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Okay, now it's time to export the texture and render this asset inside Marmoset and
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for the extra part we are going to see how to set up UDIM's texture in Unreal Engine.
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So let's go for exporting the texture, rendering in Marmoset and see what happens in the Unreal
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Engine.
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So let's go to the file, export texture, if you want to export the mesh that you load
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inside Substance Painter you can use export mesh and just if you don't use displacement
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modeling technique inside Substance you can turn off this apply triangulation and export
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it and if you use displacement and tessellation in the shader
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you can use apply triangulation to export the high poly version so let's go to the
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export texture and I'm going to export the texture inside this path with Unreal Engine 4 template
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4k png and 16 bits okay and let's export it and see what we have inside Marmoset
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okay now it's time to import the model inside Marmoset Toolbag which model we should import
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to the Marmoset Toolbag when we are using UDIMs it's very important to give a unique material
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to each tile because Marmoset Toolbag is not going to support UDIMs at this time so
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let's bring the fx file here and as you can see
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we have the screw and fans like inside Substance Painter we have legs fans
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again like Substance Painter and we have body again like Substance Painter but in
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the body there is a difference because we set body 1001 body 1002 and body
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1003 and each material related to the one of the unitides okay so it's like
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this and for the legs and fan we have just one material and that's it so
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let's set up the material inside Marmoset and go for the rendering phase
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and lighting
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okay now we are going to load texture okay body number one I'm going to click
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and drag the textures into the input okay and let's speed up this process
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you
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Okay, now we are ready to go, all the material is set up, everything works perfectly, and
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let's go add camera.
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I'm going to change the focal length to 60, and let's turn on the safe frame.
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Okay, I need some depth of field, but not too much, maybe like this, and let's use ray
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tracing here, okay, and maybe 2000, 1500, it's a good aspect ratio, and dimension for
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the render, okay, like this, so now I'm going to render one image, the main image like this,
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and let's go back to the camera.
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Okay, in the post effect, let's bring up the vignette like this, set sharpen to one,
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set clarity to one, but when we set clarity to one in here, in the rendering stage,
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the texture is too strong, the noise is too strong, so we need to
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decrease the clarity to something like 0.5, okay, so let's go for the exposure, I'm going for 1.5,
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and maybe negative 0.2 for the highlight, and positive for the shadow and mid- tone,
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okay, that's okay, let's go for the toon mapping to ACES as viewport in Substance Painter,
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and let's go for the high contrast here, that's okay,
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and we are ready to go, we can increase this slider to have a little
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depth of field around these edges, and for the sky let's go and use something like outdoor,
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for example alley bike, I think it's okay, maybe we need to test highway,
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yeah I think highway is good, and we can use sky or blur sky for having some backdrop,
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okay like this, but no it's not a good option here, let me choose something like this one,
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okay you can use the
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default sky in the library or even you can use any hdri that you want and you like to use okay
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so for doing this you need to press an image and hdri that you want so i think it's okay
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it's give me some good highlight here so let's keep it right now okay now let's increase the
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brightness from one to two it's okay and let's add the light only light okay so let's turn off this
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and let's see what we have here the light and i'm going to use it here
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we're creating some shiny effect in here so let's bring down the brightness okay
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and I just want to have some effect on this part
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like this
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nothing too fancy maybe 5 it's okay or maybe 5.2
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yeah like this so it's just like yeah we have some shiny surface here we have
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a good material here and I just want to pop up this so let's go and add direction light
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so the first direction light should be like white in the color okay and maybe 7 for intensity
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or brightness okay and now I just want to have
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green light like this you know create some edge highlight in here and it's too
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perfect okay so let's duplicate this and I can bring up the diameter here to
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have some soft shadow okay so let's go for the second one for the second one
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I'm going to put here okay and I'm going to turn on the temperature and in this
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list I'm going to use blue sky so let's decrease the brightness to something
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like 6.5 and let's change the position of that okay like this let's increase
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to the other here maybe we can decrease it
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to 6 for example
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yeah I think it's better
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ok and
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5 here
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yeah maybe this one
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ok
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So, we have this lighting and I need just add some light for filling this space from
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this direction.
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So, let's create another light here and let's change the shape to rectangle and just play
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with this direction and boom, we have this one.
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Okay, so, let's change the shape to sphere, decrease the diameter amount so we can have
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a nice silhouette, the shadow here, okay, the brightness, I think it's too much, maybe
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6.7, it's better, yeah.
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As we can see here, okay, so.
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This is the blue light, this is the rim light here that we have.
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Okay, and this is the light number one, and this is the skylight.
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So, maybe we can change the sky to something a little bluish effect.
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Not this, maybe this one.
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Yeah.
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No, it's not like, I think this one is better. Yeah, absolutely, this one is better.
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And
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that's okay. So, this is the first light that we have here, this is the rim light here.
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this is the blue light here, and this is the main light here that we have.
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But it's too much right now, and we can decrease the amount to something like this, and boom,
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we are done. So, we can decrease the brightness for backdrop to have something like this,
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and we can go to the edit plugin, generate primitives, and add a plane here,
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okay, so this white plane can, you know, give some nice reflection in this part.
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Okay, and this is good, you can control it here like this.
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So, now we are done, and we have our lighting set up, and the rendering phase is inside Marvelous
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Toolbar.
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So, let's go for presenting this model with the texture, and creating material inside Unreal with UDIMs,
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which is not a hard task, but a little tricky.
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So, let's go for the Unreal Engine.
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