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Marmoset toolbag materials
Marmoset toolbag materials









marmoset toolbag materials

But a lot of games would need cubemap blending, which isn't a simple solution. I saw the Marmoset guys offer some suggestions, like a very generic sky box for a golf game, which would work well.

marmoset toolbag materials

I've been really interested and following image based lighting information in games, mostly because it looks like a lot of games are starting to use it.Ī lot of people on the forums seem to have the question, "this looks really good for lighting an asset, but how is it going to work in my game?" Also EarthQuake from polycount if anyone hangs out over there.

marmoset toolbag materials

I am Joe Wilson from Marmoset, the guy who made the Camera and Vepsa models in the Skyshop demos. I wrote a material tutorial for the camera asset that explains how to set up various different material types in Marmoset Toolbag, the same principles apply for Skyshop as the rendering system and shaders are very similar. Quixel's dDo is a great tool for creating textures, but again it will not automatically generate textures for you, you will need to tell it what sort of reflectance values you want for various materials, ie: wood, metal, cloth, etc will need very different diffuse, spec and gloss content. Ideally you will create these textures along side of your diffuse and normal maps (the relationships of the various textures are very important for convincing, dynamic materials). Also EarthQuake from polycount if anyone hangs out over there.įirst off, Specular and Gloss maps are not something that you can really use a tool to "produce" or "generate".











Marmoset toolbag materials