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Okay, now we are going to work on this side and let's create a folder.
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We are going to create a diamond pattern here and let's add a black mask.
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We need to control the effect here. Okay, so let's select this one, this one, and this one.
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Okay, it's cool, but we need to add another paint layer, change the blending mode to
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subtract because we use YubiCharm and there is some sharp transition here and
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we don't want it. So let's go here, you go to the 2D view.
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Okay, let's go back to the brush and we need to use basic soft and we need to
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change alignment to UV and size space to texture. Okay, and let's remove some area
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here. So let me check. Okay, that's it and we could then use something like bevel
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filter here because in the bevel we have the bevel effect on this side too. Okay, so
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we need to refine that and we can use bevel with extra paint layer to
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subtract it and we can use the paint layer at the first. So let's go here and
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I'm going to remove some area in here.
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Okay, I think it's for this part. Okay, yeah. That's cool. Let's go for the next one.
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The next one is for this side. So
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Okay, that's it.
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we have the mask and we need to create a paint layer here I'm going to call it
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diamond pattern okay and let's add a black mask and let's add a fill layer
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okay and paint layer so instead of using paint layer I can copy this layer here
21
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so we have this area okay and now for the fill let's go and see what we have
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here so for the pattern I think yeah this one is okay we can use this or
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maybe you can use this one too now it's like very curvy so maybe
24
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yeah I think this one you need to set curve to 0.5 or 0.4 okay like this and
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let's increase tiling to something like 20 yeah it's good but maybe we need to
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change it to something else to have better option yeah I think yeah this one
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better this one is better exactly so let's put it this I'm going to add a
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filter like bevel okay like this one
29
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yeah and let's add a level, with level I just fill the gap here okay so let's go
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here and move a slider
31
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let's invert it and this is what I need actually let's increase the sliding to
32
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40 okay 40 I think it's good and we need to change the blending mode of this
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fabric medieval to multiply okay so we have this it's not good actually because
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we use invert and its effect on this paint layer too so we can do something
35
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else okay we use invert we change it to normal
36
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okay we have this let's add anchor point here and I'm going to add another field
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layer and let's load this anchor point to this field layer and we invert this
38
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so let's load diamond pattern mask okay and let's change blending mode to
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multiply to this paint okay so we can add a field layer with black color to
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keep this mask under layers keep away okay we create black screen here add the
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paint layer and after that add field layer and change the blending mode to
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multiply and in this field layer this one we load this anchor point so
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what is the purpose of adding this field layer? To clean everything. Okay, so this
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is the way that we create diamond pattern. Okay, let's create another field
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layer and I'm going to call it diamond and let's add black mask, add field layer
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and I'm going to load diamond pattern into this. Okay, so that's it.
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Let's add negative height value in here. Okay, let's keep it simple. We need height
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so let's add this value here.
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okay maybe a little stronger, okay go back to diamond pattern, the fabric we
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need to increase it to 60, okay I think we need to change the amount in level
51
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okay and yeah I have this one so let's okay we need to decrease the level
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amount and let's see what's happened after that okay this is level and all
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this stuff, that's great maybe maybe we can remove bevel completely, okay
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and I think the problem is smoothing here because I don't want to have this smooth round edges
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yeah it's better so let's keep it low okay that's great that's great yeah
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and now we can decrease the height amount yeah perfect perfect perfect yeah you have this we
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have this okay let's add color to that so I'm going to use some brown color but a little darker like
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this okay and I'm going to add another fill layer on the diamond keep color use B&W spot and let's
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change it to soft light
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so we have some variation on the dark color in here so let's increase the whiteness a little
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yeah and let's go add roughness too and we don't want to have roughness in here
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so maybe keep it on 0.6 it's a good idea okay I turn on the metallic and we need zero value on
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the metallic so maybe increasing roughness value it can help us to have better effect here yeah
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perfect so now I'm going back to diamond pattern in here okay and let's
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add this paint layer on this section
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okay so I need more subtraction
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diamond pattern to have this transition as you can see between pattern and the
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surface okay like this but I think it's too much maybe we can decrease the
70
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opacity yeah it's so much better it's so much better okay so let's go for this
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one yeah I think this one is okay it's the surface is too small so we can have
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this transition here and let's go for this section okay in here now let's go
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back to the mask okay I'm going to create this transition yeah perfect
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and let's remove some area from here too so yeah I'm happy with the result okay
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maybe a little more okay go to the mask here make bigger okay I just subtract
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some area from here so yeah it's it's like we need to move further until here
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like this okay that's perfect maybe 90 is better yeah exactly so I'm happy with
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the result
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so I just need to add something else in here let's add the fill layer okay and now I'm going to add
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variation okay all channel so let's add black mask and let's load this paint layer here
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okay and this paint layer here so we have this mask and I'm going to add another fill layer
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and use anisotropy
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okay let's increase tiling to something like five and let's add fill layer and load white noise
84
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okay and change it to multiply as you can see
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we can remove this paint because actually after
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creating this layer, this one is going to control that, so there is no point to create this one.
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Okay, so let's add a filter like warp.
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Okay, yeah, it's great. And we have this.
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So let's change the blending mode to soft light for the color and I'm going to make it darker.
