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Steven: Hi, and welcome to 3dmotive.com.
My name is Steven G. Wells and I'm a senior character artist.
In this little tips and tricks tutorial, we'll take a look,
at some of the rendering parameters that are built within Marmoset Toolbag.
Marmoset Toolbag is a great little program that simulates,
what your low res mesh might look like in a game.
It allows for normal maps, spec maps, you can even add lights.
We can create a 360 degree rotation.
It's just a great program.
It's one of those programs that I always recommend to my students,
and I love to actually take a model, once I'm done,
I drop it into Marmoset, set up a few lights, some of the rendering shots.
It helps to give you a really good idea how your model is looking.
I just love Marmoset Toolbag.
Let's go ahead and jump right into things.
Okay, first thing is, obviously I've got this model,
this Lord of the Rings troll.
It's a similar troll.
It's obviously not exactly the same Lord of the Rings troll.
It's just similar to.
We have this particular model in.
It's got some armoring, got some chains, got an ax.
Has a base.
Even has basic lighting in it.
We're going to go ahead and take a quick look at the material palette.
Which is just clicking this little tab here.
This is how you navigate through the different palettes.
In the material palette, as you can see, the ax posed,
if I click on it, it briefly illuminates so we know what model that was.
If I click the armor, it switches to the armor material, as you can see.
If I click troll body, switches to the troll material.
And the ground, switches to the ground material.
Now, the ground actually has a bit of an alpha on it,
that's why it fades out at the edges.
Make sure you've got all of these squared away before you get into any of this.
Otherwise you're going to get some really odd renders.
Make sure that each particular piece of your model,
has the proper materials saved to it.
For the ground, however, there was a little bit of lava in here.
Obviously it's not very red and it's certainly not glowing any.
That's because we actually haven't put an emissive or a glow map,
on this particular area.
I just did one really quickly.
If you click this button here, emissive, we'll grab this particular one,
that says ground dias e, for emissive.
Okay, please make sure you're on the ground material when you do this,
or your particular alpha when you do this.
Whatever needs an emissive.
Make sure you're on the proper material.
If you drop the emissive on the ax, for instance,
Well, it glows on the ax but obviously it's glowing based on,
what this map is going to be here and we don't obviously want to glow on the ax.
I'm going to go ahead and clear this.
Make sure you select, in this case, the ground material.
We're going to go ahead and turn on the intensity.
Now, as you can see, this does start to make this stuff glow really nicely.
Just going to go ahead and crank it up.
There we go, we have a nice glow map on it.
Gives it a little something a little more pep to the scene,
and makes it a little more interesting.
By the way, if you actually want to see what the glow map looks like,
you can click this little P and this gives you a preview.
This is what the actual glow map look like.
In fact, you can do that with any of your textures here.
With the ground, you select that out, this is what the ground texture look like.
This is a very old model.
I use this a lot of times in class when I'm teaching students.
It's a fun model for them to get to play with,
to design their own trolls with their own bases.
They actually sculpt in a bunch of different rocks,
and things like that.
Then they get to play with their particular weapons.
This is the model I use for my own purposes,
especially for instruction.
Okay, so we've got the glow map in.
I'm going to go ahead and leave that there.
Let's go to the output.
You want to make sure that you set up where you want your renders to be.
If you're going to do a 360 or just screen shots from it.
You want to click that button and then set up wherever you want,
your particular folder to be.
Mine actually has a renders folder.
Couple things you want to know.
With your screen shot, right here, if you want your screen to capture,
basically the view you see, you want to make sure,
that this enlargement says, "none."
If you want this to be something that's going to be high resolution,
you want to make sure it captures a very large size,
if you merely left click and hold you'll see that you now see,
the 2X, 3X, 4X, or 5X.
Basically that's 2 times the size, 3 times, 4 times, 5 times.
Usually for most of my renders none works fine,
but I could see where a lot of people would go up,
twice as much or sometimes 3 times as much.
We'll go ahead and just leave that as a default for now.
We're trying to show you is to use as much default as possible.
Marmoset is pretty good at just the default settings.
I try to use that wherever possible.
For the 360 degree shot, this says, "What's the image count?"
Well, right now the default is 32.
If it's 30 frames a second and you want, say, 10 seconds,
then obviously you want to crank this up to say 300.
That would give you 10 seconds.
You can decide if you want clockwise or counter clockwise,
when it does rotation around, etc.
We're not going to actually render out that particular part of it,
the animation, the rotation around, but that's one way to go ahead and do it.
By the way, I'm rotating by holding down my Alt and left mouse.
Okay, if I hold my right Alt I can zoom in and zoom out.
If I hold my middle mouse and Alt I can pan around.
It's the same controls as Maya.
Maya users will really enjoy that, I'm sure.
Again, so we've got our materials set up.
Want to make sure we save the meshing materials.
Let's go to our view.
Right now we have a basic background color.
You can change this very easily,
by merely clicking the button and then, as you can see,
I'm just scrolling through.
I can change it to blue.
Do something really, really bright.
Little too bright.
I actually prefer kind of a gray scale background.
I find the models tend to stand out better that way.
You guys can use whatever you want for that.
You can actually put in a background image.
I'm not going to in this one, but if you click this button,
obviously you can navigate to wherever you have a background image,
if you wanted one.
