How to Create Professional Looking Renders Using Marmoset Toolbag and Photoshop

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[Music] hey what's going on you beautiful people my name is tie-dye I hope you guys have a pretty awesome day today my name's been pretty awesome so far so in today's video what I want to do is to bring you guys a tutorial on how to make some nice professional-looking renders using a program called marmoset toolbag now this is a real-time rendering program and this used to show off game assets primarily but you can use it for other stuff as well it's a pretty simple program and we're gonna go through that so other reason I wanted to do this was because a couple weeks ago I was lucky enough to go down to Ubisoft Toronto and I had a portfolio review and the guy I was talking to was very very insightful gave me a lot of great feedback and a lot of things I could improve on and one of the main things that he told me that I should be working on is how I'm rendering stuff out in the actual overall presentation of my assets so what I did recently was I went through every single one of my portfolio pieces here and I went through and I changed how I was showing everything off so this is an example here as you can see I have some group shots just so I can show everything off really really quickly but this is what I'm gonna be teaching you guys today I'm just sort of breaking this down having a simple render with a bunch of different angles showing off the wireframe just a really sort of you know clean looking way to show off some of your more major assets this can be used for a group of stuff or it could be used for a single asset like I'm showing off here and I've been really really enjoying this style it was inspired by some other people I've been watching a bunch of different tutorials to get to know different rendering softwares and ways to show stuff off recently so I want to be putting some links in the description if you guys want to look into that even further but I'm NIP I pretty much went through and changed everything here as you can see for a single assets I went through did a bunch of different angles with them things for like entire scenes I would relight it and then sort of do a a promo video like this one here so I thought that was pretty cool and then I'm also gonna be showing you how to not only make these sort of three point or two way renders and all of that stuff and put it together in Photoshop but once you're done that I want to show you how to make this 3d viewer as well so you can take your render and then take a 3d model of it and plop it in as well so this is pretty much showing you how to make a really really nice looking for full a compilation here for something like art station and a 3d viewer is this gonna be an extra thing that you can add in there just in case someone wants to say look at your wireframe or specifically look at I don't know let's say you're albedo map or something like that so super super useful stuff if you're gonna be showing off your portfolio in a professional setting this is the kind of stuff that they're gonna be wanting to see and yeah hopefully you guys enjoy this we're gonna dive into a right now so I'm gonna be showing you pretty much the basics of this program but we're also going to making some really nice-looking renders we're gonna be starting from scratch so pretty much the first thing I'm gonna do is I have this folder here and this is gonna be where I have a bunch of my assets these are all stuff that I've already done before but essentially I want to show this off on a pretty simple object just so that you guys can you know get use of everything I'm assuming the people watching this have some experience with this program but if not I'm gonna be going through the very very basics of it so I'm going to be demonstrating on a chalkboard half set so I'm just gonna be dragging that in it's an FBX file but OBJ's work perfectly fine as well and as you can see it brought in the material that was assigned to it in Maya I'm not gonna really want that right now it was just a you know I check our material to see if the UVs were working fine I'm actually just gonna go ahead and delete all of my materials here it's a very very basic model the first thing I'm gonna do before I do any of the lighting or any of the rendering is put on the material that I made using substance painter so to add a new material I'm gonna hit the little plus button you can of course add your maps to the default one but if you have multiple assets it's gonna assign it to everything until you add more material into your scenes so what I'm gonna do is hit the plus button we're just gonna call this chalk board just to sort of keep things a bit more organized it's just gonna be a bit more simple that way and now I'm gonna do is go in and find my images for that my texture files here and there we go so these are my images for it I'm just gonna put it off to my other monitor for now and essentially all we have to do is drag them into the corresponding locations here under the material and just for those of you who are brand-new to this program I'm gonna go over some of the navigation techniques here so it's the exact same myah and a substance painter if you're a Mac user this might be a bit different for you but essentially all you want to do is hold alt and left-click to sort of rotate around the scene Alton middle mouse to sort