4. This video will cover everything you need to know including Zbrush export, lighting setup, shader setup, Spec and roughness maps and eye shading and texture setup.
Full article and renders on our website :: www.3dscanstor...
Free head model :: www.3dscanstor...
Erick Sosa Artstation :: www.artstation...
Once again, having good maps makes a huge difference. I think that's the first time I see that lighting in a box, I'm gonna try that. Thanks
Cheers! I hope it works for you :)
Hey James, I just wanted to say I really appreciate all this information you’re putting out for free and the work you’ve done over the years with your scans. people made a big deal about metahumans, but I think all the materials you’ve provided have and will continue to save just as much time and effort. Keep it up!
Thanks so much James that's really nice of you to say :) I think metahuman is a one stop shop for anyone who wants to do something quickly. We're trying to provide useful art assets that artists can use to create their own characters.
@@3dscanstore Meta human is fantastic tool for prototyping, but it won't change anything when someone send you a design, everything is bound to their topology and not so permissive, you quickly stuck in the provided scope. It is usefull for people that need to have a reasonable character for some proto games. So keep the good work, your stuff is great!! Thx for sharing!
@@3dscanstore thank you so much for the content. For years I feel like this information was kinda hidden and hard to find. Now its much easier to express yourself and not worry too much about more technical stuff, which is absolutely insane in my opinion. Can't express enough how much I appreciate content like this.
@@walleater Thankyou so much! I’m really glad it’s proving to be useful :)
Loving all the recent uploads, thank you very much!
Me pleasure. I’m enjoying making them. It makes a change from my usual work.
James I just stopped by to say "Thank you" for providing all this info. I absolutely love Marmoset and the detail your assets have although I haven't used them just yet. The lookdev and shader setup are awesome. Thanks again!
Thanks so Much Ran! I'm a massive fan of your work!
Thanks for the tutorial ❤️ I was searching for long time the full tutorial 😭
No problem 😊
Very intuitive process! I'll be sure to use these tips on my next projects, thanks!
I'm glad you found it useful :)
This is awesome, thanks James, learned alot!
No probs Mark, I’m glad it was helpful :)
Amazing video James! I can say that I already learned some nice tricks with it... Thanks a lot, keep doing this kind of content I'm sure people enjoy a lot as I do
Thanks so much Michael! I'm really glad it was useful :)
Freaking awesome, amazing stuff, thanks.
Thank you ;)
5 times i check my Headphone Volume and computer volume.....i think you understand....thanks...Nice content....
Sorry for that
Hi! Been waiting for the rendering video hahaha I'll try to put these techniques to practice
I hope it’s useful :)
Dude, your video was a huge help. Would it be possible to do something more for beginners within Zbrush, such as making the mesh lighter, opening and exporting the maps and then going to marmoset? I'm having difficulty with this, I end up throwing the fbx directly into the marmoset and sometimes having to decimate it to make the sculpture lighter.
A lot of good content here! thank you =), as a suggestion I would say that you should speak louder hehe
Yea I might have set the levels a bit low.
Awesome tutorial! I have one question and that is "Why are you using a specular map in stead of a metallic map? You are using the roughness which usually goes with a metallic map.
Thankyou, it’s just personal preference really but I don’t like how metallic affects the overall skin tone when I try to create areas of higher reflectivity. Spec just looks a lot better to me, for skin anyway :)
@@3dscanstore Thanks! I realise in marmoset I can let go of that framed workflow of metal/rough and spec/gloss since I can see the nice results you are getting here.
Great video. Super cool stuff. One suggestion. Normalize your audio and reupload. This is really hard to hear even with volume maxed.
Great turorial! I learned a TON.
quick question- what is the MBS button for (on the bottom of your interface, with the GRP, MRG and Tray Left buttons)? I don't recognize it.
Cheers! Its a custom button that runs a macro. It stands for Mask by smoothness. Basically it does a mask by smoothness, then inverts the mask then hides the mask. I use it to remove things like beard hairs and small high frequency bumps and lumps on the mesh.
@@3dscanstore brilliant!!! Thanks!
