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3D Creative December 2015

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

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<strong>3D</strong>CREATIVE MAGAZINE | Presenting assets in Marmoset Viewer<br />

Importing the metallic map: Next up<br />

09 in the material is the Metallic map. I like<br />

to leave the diffuse (base color) until last as I don’t<br />

want it to distract from any of the other textures.<br />

Drag the metallic map into the Reflectivity slot<br />

and change the type from Specular to Metalness.<br />

This is setting up the material to use the PBR<br />

textures we exported from Substance Painter.<br />

Importing the roughness map:<br />

10 Drag the roughness map into the<br />

microsurface/gloss map slot. You may notice<br />

that it looks a little odd or dark and patchy. This<br />

is because Marmoset Toolbag 2and Substance<br />

Painter use these maps a little differently. To get<br />

to the same result, each engine has their own<br />

way of dealing with textures, so it’s something<br />

you have to get used to in the games industry.<br />

The simple fix for this is to invert the texture<br />

(Marmoset have kindly added an ‘Invert’ check<br />

box to do this). Another important step to make<br />

sure this material is working at its best is to<br />

change the Reflection type to GGX, as this gives<br />

much better results to the final image.<br />

Importing the diffuse texture: Now<br />

11 that the PBR side of the material is set<br />

up and working correctly, we can drag the diffuse<br />

(base_color) into the albedo map slot. Now we<br />

have our completed textured shield in Marmoset<br />

Toolbag 2 looking just like it did when we<br />

exported it from Substance Painter. Now we can<br />

edit the scene to get the best possible results for<br />

our presentation.<br />

Adding a sky light: It is important to<br />

12 select the right sky light background,<br />

not only for looks but because the asset’s lighting<br />

comes from these HDR backgrounds. We need to<br />

make sure we select a background that lights the<br />

shield correctly but also isn’t too distracting from<br />

our artwork. Marmoset Toolbag 2 comes with a<br />

free library of backgrounds to choose from, so go<br />

through them all and see what differences they<br />

make. For this image I choose ‘Castle Sunset’.<br />

Now that we have a backdrop selected, I click<br />

on the image where I would like the main light<br />

source to come from. I pick a central position<br />

which emits an orangey sunset light. I also turn<br />

the brightness down to 0.5 and increase the<br />

Child-Light Brightness to 5.0 so the orange light is<br />

more dominant.<br />

Placing point lights: Even though<br />

13 Marmoset Viewer allows the user to<br />

rotate the lighting, this isn’t always obvious, so to<br />

make sure that no area of the mesh is in darkness<br />

we will add some extra lighting. It won’t be too<br />

bright as that would look strange, but just enough<br />

to illuminate the detail. Click Scene > Add New<br />

Adding the metallic map to the material<br />

Adding the roughness map to the material<br />

Adding the diffuse (base color) to the material<br />

<strong>3D</strong>CREATIVEMAG.COM

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