of pan around like this and alternate right-click to zoom in and out very similar to Maya or substance painter like I said so if you're familiar with 3d if you've gotten to the point where you have a 3d model that's textured you should be used to these commands with it very very simple easy to pick up and you guys should have no problem with that if you do of course just fumble around left that practice with it there might be a way to sort of change the controls to be similar to a different program but as far as I can tell this is kind of like the universal 3d navigation so you guys should be fine with that anyways let's get back to putting together our actual material here and as we go along we're gonna go through more of these settings and it's going to be pretty much all covered it's a pretty simple program so we will be going through the majority of pretty much everything that we can use at our disposal here so as you can see the first thing that we have is a normal map so I'm just gonna be dragging in my normal map right there and as you can see nothing changed because we haven't actually applied the material to here yet we're going to be doing that once it's all put together so the next thing that we see is gloss map now we don't actually have a gloss map because we were using roughness maps metallic maps base color and normal pretty much the standard map so you'd be using in a game but this is kind of a weird program in the sense where it uses some of these older maps like gloss and specular now with gloss what we can do is we can just put our roughness into there and if we invert it that is now our roughness map yep so you just got to put your gloss tint or roughness into gloss and invert it and you should be good that way it's a bit weird I don't know exactly why they don't have just a roughness channel it is kind of behind the times in that sense next thing we're gonna do is drag our base color into albedo albedo is pretty much interchangeable with just base color for specular what we're gonna do is actually click this little drop down arrow and bring down metalness so we can actually just completely change it out for our metallic map I'm gonna put mine right in there and the last thing I want to do is we have a bunch of options down here for example occlusion and emissive say if you had something glowing on there you had an emissive map what you could do is hit the drop-down click emissive and drop your your map and they're saying with transparency anything like that but of course for something like a chalkboard I don't really have that but what I do have is an occlusion map so I'm going to go hit the little drop-down arrow beside occlusion click on occlusion and drag in my ambient occlusion map we're going to drag that on to our chalk board and now we have our working material now as you can see this looks pretty bad compared to the render that I had before on my art station page just to sort of quickly get a better look at this if you hold shift and right click you can rotate the sky around which is going to be pretty helpful later on when we're lighting things that were a little bit more but to effect the sky what we're gonna be doing is on the left here as you can see we have everything that we have inside of our scene we have the entire scene itself our renderer which we're gonna go into later on our main camera which is the camera that we're using to view this the sky which is one of the main light sources that we're using here if I turn that off for example it's pitch-black and the chalkboard itself and as you can see when I click that it shows the object that I'm using and underneath there's the polygroup for it so say I had multiple assets that I exported as one FBX you'd see them all individually here with their own names or for example it would be a great way to separate different meshes if you had a bunch of different texture groups for things that way you could just easily select it that way but what we're gonna be using right now is just the sky so I can increase the brightness I can rotate it I can do a bunch of different stuff but essentially what the sky is it's an HDRI image and for those of you who don't know what that is essentially just say a 3d image and based on where the light sources are in that image we get light put on to our scene here pretty much most 3d programs use this all games use this Unreal Engine has a series of HDRI images as well and what we're going to be doing is going through the presets for this and just changing our very basic lighting to something that looks a little bit better so I've noticed that just off of these these predetermined sample HDR is here the ones that I really like is museum I think that has a really nice sort of lighting to it very very warm especially for an object like this where you'd want to be pretty warm and that castle sunset is also very nice but of course experiment with of these for example if you have something that's a bit cooler you might want something like late day field or if you're going for something that's more like a jungle II theme forest path would probably be a much better choice for you but I want to stick with Museum for this one and find a nice angle that I think looks good I really don't want to use the skylight too much I want to depend more on the own lights that I'm that I'm adding into the scene but you do want to have a bit of like an ambience skylight going on so I'm