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Marmoset toolbag 3 material blending
Marmoset toolbag 3 material blending








  • Final Pass – In the final pass I focus on my graph cleanup, as well optimizing it and polishing remaining maps for better output.
  • Roughness Polishing – Then I use my albedo map, convert it to grayscale and try to mask out different masks to polish my final roughness map.
  • Albedo Generation – Generating albedo is like taking a final pass over color values, using a blend of all shapes and masks to give life to my materials.
  • Ambient Occlusion Generation – Generating a good degree of depth with ambient occlusion, to give some life to your depth.
  • marmoset toolbag 3 material blending

  • Base Roughness Generation – Generating a base roughness map for checking for building a proper albedo. After this it’s a good idea to look out for roughness map refinements.
  • marmoset toolbag 3 material blending

  • Normal Map Generation – Getting a good normal map using a height map we created earlier.
  • marmoset toolbag 3 material blending

    Height Map Generation – Height is one of the major components of any material  here I will be breaking down trims and creating height data for the shapes.










    Marmoset toolbag 3 material blending