![]() ![]() ![]() But we notice things that are in the wrong direction, when we're bringing this from substance painter which need to click the little Invert tab. You'll notice that it's reverse though where it should be. ![]() Next, we've got our roughness map which we're going to drop into gloss. So we want to make sure a lot of these maps that that's turned off. SRGB is a color correction, that can really screw up the way our Normal maps behaves. I want to make sure SRGB color space is checked off on this normal map. The y-axis is flipped on those Normal maps. We do need to flip the y-axis, the weights out of what it's baked, and where it's coming from substance painter. It's included all those extra geometry details we made. So I drop the Normal map into the normal slot, and we can see it automatically applies to the surface. This is we're going to start dropping the different maps from substance banner. Open up body, and we can see a whole series of different tabs, we see Normal, Gloss Albedo, Specular. I'm going to organize them by naming the body and glass so that I know which ones I'm working with just by being able to click over there. Then I'm looking at the materials that were imported. I want to pick something nice and bright like this one. This is going to be the basis for our light, and though we'll add more lights later, it's starting spot for our light is. Let's take a look at some of these presets for our skylight. It's in my scene and I'm going to start applying some of the texture maps to it. Remember, we don't need the high poly anymore. Create a new scene inside of Marmoset and let's import just our low poly model. In this video, I'll show you how we can set up Marmoset to get the best possible final renders. ![]()
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