I spent a couple of minutes creating a very basic tunnel shape with the ZModeler and some Deformers (to bend the structure):Īll we have left is some kind of object or platform that we can use to apply these maps and find the camera angle for the concept.
Very simple but we don't need anything more than that. The last thing to complete the setup is to give this piece some UVs (you can use the UV Master in ZBrush) and export it as an FBX or OBJ. Heightmap goes into the Displacement slot (you need to enable 'height' from the drop-down).The assign a material to it and plug the textures into the material: In Marmoset, you can drag and drop the FBX of OBJ file into the viewport to load it. Play with the 'Texture Tiling' slider to refine the placement and scale of the details.Īfter setting up the material and assigning it to the object, it might not look great.Add PN Triangles to add some tesselation (add resolution to the mesh).Also, play with the 'Scale' slider to tweak the intensitY. (I also added a plane at the top as a 'roof' to block the light) Here is how my mesh looks before setting up the camera for the shot (not very impressive haha): However, the idea is to get just a base and to break up the light and values to create something interesting for the shot using the details from the maps. The next step is to play around with the camera and find a position that works for the shot you are trying to create. Since I was after some kind of sci-fi corridor or hangar, I made my point of view quite close to the ground and place the camera in a way that you don't see the other side of the tunnel to make it more 'mysterious'. In terms of the lighting, I created a directional light coming from the back and rotated it so that only a portion of the right curved wall was in the light.
Then I added a couple of Omni red lights for 'dramatic effect': Here is the same shot as above with all the camera and render effects enabled: All that is left is to play with the camera and render settings to add a bit more of AO, some Depth of field and perhaps a bit of Fog to make the shot more atmospheric.
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