gonna drop the brightness a little bit on that and then another thing that I like to do just when I'm working it's actually changed this background color I find it really distracting when I have this weird gradient blurry background going on so what you can do is in the sky settings you can go to mode and change it from ambient sky to color and we're still gonna get the exact same lighting effects from the sky but essentially now we can just change it to be a solid color that isn't gonna be so distracting and just when I'm working on this kind of stuff I want to be focusing just on the asset right so I am going to be dropping the saturation and the brightness of the background to something like that just so we can focus on the asset that we're working with here and of course you can make the background whatever you want when I'm actually rendering this out I'm gonna be taking away the background completely and just making it transparent that way it's gonna be easier to work with in Photoshop so if you want to you can have a blurred sky ampion sky you can just have the full-on sky like that if you want whatever you're comfortable working with but I just prefer color for the specific type of work here so the next thing I want to do is just add some basic lights and then we're gonna go through the render settings another thing I want to bring up is with some of these material settings like occlusion I'm just gonna tinker with this for a little bit there are sliders so emissive and occlusion definitely have sliders what I can do is go through here and affect how much of the occlusion is actually coming through with that map I was on all the way 100% before I believe I want to bring that down just a little bit maybe it's like point 7 or something like that just cuz I think it was a bit too powerful and I think that's looking a lot better so we are gonna drop in our lights now so just by clicking this little light icon up in the top left I can add a light to the scene this is the same way we add cameras we open our Baker a bunch of different stuff like that we can just import models that way as well but we're just going to be adding a light to the scene for now and I'm going to be doing a very very basic three-point lighting setup here it's pretty much a standard way to light a a single object and the theory behind it is you have two lights in the front one in the back for a rim light and it's a pretty good way of showing stuff off so I'm just gonna essentially have two lights one on each side here I don't want them to be too too powerful or anything like that and let's just go over some of the light settings here so the light that I'm using right now is an omni light and this is essentially just a sphere that's emitting light but it has a certain distance to it if we go to directional it is pretty much just mimicking the Sun so it's just gonna cast a very very powerful light in which ever angle this white line is showing the next one is spotlight pretty self-explanatory a light that shoots out in a cone like a spotlight and those are our three different types of lights I'm just gonna stick to Omni for now though and every rotate this back not that it really matters wanna keep the axes sort of lined up here and we do have quite a few settings to work with here obviously brightness is gonna affect how bright things are distance is gonna affect how far our light actually affects things so say you had a very long object in this one at the front of it to be lit in the back of it to be very very dark you could just sort of bring the distance down and the back wouldn't be lit and the rest of these settings I really don't tinker with too much maybe shape just in case you have like a really weird object you want to work with but most of the stuff you're really not going to touch especially for a simple render like this the only other thing that I do want to do though is change the color of this light now one of the things you want to keep in mind when you're lighting something is white light like this like pure white light as far as we're concerned doesn't really exist we have never really come in contact with 100% pure white light so when rendering things any one you want to make them look really realistic you want to tint it just the slightest bit of a color and in most cases lights are tinted a bit yellow or a bit orange maybe just like 10% not even just to keep it a bit more realistic in that sense so I'm gonna have this light here and it's looking pretty good one of the other things you can do is of course get rid of cast shadows but um that's sort of very dependent on whatever you're working on sometimes you'll find it look better that way I like to keep certain shadows I just hit ctrl D there to duplicate this light as you can see added a second one here so there's light one light too because ctrl D was to duplicate it there I'm just gonna bring this up and move it up a little bit and move this one down a little bit I'm gonna drop the brightness on this one because I want it to seem like they're both lit but one side definitely has more light shining on it so just based off of these lights alone this was just the skylight and these are the lights that we've added let's just sort of tinker with this a bit and see if we can get something good looking at this so just based off of that we definitely have a brighter top left but this is still very well lit and we'll probably go back and