Toolbag utilizes the power of your GPU (video card) to create super fast bakes. Read below to learn where to find them, what they do, and how to leverage their power to produce stunning bakes. This section covers all of the best and most interesting buttons, sliders, and features that Toolbag’s baking tools have to offer. From the technical to the artistic, follow along as we shed light on numerous subjects to enable you to quickly and easily solve common problems and optimize your art content for fabulously fresh bakes. This tutorial will get you up to speed with Marmoset Toolbag’s baker. When it happens, you will see what I mean. Also, when changing color-space settings, remember to select each sky in your scene, so that it can auto-detect the color-space and fix its internal data accordingly. Unity stores this setting at the project level so I couldn't include example scenes configured for proper rendering. Go to Edit->Project Settings->Player and in the Other Settings rollout, choose Linear Color space. The web demos and screenshots are all set to render in Linear Space. Here you can see the break-down of all the maps that go into texturing the vespa:Īlso important to keep in mind, all lighting looks better all the time, if performed with proper gamma correction. You'll notice I don't even use that much fresnel on the vespa, as this usually turns chrome and polished metal into shiny plastic.Īlso the mirrors inside the headlight are rendered as separate materials with a glow map and a specular multiplier of 4 or 5 to really boost the highlights. The material slider for shininess determines the max gloss value really, and I have that cranked to 100%. For example the gloss is different for the leather, chrome, and the blue paint. There is not much to the material itself, most of the important variation is painted into the textures. Click to expand.I've taken a screenshot of the vespa material setup.
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