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www.microsoft.com
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Okay, let's go and adjust layers in order and in parameters to achieve the final look.
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And here I'm going to start with the head pane.
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I have the issue in the edge, so let's make some gradient in the edge.
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I will do that with the bevel.
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So let's have something like 0.05 and make the smoothing a little stronger.
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And let's check it in the material mode.
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Yeah, as you can see, everything is okay.
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The result is so much better than before.
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And that's it for the head pane, we don't have any special issue.
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So everything is okay.
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And let's go back to the hat itself.
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For the metal section, I think everything is okay.
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We don't need to adjust any parameter.
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But for the leather part,
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I think the layer related to the control color,
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yeah, it should be more slighter.
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Maybe 50 in the opacity is good.
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Okay, so that's it for the leather part.
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And I'm going to use soft light on the blending mode
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for the stitches.
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Yeah, it's so much better to have something like this, okay?
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And we can decrease the opacity amount to something like 80.
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That's it.
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And for these kind of stitches over here,
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I can change the stitching type or class to double.
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because in this way let's increase the texture size in the viewport to 4k because we are going
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to use 4k in the render. Okay let's wait to compute the data in the background.
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Okay so it's done it's a 4k result. Yeah the stitch is good but if we
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need this texture at 2k level we should increase the size of the stitch because at this size
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we cannot achieve the result that we want. Okay so let's increase the size to something like
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four. Yeah as you can see it's so much better but maybe three is good though. Yeah
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I think three is good. Let's reposition.
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Stitch.
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Okay. And let's copy and paste the brush properties for these paths too. Okay.
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That's it. It's better. Right? Okay. And yeah, I'm going to turn off HSL. Okay. And let's
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go here to path 4. I'm going to paste brush properties.
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Okay, that's it.
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Okay, that's fine.
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For the past five, I'm going to paste brush here.
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okay so it's okay let's increase the opacity yeah I think 100 is better when
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the HSL is turned off so this is for leather I think it's okay and let's go
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to the fabric this is the final part for the fabric maybe I need to change the
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blending mode to soft light for the stitches yeah it's so much better it's
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so much better and we need to add to punch to punch in here and in here okay
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so let's add punch layer here we can do it after stitching okay we need color
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height roughness metallic and opacity so
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for the first layer I'm going to create the overall shape of the punch and in
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the second layer I'm going to add opacity inside the punch okay so this
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punch it's here let's add a black mask I'm going to add blending mode normal to
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all channels and now I'm going to add a fill layer to the mask and in the gray
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scale I'm going to use a circle shape alpha which is a shape border yeah and
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as you can imagine we need to turn off the UV wrap and after that you just need
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to set the position this layer that's it okay
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We need to find a good position for that. Okay, I think it's okay and let's add a
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filter here, which is the mirror filter. It's a good way to duplicate a detail
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in one side to the other side, but it's a little tricky. So as you can see,
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we can turn on display debug and you can see the line over here and in the x-axis you can control
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this line. So with this line you can create a mirror effect or you can just use the symmetry
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option for the paint, but I don't want to use the paint layer. So it's okay, I think it's mirrored
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already.
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Yeah, and let's add the normal in the layer and AO, because in this way
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we don't see the data from the down level, okay, down layers actually. So
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let's play with the parameters to achieve what we want. Let's disable this display debug,
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and after that I'm going to adjust this slider to define what I want. Okay,
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it's okay, everything is okay, that's it. Maybe a little smaller size is the
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good option, that's it. And maybe the hardness should be
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something like 0.0.
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Okay, and in the layer I'm going to increase the height level to something like 0.2, that's
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it.
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Okay, everything is okay, maybe the hardness should be much higher, yeah, something like
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this.
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And I'm happy with the result, that's it.
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So for the inside part, I'm going to create another fill layer, and I'm calling it Hunch
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Opacity, and let's add a black mask, and turn on just only the opacity, and bring down the
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opacity value.
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So in here I can use the anchor point, and another technique.
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So I'm going to copy this to here, that's okay, I'm going to increase the border width.
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and the hardness. So this is the result and in top of the mirror I'm going to add another fill layer
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and recall the punch mask here and change the blending mode to subtract. So in this way we have
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this little inside mask and you can decrease the hardness.
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Okay and maybe in the fill layer you can play with the level to avoid outline line.
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That's it and everything is okay for the punch section. So let's go back to the punch
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and I'm going to decrease the height amount to something like 12 and the roughness should be
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near to zero and the metallic should be on one. So we have the metallic part here.
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and that's it. So the base color is good, the height is good, the roughness is good,
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the metallic, the normal, the ambient occlusion, everything is perfect.
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So we don't need to have any extra steps, we have our material here and that's it.
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So we can export the textures to Marmoset Toolbag and render it over there.
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And for this purpose I'm going to use the output template related to Unreal Engine 4 plus height.
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But you don't have this, okay? You need to create this.
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But how we can do that? How we can create a template for ourselves or modify a template?