change that a little bit whoa but what I want to do is now add our rim light to the back so just clicking that little light bulb again and dragging in a light I'm gonna put it in the back and oh this is another thing I want to bring up so as you can see when we're trying to look through the back of this mesh we can't actually see it and this is because the back faces are cold so the way that we can get through that is if you click on your measure and you sort of mesh settings here we have cashout up checked and called back faces if I uncheck that we can now look through the back and obviously it's just a mirrored version right so for this asset specifically it wouldn't be very useful but say you're something like a a coke can and you want to look down the the opening of it you wouldn't be able to unless you turned off callback faces so in case you want to look at something that's just like a single plane and you want to be able to see it you should definitely uncheck that for this I'm just gonna you know keep them culled we really don't need to see through this or anything like that but just in case you were wondering where that was it's just by yeah clicking on the mesh and those settings will come up so let's just go back I'm gonna bring this light in again and the first angle I just sort of want to be straight on and as you can see the light is shining through this which is a bit weird if I called the back faces though it's not shining through so that's another thing right there since I have actual geometry rendering on the backside here the light is actually being affected by it so I'm gonna keep actually the I'm gonna stop calling the back faces so you can see through and so the light is actually affected by those polygons and going back to this light here once again we can't just have a pure white light I'm actually gonna make this one a bit of a cooler color because this is gonna be for the rim light and I'm gonna bring it up and bring it to the side maybe and let's just find a good angle where it's just reflecting subtly around the corner here let's see should I bring the brightness up I'm just trying to find like the the perfect balance where it's just yet reflecting off the edge like that something something like that nothing too too powerful but just a very subtle way of going about that um I'm gonna turn off the casting shadows of the of the brighter light as well it was actually casting a shadow in here which I wasn't too too fond of so I'm gonna turn that off as well and for this I'm actually gonna drop how much blue is in this light a bit just so it's a bit more bright just trying to get like a nice rim light there I don't want it to be like too overwhelming but I do want it to be pretty noticeable as well so maybe something like that so this is like our very very basic lighting setup and it still doesn't look too too good and that's because what we have to do now is go into our render settings here and we're gonna change a lot of the settings that are actually gonna really pump up the quality of this render so I'm gonna go to my render renderer right here I want to change a couple things the very first thing that we have here to work with is resolution it says 1 1 now this is something we really want to change before we render things out at the end I'm just gonna turn on now to show you guys essentially what we can do is hit to 1 and double it and it's just literally just going to double our quality it's gonna it's gonna double the amount of pixels that we're working with here and the reason you don't want to turn this on until later on is because it's straight up double how much you're rendering at once so it's really good but um it's gonna make it a lot more demanding on your computer so what I'd recommend is turning it on right before you render things at the end so for now I'm gonna go back and put it on one one but we will be turning that back to two one before we render things out because it's gonna make things look a lot better literally twice as better as it could look so very very important setting to have on next what we're gonna be doing is let's see high DPI we're going to turn that on none of this stuff we really have to touch going down to seen if you do want to show off your wireframe you can do that of course you can change the opacity with the slider and the color of it we're not going to be doing that for this specific render a lighting is a very very important one local reflections you definitely want to have on now you're not gonna see it too much on this but say you had a rounded metallic object where light is reflecting off of itself it's gonna make that look a lot better it's definitely a very important thing to have on I'm just gonna check it on anyways just in case there's some small microbe details that are gonna pop up a high res shadows you're gonna turn that on you're gonna much better looking shadows ambient occlusion of course we want that on and we actually have a slider here to work with to affect our ambient occlusion I know we had an actual map for that but um the map was just doing some of these details in here right so what we can do is actually add in our ambient occlusion and just sort of adjust it here it's really not making too much of difference there's there's a really subtle difference that I can see but nothing too major you can see it if you look right along the edges right here very very subtle you're gonna see