You can set up the mesh turntable.
Actually, if I just move it slightly this way you can see,
where it starts to turn around and rotate.
This is the speed at which it rotates.
Okay, I'm just going to set that back down to 0,
because we're not going to worry about that at this point,
for the rotation.
You can actually make the sky rotate around.
Let's see, we'll just do it real quickly.
There's the sun, the sky, will be rotating around your model.
If you rendered this out, you'd see how it affects everything on your model,
with just the shadows.
Okay, I'll just go ahead and clear that.
We're going to readjust some lighting anyway,
so don't worry about that.
You can also do the same with your camera,
and make it rotate around.
I'm not going to for this.
You can.
You can turn on your wire frame on your model,
with this button right here, wire frame.
You can also outline it.
If I turn off the wire frame in outline you can see what outline does.
This is basically outlining all the major features.
If I turn that off and turn on wire frame,
you can see, it'll show everything in a tessellated wire frame mode.
You can actually adjust the color right here,
with wire frame color.
You can actually stick it to white if you wanted.
That's kind of harsh.
Could turn it to solid black if you wanted.
You can also fade the strength on this.
You see this here, wire frame strength?
You can actually make it really dense or make it kind of light,
so you can still see your model and yet, still see that it's wire frame.
If you were showing this off to potential employers,
you can show that it's very low poly.
They'd probably really enjoy that.
Going to go ahead and turn that one off.
This actually already has a floor, this particular base to it.
If this model didn't, you could just click on the floor button,
and it would actually create some shadowing for you,
some basic shadowing in a kind of gray scale mode.
For the light, we have a pine forest right now, the sky setting.
You can actually just left click and hold,
and you can see all the different parameters,
and there are a lot of them to go through.
Right now it's on the pine forest.
I'm just going to adjust the sky rotation.
All I have to do is click and hold this slider.
You can actually adjust the lighting.
We're going to actually add in a couple of lights.
Right here is this add light button, I'm just going to click it.
You get a default light right here.
If I rotate the model around, you can see that it's positioned,
into a default.
It has an actual, kind of, a pink light to it.
I can now just left click, hold, and drag, and move that around.
I can click and drag it and move it around.
I can basically position it where I think it's going,
to benefit the model the most.
In this case, I'll actually pull it towards the front a little bit.
I want some of that pinking in on the skin.
But, I also want to turn down the intensity.
It's a little bright, so I'm just going to adjust the intensity a little bit here.
I'm going to add in another light.
This is a green, comes in as a default.
I'm going to position that so it's more over here,
just to give it a little lighting.
There we go.
I'm also going to change the intensity on that a little bit.
Doesn't look like I'm doing a lot with that,
but I actually am.
It's actually lending in a lot of color into that.
I can click on either one of these at any time, of course,
and change things if I wanted to pull the intensity up a little bit,
on the pink, I could do that.
I'm going to add another light.
This one I'm going to pull down and underneath the model.
I'm going to actually locate it where the lava is showing.
Basically, more or less.
Just pull it down a little bit there.
I'm going to change the color, very simply, by clicking,
on this little color blocks.
I'll change it to a nice red.
I want it to be kind of an intense red.
I'm also going to adjust this up a little bit.
Okay.
All right, I want to angle.
As you can see, the plane is a little bit slanted in one direction,
so I'm going to hold down my control and I'm going to left click,
and hold outside of this ring.
I can adjust the view of the model a little bit.
Okay, so that's actually kind of a nice look.
Again, this is very quick, very basic,
just to get an idea of what's going on with that.
If I click on the render tab here,
I can actually set up my field of view.
Right now the camera is set at 60.
Obviously, if I adjust that I can scale it way down,
I can scale it in.
I'm just going to go back to 60.
This bokeh.
You can actually adjust, get that nice hazing, that slightly out of focus,
kind of look to a model, by adjusting the bokeh size and then adjusting,
the focal distance and where your focus is going to end up being.
You can also adjust the focus field depth.
Or you can just click auto focus, and that'll auto focus everything.
Very nicely.
Click auto focus again.
You can adjust this down a little bit.
Pretty simple.
With the output, by the way, if you click on the output tab,
your save shot, your screen shot, is this, F12.
You can either click that button or literally just click F12.
Everywhere I position and hit F12, it's going to take a screen shot of that.
I'll zoom in on it a little bit, hit F12.
Okay?
Now, you can include the Toolbag logo if you want.
You include the UI in this shot.
If those are unchecked, then you're getting just this particular model,
or this particular view with a gray background.
Let me show you what this'll look like in Photoshop.
Okay, in Photoshop I'm just going to click.
These are the 3 screen shots I took.
All right, so there we go.
This was the latest one.
The really great thing about this, is it actually,
when Marmoset gives you the shots, it actually comes,
with a built in alpha channel.
So I just have to click load selection, leave it as alpha 1 and hit okay,
and it actually selects that right out.
Even gets the edges, etc.
That's on each one of them.
It makes it really user friendly.
This is something that I recommend to all my students.
One of the programs, because it's just a wonderful, wonderful program.
Get you really good idea.
You make some really dramatic shots, really dramatic lighting.
And, again, you can render everything out as a movie as well, if you wish.
Anyway, I hope that was helpful.
Thanks for watching 3dmotive.com and my name is Steven G. Wells.
Thank you.