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For this purpose you need to go to the output template window and in this section you can
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duplicate any of this template or create a new template from scratch, okay?
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So in here...
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I'm going to select Unreal Engine 4 Pact and duplicate it. So this is the Unreal Engine 4 Pact
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copy. So you can rename it here and I'm going to call it UE5 for example. Height
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ORM, Ambient Occlusion, Roughness and Metallic. So in this way we can define what is the template
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and what is the workflow template that follows, okay? So we have Emissive, Normal, Metallic,
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Roughness, Occlusion in one single map and the Base Color and the Opacity in the Alpha channel.
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So we need to create another output. For this purpose we are going to create a Great output.
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So that's it and I'm going to copy this text in here and instead of Emissive,
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I'm going to type, for example, Height or Displacement Map or anything you like or, for example, Edge instead of Height.
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Okay, so this is our name, this is the Mesh name, this is the Texture Set name and this is our Channel name.
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And if you are using a specific color space in your textures, this is the place that color space mentioned.
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And if you are using UDIMs, this is the part that UDIMs number appear.
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So, for this purpose, we can create our name in this way and how we can set the Height or Displacement Channel to this export output.
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So, in here, you can see the Input Maps, which we are creating the fill layers and you can see the Mesh Maps.
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It comes from the bake in the beginning of the project.
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and you can see the converted map for example you don't have any glossiness parameter in the fill
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layers and in the project but you need glossiness so you can convert roughness to glossiness and
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you can do it here so let's go and find height okay that's it and i'm going to call from height
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i'm going to export this output from height in the gray channel not in the alpha channel okay
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so that's it it's okay this is a ue5 version of template we are just created that and let's go
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back to the setting and in here you can see you have ue5 height or m so uh let's export the unreal
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engine 4 plus height or let's choose this one there is no difference between them and let's set
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a path for the exporting okay now uh we set the path
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we are using the template that we created before the file type should be on png and i'm going to
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export it in 16 bits and the size is 4k and the padding should be on the default setting
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so let's export okay now we are in the final step the final section which is rendering and
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i'm going to load the fx file inside the marmoset and the first step that i do is
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uh turn off the callback faces for each model it's like the double-sided in substance painter
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as we discussed before and for the material let's load the textures okay i'm going to load
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the base color here in the albedo map the height map in the displacement map okay
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and the normal should be load on the normal map but we need to check on the flip y because
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at the default of the
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Unreal Engine 4 template in Substance Painter is DirectX, our project based on DirectX and the
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Marmoset read normals in OpenGL in default. So we need to check the flip y to show the normal in
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the viewport in the correct way. So let's go here and turn on occlusion and transparency to cut out
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to remove the opacity. So as you can see we can see the inside of the punch and the shape here
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it's correct. So let's add the other textures here.
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Okay so we don't need this window anymore. I'm going to copy texture to each slide.
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Okay, paste it, paste it and for the roughness the channel G, it's a channel that contains
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the roughness and for the metallic it's a channel B and for the ambient occlusion
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it's channel R. So, the red for ambient occlusion, the blue for metallic and the green for roughness
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in the simple words. So, this is our result. We can
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check the, for example, roughness value in here. It's okay or not. We can see
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the albedo and the base color. Okay, that's okay or not. And we can see, for example,
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the reflectivity or metallic. So, everything is okay but we need sometimes go back to the painter
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and change some parameters and after that we can export it again. So, I think...
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remove some reflection from the surface in overall because as we can see the roughness value is not
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correct for this material and before that let's do some mandatory stuff in Marmoset. So, for example,
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I'm going to turn on subdivision on the hat model and increase the subdivision level to something
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like 3. Okay, that's good and for hat pin or logo arm I'm going to add subdivision
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to something like 5, for example. Let's check everything is okay or not.
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Okay, maybe we can increase the displacement amount here.
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Okay, now
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it's not good. The 0.05 is a good amount.
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And for this one we need to increase the height amount in the layer that we
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create head pin. So let's go create a camera and we can reposition the logo
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arm. You can use the front
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Okay, ctrl F to find the object. Yeah, and
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Let's
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Set setting for example the size
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Or maybe
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Just a little
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Yeah, I know this one this one is okay
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You just need to increase the height amount here
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so
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That's it in
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the camera number one
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We are going to setting I just click on this icon to open the camera one option and
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in here
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I'm going to
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increase the vignette the softness and
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the sharpen should be on one and
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The clarity should be on one again
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The highlight I'm going to set it to
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negative 0.2. For the mid-tone and the shadow positive
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0.2, positive 0.2. That's it. Tone mapping should be on ACES and for the curves I just set the
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curves to high contrast. Okay, so let's go back to the field of view and change the lens to 80.
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That's it. And for the frame, let's set the frame in the output section in render setting in 2000
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and 2000. Okay, and the sample should be on 600 and the format of the render, it can be JPEG or
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PNG. It's not a mandatory option that we should follow. It depends on your needs.