a lot a lot better in areas that have sort of like tight corners and a lot of places that that I don't know aren't so flat like this it's harder to see something like that was something so flat so there is a bit of a difference with that and I do like what it is doing someone to keep that on another really really important setting is global illumination so what you can do is hit enable GI and it's really gonna change the overall quality of the quality of the lighting it's gonna be putting light into a bunch of these sort of crevices and stuff so you can affect the brightness of things and it's just gonna add a very very nice lighting pretty much over top of everything it's gonna look really good you can sort of disable things you don't want it to affect such as specular or diffuse diffuse of course being your color and then you want to pretty much always crank up your quality to four times essentially if you're trying to make good-looking renders you want this to look as good as possible always sort of raised the settings as high as you can but a global illumination is just sort of adding as you can see here in the edges a very subtle but it's turning it from just a total shadow to an actual sort of like lit object nothing is completely dark anymore as soon as we add in global illumination which is looking really really good and then another setting that we have here is you can use the watermark we don't really need to do this you can always of course add this in later in Photoshop but at the point of this essentially is that almost up to of like three is a real-time renderer and if you can show off your assets in this it means it pretty much it is good to work in a game not all the time obviously but it's a pretty good indicator that is a game ready asset so I'm showing things off and toolbag is pretty impressive and people like to see sometimes that you're using real-time renderers rather than something like Arnold or v-ray right so that's pretty cool if you do want to just quickly throw that on right there but after this we're not going to be doing that so the next thing I want to do is go into the camera settings underneath the renderer and there are a couple things we can change in here as well of course there's like the focus flare distortion focus if you do want to have some depth of field you can go ahead and do that we're not gonna really do this because it's pretty flat object flare if you're any optical flares that you want to add in of course for something like this we don't need that and distortion you can do some cool stuff with this one of the very very popular features of something like this would be chromatic aberration you've probably seen it a million times if you if you've looked through renders but it's essentially when you sort of get this these like blurred out edges where the RGB channels are starting to split I do like that as well it is pretty overdone so if you're gonna do it I'd recommend doing it very very sparingly like I'll put it on but I want it to be very very subtle and I recommend you do the same then of course you can affect each individual channel here post effects you can change things such as the exposure which I'm not gonna do contrast contrast center saturation stuff like that of course all that stuff I prefer to change in Photoshop and I'd recommend you do as well because there have much more control over it I'm actually gonna drop the chromatic aberration a little bit more sharpen of course you can change this in Photoshop as well but you might as well just put a little bit of that on right now I'm just gonna do maybe like Oh point zero zero five of course you can add a limited as well blue this is a pretty important one so this is essentially sort of like softens the light on everything and this kind of looks silly right now but um if you have an emissive map and you're noticing that your missive math isn't really generating as much light as you would like putting the bloom up is definitely gonna make that look a lot better so keep that in mind sometimes when you put an emissive map on it looks kind of underwhelming it's probably because your bloom settings aren't as high as they should be the next thing you can do is add a vignette I always like vignettes it's just sort of like darkens the corners just sort of gives you something to focus on in the center I'm gonna raise the softness up and drop this down a little bit so as you can see we're already sort of like really focused in on the middle now and a grain and the grain essentially sort of like it's pretty self-explanatory but it has a grain to everything and the reason you'd want to do that is because the vignette sometimes since it's trans it's transitioning between a a really dark and a lighter version of that color you sometimes get these lines between the transition and it looks a really really on you know I'm pleasing the grain though what it does is add some noise in there and it sort of gets rid of that sort of like tearing in those lines so sometimes when you do have a vignette and you notice that there's some lines going on in the corners here put a little bit of grain not too much but just a little bit and it's gonna look a lot better that way and as you can see our our object here is already starting to look a lot better this looks pretty good right now so I think we're probably ready to actually render this out this RIM light isn't looking as good as I'd like