Using the Light Editor again, I set up a strong key light to highlight the form and dimension of the asset. Be aware that selecting and moving a light in the Light Editor would reset its Brightness value, so I would recommend tweaking this value after you’ve locked down its placement. Later on, I added another rim light to further highlight the shape of the grip.Īfter locking down the position and angle of the lights, I adjusted the Brightness value to 1. I changed the Length (X) of the Light Shape to stretch out the light source horizontally and expand the rim light. This light helps to separate the object from the background. You can do this by creating a Child-Light and moving it around in the Light Editor until a contour line is visible. I started with a rim light which created a really nice contour around the object that accentuated the silhouette. Child-Lights will appear under the Sky object in the Scene Outliner. To create a light, I simply click-dragged a Child-Light into the Light Editor window and found a good position and angle. I made sure to have the Child-Light Brightness set to a value of 1 or higher in order to have a good base for lighting the asset. For starters, I added an Image to my Sky Light setting and decreased the Brightness to 0. HDRI Sky SetupĪt this stage, I began with the lighting setup. Enabling the Safe Frame option gives a preview of your final render area.
![rendering materials in marmoset toolbag 3 rendering materials in marmoset toolbag 3](https://i.pinimg.com/originals/b0/3c/c5/b03cc5e953b3b84a75b0def6d8e5de94.jpg)
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For my primary Camera, I sometimes lower the Field of View to a value between 20-25. With this small FOV, we’re able to create a semi-orthogonal shot and can capture the asset in a full format/compressed perspective similar to a portrait lens. Afterward, I tried to find a good camera angle for the render. After creating the Material, I added my maps to their slots on the right and imported my asset to the scene using Ctrl + I or going to File -> Import Model. In this case, it was the Unreal 4 Template. My first step in Toolbag was to select a Material Preset which matches my asset’s texture type.
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For this article, I will use my MAC 10 as an example, which you can download here to follow along.
![rendering materials in marmoset toolbag 3 rendering materials in marmoset toolbag 3](https://embed-ssl.wistia.com/deliveries/0ed3a66fb051f32e9a3152811e48d45a.jpg)
In this breakdown, I will explain how I light and render my assets in Marmoset Toolbag 3 and cover a few important settings. Hi everyone! My Name is Emre Karabacak, I’m working as a 3D Artist at NUKKLEAR, and we’re currently developing Comanche.