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Okay, now it's time to export the texture and render this asset inside Marmoset and
for the extra part we are going to see how to set up UDIM's texture in Unreal Engine.
So let's go for exporting the texture, rendering in Marmoset and see what happens in the Unreal
Engine.
So let's go to the file, export texture, if you want to export the mesh that you load
inside Substance Painter you can use export mesh and just if you don't use displacement
modeling technique inside Substance you can turn off this apply triangulation and export
it and if you use displacement and tessellation in the shader
you can use apply triangulation to export the high poly version so let's go to the
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export texture and I'm going to export the texture inside this path with Unreal Engine 4 template
4k png and 16 bits okay and let's export it and see what we have inside Marmoset
okay now it's time to import the model inside Marmoset Toolbag which model we should import
to the Marmoset Toolbag when we are using UDIMs it's very important to give a unique material
to each tile because Marmoset Toolbag is not going to support UDIMs at this time so
let's bring the fx file here and as you can see
we have the screw and fans like inside Substance Painter we have legs fans
again like Substance Painter and we have body again like Substance Painter but in
the body there is a difference because we set body 1001 body 1002 and body
1003 and each material related to the one of the unitides okay so it's like
this and for the legs and fan we have just one material and that's it so
let's set up the material inside Marmoset and go for the rendering phase
and lighting
okay now we are going to load texture okay body number one I'm going to click
and drag the textures into the input okay and let's speed up this process
you
Okay, now we are ready to go, all the material is set up, everything works perfectly, and
let's go add camera.
I'm going to change the focal length to 60, and let's turn on the safe frame.
Okay, I need some depth of field, but not too much, maybe like this, and let's use ray
tracing here, okay, and maybe 2000, 1500, it's a good aspect ratio, and dimension for
the render, okay, like this, so now I'm going to render one image, the main image like this,
and let's go back to the camera.
Okay, in the post effect, let's bring up the vignette like this, set sharpen to one,
set clarity to one, but when we set clarity to one in here, in the rendering stage,
the texture is too strong, the noise is too strong, so we need to
decrease the clarity to something like 0.5, okay, so let's go for the exposure, I'm going for 1.5,
and maybe negative 0.2 for the highlight, and positive for the shadow and mid- tone,
okay, that's okay, let's go for the toon mapping to ACES as viewport in Substance Painter,
and let's go for the high contrast here, that's okay,
and we are ready to go, we can increase this slider to have a little
depth of field around these edges, and for the sky let's go and use something like outdoor,
for example alley bike, I think it's okay, maybe we need to test highway,
yeah I think highway is good, and we can use sky or blur sky for having some backdrop,
okay like this, but no it's not a good option here, let me choose something like this one,
okay you can use the
default sky in the library or even you can use any hdri that you want and you like to use okay
so for doing this you need to press an image and hdri that you want so i think it's okay
it's give me some good highlight here so let's keep it right now okay now let's increase the
brightness from one to two it's okay and let's add the light only light okay so let's turn off this
and let's see what we have here the light and i'm going to use it here
we're creating some shiny effect in here so let's bring down the brightness okay
and I just want to have some effect on this part
like this
nothing too fancy maybe 5 it's okay or maybe 5.2
yeah like this so it's just like yeah we have some shiny surface here we have
a good material here and I just want to pop up this so let's go and add direction light
so the first direction light should be like white in the color okay and maybe 7 for intensity
or brightness okay and now I just want to have
green light like this you know create some edge highlight in here and it's too
perfect okay so let's duplicate this and I can bring up the diameter here to
have some soft shadow okay so let's go for the second one for the second one
I'm going to put here okay and I'm going to turn on the temperature and in this
list I'm going to use blue sky so let's decrease the brightness to something
like 6.5 and let's change the position of that okay like this let's increase
to the other here maybe we can decrease it
to 6 for example
yeah I think it's better
ok and
5 here
yeah maybe this one
ok
So, we have this lighting and I need just add some light for filling this space from
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this direction.
So, let's create another light here and let's change the shape to rectangle and just play
with this direction and boom, we have this one.
Okay, so, let's change the shape to sphere, decrease the diameter amount so we can have
a nice silhouette, the shadow here, okay, the brightness, I think it's too much, maybe
6.7, it's better, yeah.
As we can see here, okay, so.
This is the blue light, this is the rim light here that we have.
Okay, and this is the light number one, and this is the skylight.
So, maybe we can change the sky to something a little bluish effect.
Not this, maybe this one.
Yeah.
No, it's not like, I think this one is better. Yeah, absolutely, this one is better.
And
that's okay. So, this is the first light that we have here, this is the rim light here.
this is the blue light here, and this is the main light here that we have.
But it's too much right now, and we can decrease the amount to something like this, and boom,
we are done. So, we can decrease the brightness for backdrop to have something like this,
and we can go to the edit plugin, generate primitives, and add a plane here,
okay, so this white plane can, you know, give some nice reflection in this part.
Okay, and this is good, you can control it here like this.
So, now we are done, and we have our lighting set up, and the rendering phase is inside Marvelous
Toolbar.
So, let's go for presenting this model with the texture, and creating material inside Unreal with UDIMs,
which is not a hard task, but a little tricky.
So, let's go for the Unreal Engine.
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