it to I might let's see it's hard just because of the angle of all this but it is getting this job done I guess it is it is catching some light there I think something like that would probably look a bit better though right okay so I'm just gonna line this up and of course you can do things like animations in this program as well if you imported an object with animation attached to it you can affect it down here but we're not gonna be going into that in this video let's just see okay I'm liking that for sure so I'm just gonna line this up as best as I can to take up as much screen space I'm gonna go back to our renderer now and make sure that our resolution is set to double we're just gonna double our quality things are looking pretty crispy right now and let's actually go into our render settings to see what we're gonna be exporting here so we're going to capture and as you can see my programs starting to lag a little bit just as soon as I double the resolution it's the render settings that really really make this program great but they are pretty demanding I'm not gonna lie so we're go to settings here and the settings that I want to be using when capturing image is I want to have PNG and I want to have transparency on it and the reason I want that is so the entire background here when I export it won't be there Wow I can just bring it in Photoshop start working with it manipulate things put it in front of other objects it's gonna look really good to sort of have the transparency working we have it as PNG sampling now this is really important essentially the sampling is gonna control how good the sort of like deep shadows and the lighting is gonna look so for example pockets of shadow are gonna look very very um especailly with a lot of black dots if we have low sample so the higher the samples the better it looks not being said if you put it on like 400 samples it straight up might just crash for me I put it on 100 samples and even though I have a pretty decent computer it does take quite a while to render it would probably take me about I don't know three four minutes to render um but I do like the quality of 100 that is my personal favor I'm gonna put on 25 just for the sake of this tutorial because it'll probably take too long if I have it set to 100 and then for the actual image size what I'm going to do is instead of doing a 1920 by 1080 typically I do 3840 by to 160 I feel like that's just super super Chris especially with 100 samples it's gonna look really really good I'm gonna set it to 2560 by 1/4 for 0 though for this example just for the sake of this tutorial of course experiment whatever you guys want you can go for that it's gonna hit okay here and I'm gonna go and hit capture an image actually before I do that I'm going to save my file because it might crash and it's something that does happen so I'm just gonna call this 1 2 3 and save that to the desktop so be very very wary of that this program will crash if you tell it to do more than it can do it's totally not over the questions so I'm gonna try and render this out and I will talk to you guys once it is done because hopefully it doesn't take too long but I guess you're just gonna go go to go to capture image and then it will render it out and put it on your desktop for you all right so it should be done and one of the things that I forgot to mention is sometimes when you render it it says in the top left not responding typically when I render stuff it crashes for a little bit but then if you wait it out it'll still come out and as you can see this is the render that we got from our object I'm pretty happy with that of course like I said I'd like to boost the quality more typically when doing this but a very very basic rim light some nice soft light here overall well lit showing off the the textures pretty simply it's a pretty simple render but I'm pretty happy with it at the same time you could also sort of do more of a dynamic pose and have like an angle or something which would be an easier way to show off a rim light like this as well as these shadows but I'm kind of happy with that the way it is right now in fact you know I'm gonna render it a different angle just to sort of show you guys how I'd set up a photoshop scene with multiple angles so I'm gonna render this one out and I will talk to you guys when this render is done as well all right so the second render is done and what we're gonna do now is dive into Photoshop I'm using cs6 you can use pretty much any version for this it's nothing too too crazy that we're doing here so I'm just gonna drag this in so we get the resolution that we want I'm gonna drag in the second one as well just so we can all have it in one scene here so these are in here we'll hit ctrl T to sort of just like get these into position we want to drag it pretty close to the edge and then the second one I'm gonna hit ctrl T just give it a little bit of breathing room there and while we're in this sort of main window what I want to do is set up the actual way the scene is gonna look so when we hit this little button here underneath the magic wand to crop this image just to sort of give us a better sort of document size to work with holding alt I'm gonna drag up so it's even on both sides and just sort of bring this in a little bit I'm pretty happy with with the way that looks I might give it a bit more space and the easy way to sort of you know make this a bit more centered is