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And the denoiser strength should be on one and in the render camera
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we should add camera one and remove main camera. Everything is done here and we
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need to turn on ray tracing and advanced light sampling. So in the camera I'm
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going to turn on the same frame and reposition the camera according to the
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frame and the lens number. So that's it. I'm going to change the HDR to
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alley gravity. Okay and increase the brightness to something like 3 but I
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don't want to have a backdrop from the sky so I'm going to change it to solid
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color. The color should be on dark gray. Okay as you can see the value of the
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roughness on the hat and the leather is too much reflective and we need to
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figure out how to solve this problem and give some extra height to the logo part.
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So
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Let's go back to the Substance Painter and in here I'm going to the roughness channel and as you can
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see it's so much close to the dark and when the roughness channel is too dark it means you have
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too much reflectivity and whenever you want to decrease the reflectivity you need to increase
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the whiteness in the roughness channel. So I'm going to use a hack here. I'm going to add a paint
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layer and call it roughness control. Okay and I'm going to change the pass in the blending mode and
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apply to all channels. That's it and let's add a filter for example HSL and in HSL I'm going to
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turn off the color and turn on the roughness and in this way I can increase the lightness and have more rough
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surface not reflective surface so this is a good way to control this you can
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increase the contrast and luminosity also contrast I just need to have roughness
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effect so you can create the contrast and change the luminosity okay
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like this and let's see what happened in the viewport
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without this and with this okay so let's decrease the lightness here yeah so uh let's
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before export the textures we need to add some extra height to this one let's check
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the displacement amount okay so I'm going to increase the height amount for example I choose
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one that's it
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so let's export from Substance Painter and replace the textures in Marmoset
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and it happened automatically when we set up the material and let's wait
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what's happened here yeah I think it's okay it's so much better so much better
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okay
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So now, as you can see,
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Yeah, I think this amount is good, and let's increase the subdivision for the hats from
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3 to 4, okay, and we can use another technique.
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For example, I'm going to duplicate this material and give the material with this amount of
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the height, this one, or maybe a little higher, for example, 0.2, yeah, and decrease the amount
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of the height from material for the hat.
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So in this way, I can keep the same value in base color, roughness, normal, ambient
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occlusion, and metallic for these two materials separately, and change the displacement amount
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in two material separately too. So this is the way that we can control the result, and now it's
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time to create some lighting. If you have never tried to lighting in Marmoset, at the first step
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maybe it's like a tricky one, but at the end you can find out the Marmoset is so easy, and you can
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create the best lighting system with no pain, okay? So for the lighting scenario I'm going to
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create a light from here to here, and another light from here to here, and we are creating
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the key light and the rim light here, and for the rim light I'm going to create this kind of light
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around the shape, and if we can use the sky to fill up this section we just use that, but without
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the sky we need to give some brightness here too. So the plan is so clear we are going to create
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in a studio lighting. Okay now I'm going to show you my method to create a studio lighting in
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Barmstow Toolbag. So I just click in here and detach this light from the sky and turn off the
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light from the sky. So I'm going to increase the light amount to 7, that's it, and increase the
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diameter from shape to have some soft shadow and create the pure white light. So this is my light
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that comes from here, so I need to reset the transform. Okay
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that's it, and now I can select the light and go to the rotation, but I couldn't see
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the gizmo because it's down there, so I need to bring it up, that's it, and now I can use
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the rotation to rotate my light.
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Okay, now I decide to change the shape to rectangle and use a big dimension for that
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and a little rotation in x-axis, something like this, yeah, and let's copy this light
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and move it to other side, okay, in here, like this one.
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Okay, I'm going to create a duplicate and I'm going to call it back light.
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And for fixing the back light position, I'm going to turn off these two lights and just
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move the back light to the back, as you can see.
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And now I can set the position very easy.
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Let's change the position of the camera.
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Okay, this is my back light.
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So it's okay.
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This is my key light from the right.
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And this is my key light from left.
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So let's adjust the position for these lights.
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Okay.
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Okay, that's it.
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And let's turn on the skylight.
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Let's adjust the position with holding shift.
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and right click of the mouse and moving the mouse. Okay, that's it. So
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okay, maybe I need another light.
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Okay.
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It's my room light for the right.
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And this is my key light.
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I'm right, but the brightness should be on something like 6.6.
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This is a lighting system that I create for this one in Marmoset.
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So now we can adjust our material to achieve what we want.
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And let's decrease the backlight.
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from 7 to 6.8 or 6.6 to avoid light burn here.
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That's it. And let's go back to the Substance Painter.
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And I need to adjust the roughness
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again.
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So let's finish the computer background and we can increase the
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luminosity. That's it. And we can increase the lightness. So let's export it again
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and see what happened in the Marmoset. Okay, now this is the result and I'm happy with that,
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but I think we can decrease the roughness slider here.
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and a little increase the reflectivity on the material and it's okay.
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Yeah, it's okay and I'm happy with the result. So
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this is the final shot for the military hat project and I hope you find some new technique
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and new way to texture your project during this tutorial. So let's go to the next project.
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