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Marmoset toolbag seams in material id
Marmoset toolbag seams in material id







marmoset toolbag seams in material id

I used the same approach for texturing the pouch and other leather pieces. Then, I used a Levels adjustment to reduce the contract and masked out most areas to keep the effect subtle. I also created a cracks/damage pass by stacking 2-3 layers that included different crack textures with various tiling and rotation values, with each layer’s Blending set to Add. In my texture project, I added a new Group ID input map to set up different materials to the backside of the belts without needing to paint everything by hand.

marmoset toolbag seams in material id

I then added the backsides of the belts and included a finer detail pass.Īs I mentioned previously, the belt had an ID map with different colors applied for each side based on Polygroups assigned in Zbrush. While texturing leathers I like to first choose a material for its color information, and then add another layer with normal/bump information to make my leather more interesting. On top of the Curvature layer, I added a Dirt layer and set its Blending to Add to help create convincing armor wear and grime.įinally, I added a Paint layer, hand-painted some details, and added another Levels adjustment to bring it all together. I added a Levels adjustment layer to tone down the values a little, then smoothed the details slightly using a Blur adjustment layer. To do this, I started with a Curvature layer, added a Dirt mask on top, and set its Blending to Multiply. I added dirt into creases and brightened up some edges. I started with the basic Steel material for a base and then layered in the Stainless Steel, Steel Hot Roll, and Steel Dirty to create the color variation found on used armor.

marmoset toolbag seams in material id

There is one part of the material library in which Toolbag is superior: metals. Since then, I have seen quite a few new materials added to the Library and I’m sure there will be more to come in Marmoset’s future Library asset drops. Please keep in mind that some of the materials I’m using (mostly fabrics and leathers) are taken from Substance Source and cannot be found in Toobag’s Library, as some material types were not available to me when I was creating this project. I will only go over how I approached a few key areas, after which the same process can be assumed elsewhere. I divided my textures into a few sections based on different material types.









Marmoset toolbag seams in material id