to drag out your grid so if you don't have these these grid lines here you can hit ctrl R to bring up your grid and it's going to drag this down to the middle and grab let's see I'm gonna drag another grid line so we have it sort of centered here I'm gonna select both of these images ctrl T and make sure they're directly in the middle as well so that's good everything's centred um I might even grab these and spread them out a little bit more and then grab them both they're gonna make sure it's centered and I like that there's some good breathing room between everything here so what I want to do is add a new layer here put it in the background and we're just gonna sort of make a solid color background I wanted to be pretty dark like a dark grey or something like that so we're gonna fill that in just to really make it pop and if you hit control you on this background layer we can just sort of adjust the brightness on the spot here just in case you want to tinker with it a little bit something like that's looking good to me I'm pretty happy with that and what I want to do now is sort of add some variation in the background so I'm go to my shape tool my rectangle tool here and I'm gonna have a bit of a brighter square in the background so we're just going to drag that I will Center that up and holding alt once again we're gonna lift this up just to sort of have this main shape in the background and we want the we want these these signs to sort of go over top of it look I don't want it to be like this or anything like that it's really important that when you are adding something like this where you don't want these lines to line up like the line of your object with the line of this rectangle it's just gonna look really uncomfortable really awkward so what I want to do is have it like cutting into it a little bit even just like that just to sort of have some difference and I want to right click and rasterize that layer so I'm liking how that looks I'm gonna adjust the lighting though a little bit so I'm gonna drop that down I don't want this line to be too noticeable maybe something like that next I want to do is add some drop shadows to everything just to sort of make it pop a little bit more so for this rectangle I'm gonna go to effects and drop shadow I'm gonna angle it at about let's see 120 add some distance to it some size just to make it a bit bigger and drop the opacity ice-1 a very very light shadow at the bottom there nothing too crazy might even drop the size a little bit something like that I think is looking pretty good I'm also gonna add a stroke just a black stroke maybe like two pixels nothing too noticeable and drop the opacity on that just to sort of make it a bit crisper so it's very very subtle but I think it does make quite a difference and the last thing I want to do is add a gradient overlay and just drop the opacity on that way down to like four or something like that and that's all I want for that rectangle I'm also gonna let's see control you once again and drop the oh no not the opacity the dull lightness of it to something like that I'm liking the look of that and another thing I want to do is add in some noise to it by adding in um just some dust particles so I'm gonna type in dust overlay and we're gonna find some some pretty simple stuff here nothing too crazy let's just try and find something to just sort of break up the the solid colors this is one that I like actually this is pretty good looking so I'm gonna copy this image and from here I'm gonna go make sure the rectangle is selected control V we're gonna have this dust overlay here we can just blow this up because we're not really going for any of the details in this I'm making sure to sort of make it extra big because I'm not too big of a fan of this specific dust particle I think it's too big so I'm just gonna keep zooming in to Lots out of course you can alter this image you can go over it in black and get rid of things but I really don't mind losing a bit of quality on this since this really is not the focus and you're not going to be sitting in equality loss because we're gonna we're gonna change it quite a bit what I want to do though is add a clipping mask so that this layer is on top of this rectangle and the way they were going to do that is by having this this dust layer directly on top of the rectangle I can now hold alt and if I Middle Earth I if I mouse between the two of them as you can see I got this special icon and I'm still holding alt and if I click between the two now I have this dust overlay just affecting this rectangle layer which is pretty sweet this is super super useful you can use this for a ton of stuff and with this done I can change this blend type to screen so we got rid of all the black and I'm just gonna lower the opacity quite a bit maybe just something like four and as you can see we just have this like very very subtle dust going on in the background which breaks up a lot of the just the plain looking rectangle I like that I'm gonna hit ctrl J to duplicate it once again holding alt clipping mask down to the rectangle and I'm just gonna hit ctrl T and rotate it just to get a bit more variation and I think that's looking pretty good so I might drop the lightness of this rectangle something like that so yeah we're getting some noise in there it's looking pretty good I do want to add some drop shadows to these actual renders that we made as well so super simple