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Okay, I just need to have a small amount in height and for the roughness
91
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Okay, we can keep it one. You need to have metallic. And yeah, we can add a level.
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Play with this slider to have a more sharp result here.
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So like this.
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But I think it's okay.
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Yeah, if we go to color, we have these lines.
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In the roughness, we have this and everything is okay.
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So this is for the diamond pattern here.
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Perfect.
99
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And even we can create another fill layer and call it coat.
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And in the coat, add black mask and use, for example, curvature.
101
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Okay, so in the curvature mask, we have this kind of effect, right?
102
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So let's go back here and I'm going to add filter from matte. Okay for example
103
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matte finish linear now it's not good, grainy it's not good, green no I think
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it's not feed for suitable for this one. Okay raw. Let's go for green see what's
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happened. Okay I don't need anything here. In here just I need normal. Okay and for
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the color you can keep this. Okay let's change it to soft light.
107
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we can add roughness okay the roughness I can use something like fingerprint okay
108
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let's keep color out go to roughness increase tiling okay age for example
109
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play with the balance okay this is color and make it for example linear dodge
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that's it yeah I think it's okay yeah perfectly okay so we are done here we
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all have
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what we need and we just need to focus on the text and decals that we need to
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put here so let's go back here
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and that's it.
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So we need to add some text, decals, and this kind of stuff, but we did this adding decals
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and adding text, shapes, and all these matters to the material a lot of time before
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in this course, so we can skip this part. I'm going to stop the video and after that
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we have a quick breakdown what I did and we are in the stage that export texture and render it
119
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in Marmoset Toolbag. Okay, we are done and I'm very happy to skip this part because
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the method and the technique it's so simple. Just create a free layer, create a black mask,
121
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and add your value on the mask and done.
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Okay, but it took something like, I don't know, maybe two hours from me to complete this
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because there's so many revision, there's so many redo and undo, and I'm happy to skip this part
124
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because we know all the things, we just need to do that. Okay, so let's have a breakdown and see
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what's happening here. For the first part, we need to go to the body and in the steel gun paint,
126
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I add some extra mask to have this type of effect here, here, and here on the body. So I just paint
127
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some edge there, as you can see. Okay, and use anchor point to load it
128
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in the mask of the steel paint and, you know, it's like adding value.
129
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Okay, so before that, we just have this. Okay, but now we have this circle in this
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position, okay, for demonstrate using this item here a lot, save and fire. Okay, and I
131
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I just add a grunge brush here and I change the projection to have a spherical, you know,
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shape and put it on multiply. I add another fill layer. Okay, this is like paint edge mask and add
133
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it to the mask of the steel paint and at the end, I use grunge white brush to have slide
134
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surface scratch. Okay, so done. Easy peasy. And we are done on body.
135
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And let's go to the body text, white decal, and yellow decal. Okay, so for the white decal and
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yellow decal, I just create a fill layer with this attribute. As you can see, the white color,
137
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not too white. It's like default white color, which is come with the fill layer. And a little,
138
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small amount of height value, plus, I mean, positive value in the height. And roughness
139
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should be around, you know, 0.3. And the metallic should be zero. And that's it. And for the yellow
140
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decal, I have the same, but the roughness, it's a little near to one. So we don't have so many
141
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reflect on that. And the color is yellow. Okay, so what about the mask?
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Okay, it's too long. And as you can see, it's font, font, shape, font, paint, and nothing too fancy.
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All things here are paint or shape from Substance Painter library. Okay, so for example,
144
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for this text, I just use font on the paint and I put every number, for example, 20,
145
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and put it here. 25, put it here. R, put it here. This line should be here. And that's it.
146
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So, there is no magic. And let's go for the yellow decal. The same, as you can see.
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This is a simple fill layer that we change UV wrap to none and put it here. And I just add a
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circle or shell here from the library and subtract this.
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circular stick and let's add the shape line bending. I subtract it from the first field layer
150
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and this is just paint. That way I paint the number and all that stuff. So after all of these
151
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I add a grunge and subtract it from the mask so we have this effect. Okay so that's it
152
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and let's go for the body section. Body text is it's like two simple layers. The base text
153
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and the outline. Okay and for the outline and base text we use the same anchor point technique
154
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that we use for all of our project. So I create a mask with a lot of text and shapes and this stuff.
155
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Okay and
156
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use anchor point, put it here, give it to this feed layer, blur it. Level and warp is, you know,
157
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it's something like additional, it's not necessary, you can turn it off. Okay but I prefer to have
158
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this to create some, you know, wavy effect on the edge. Okay and just subtract it from itself
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and boom. The layer itself, it's nothing important, you know, a simple color, negative height value,
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roughness on 0.8 and a little metallic. For the outline I just have roughness, height, value,
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it should be positive because we need edge effect, right? And the color and I just change
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the blending mode to linear dodge and that's it.
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We're done here. We did all the things that we need on this model and now it's time to export it
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and be ready to presenting this material on this model inside Marmoset Toolbag. So let's export it
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and I'm going to set a direction for that. Okay and the output template should be on Unreal Engine
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4. Okay 16 bits, png, 4k and done.
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