I haven't really got far enough with testing eyes' material, but I'd assume you could alternatively construct the eyes as they are in real life, right? An outer transparent "glass" shell mesh with a convex cornea bump, and an inner eyeball mesh with a concave iris/pupil... while MT4's ray tracing renders the correct index of refraction between the cornea and iris/pupil?
Yeah for sure you could do it the physically correct was no problem at all. I just like to cheat :)
Thank u So much it's so useful
No probs, I’m really glad it’s helping :)
Very useful Thank you. What shortcut did you use to change the focal distance on the go? (Just bought one male and female scan from the store, was very cool and high res)
Thanks so much for buying our scans, I really appreciate it. You can change the focal length just by clicking the middle mouse button on the object / surface you want to focus on :)
You are the best man !
Great tutorial, this one for head only, what to do for full body ?
Thank you! Pretty much the same process for the full body :)
One question if I may ask, is the final face animation ready ? I mean, can I export it in blender do the mocap and then bring it back to marmoset to do the rendering ?
@@lovemonkey9982 you would need to rig it first but yes the topology is there to support animation.
Wonderful !
Cheers Joe!
Hello amazing video! which graphics card do you have?
Thank you! I have a 3090 RTX at the moment :) but I think it was using a 3070 in this video.
Thanks for this sir. Can I use my basecolor on it too? My colormap from subspaint and use it painting spec maps in photoshop
My pleasure yeah you can combine the normals with your own base colour. If you do a high pass on our base colour and overlay it on yours you can also add the pore details and wrinkles that will match up to the normals.
@@3dscanstore Thanks alot. Really helpful for beginners for this kind of workflow specifically shading,
Many thanks
No problem :)
How did you get the eye shell to render transparent with raytrace? Mine constantly look very dark when I apply RT.
Катта рахмат ака зур ёрдам бердизда
How did marmoset import the eyebrows? I'm really stuck. Does it import fibermesh and then interpolate or are you using hair cards? Are are the hairs actual geometry. A tutorial showing the process for hair from zbrush to marmoset would be greatly appreciated!
The hair is just geometry created with fibre mesh and imported into Marmoset :)
@@3dscanstore thank you! Would still be amazing to see how you would tackle a head of hair
Hi I just wanted to ask, does marmoset have any rendering time differences when rendering a model with baked textures vs a ordinary high res model? I know maya doesn't but not sure if real time renderers do (marmoset/unreal)
U've exported model from zbrush it has no smooth groups. Id import it in maya ors something soften normals and export it one more time. This might be the issue
Cool thanks for the tip, Ill try that out :)
What about color random variation? A bowl of hundreds of colorful candies, each candy a different color. How do you get that?
Are eyelashes and eyebrows actual groom and then converted to geometry?
They are just fibre mesh converted to geometry. I more or less use the same versions of the same brows and lashes for all my models unless they need a very specific looking set.
@@3dscanstore oh ok. I wouldn't have guessed that )
Great video! Hey when I turn on Raytracing my eyes stop working. The lens mesh transparency does pass through to the iris mesh. help please
The lens mesh (cornea) has to have thickness, that is why transmission was not working
Oh wow.. great resource man.. thanks.. please i dont know why my Eyes are completely dark when i switch to ray trace
Cheers!, you need to turn shadow casting off on the eye lens object :)
Maybe you can still download this head scan from somewhere?
@3dscanstore Please make a video showing the same render process in Unreal Engine 5.
hey,where can i get the eye maps he used
Hey, they are available with our scan store head scans www.3dscanstore.com
@@3dscanstore okay tysm................
Great But why 360p quality?
It’s still processing on YT give it 20 minutes.
@@3dscanstore ok tyvm
little low volume but nice video an content! thanks
Cheers! yea I screwed up the sound levels in premier.
Who is this character? Is he a real person?
fbx renames uvsets...
I didn't realise that. I cant say I've ever had an issue with it doing that.
@@3dscanstore it renames from map1 to diffuse smth.
when U merge model in maya with diffrently named uvsets it makes multiple uvsets.
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the sound of your voice is very low.increase the volume next time.don't afariad lol
thanks but you need a better mic
I dont think its the mic I think its my Adobe Premier audio mixing skills are quite lacking :)
@@3dscanstore either way thanks for the tutorial man, great information in it
take easy on keyboard lol