click on it effects drop shadow distance I want these to be really subtle as well I just want them I don't really want them to be noticeable but I want them to sort of have like a subtle like that I want them to break them up from the background it's a sense like this is a not not very noticeable shadow as you can see like if I turn it on and off but it's enough to break it up from the background that's why I'm dropping the opacity it's why I'm making the size very very soft same thing for this one on the top here so adding in a drop shadow and when you add some distance blow up the size so it's a lot softer and then drop the opacity to something like 34 so that's looking pretty good I'm pretty happy with that the next thing that I want to do is I'm gonna add sort of like my own vignette to this what I want to be doing is adding a new layer here with my brush on I'm gonna make sure my brush is fully black and there's other ways to do this that are probably a bit more precise but making sure that my hardness is on zero and my color is on black I'm just gonna go to these edges and just paint in a bit of a vignette here so it's really dark around the edges I might even for this specific one make my brush size bigger and just sort of get a really nice vignette in here and the reason I have this below the chalkboard layer is because I really really want these chalkboards to pop so I have it just above the rectangle but below the chalkboards and from here I can set this to overlay and just drop the opacity down quite a bit as you can see it's making things pop but I think actually what I've done wrong here as I made it too big now so I'm just gonna get rid of that I'm just trying to find like the perfect mix here I think maybe this size will do it yeah I just want the edges to appear darker something like that as you can see it just makes everything pop a little bit more quite a big fan of that you don't need to make it too too extreme but us definitely seems to be working for the sake of this scene I am liking that quite a bit what we could do right now is actually go into these individual objects and hit them with a sharpened by clicking it going to filter and sharpen but I think I'm actually quite happy with how sharp this is just based off the render that we got I'm pretty cool with that what we do want to do though is change some of the coloring and the lighting though to this so the first thing I want to do is add a levels to the scene so I want to do that by clicking this little half and half circle down here and going to levels and we want to make sure this is at the very top so it's affecting everything and as you can see um what I want to be doing here is sort of bringing in the blacks so as you can see it's sort of darkening everything a little bit we're getting rid of those really really bright brights and on the opposite end we also have the opposite effect going on if we bring in this arrow it's just sort of bringing all the colors together a little bit and we're using more of the spectrum this way you want to be able to use the entire full spectrum as you can see we're not really utilizing everything that we could here between black and white so by bringing these together even if it's just by a little bit we're using more of the spectrum to its entirety you want to be able to use it as best as you can you want your seam to be a really interesting it with light lights and dark darks and just by doing that we're getting a bit closer to that goal and then we have this middle slider that we can affect to see which we like a bit more it was pretty good the way it was but if I bring it a little bit closer to the white side as you can see things are looking quite a bit nicer so if I turn this on and off things are definitely just looking not really sharper but there's a lot more contrast but in a very very good way it's not overpowering or anything like that so the levels definitely did a good job of sort of adjusting the lights and the darks to make this look much much better of course we can affect the the ones down here as well but I'm not going to touch those too much so I'm pretty happy the results we got from up here what I'm going to do now is add in a curves and right now an RGB we can make a couple adjustments to this curves do a very similar effect to what we did in the levels so I'm gonna click it's sort of in the in the bottom third here and drag this down a little bit not too far like a very subtle change and then up here and bring that up just to add a nice little curve here to the RGB and affect the overall color we're gonna go into just a red channel now and do something very similar except we're going to bring it up this time down here just to make it a bit more red where it's dark and then bring this down in the top so where it's a bit brighter we're gonna have less reds and I like the scene being very warm so I'm gonna be doing that with the blue as well but the opposite so bringing down the Blues where it's more more shadows so it's a bit warmer there and bringing the Blues up where it's a bit brighter and I'm not really gonna touch the green Channel for this one so if we turn this one off we should see we're getting a bit of a warmer color now that's just because we raised the Reds where it's darker and the scene is overall more dark than anything else so I'm really happy with that and the last thing I want to add is hue and saturation now sometimes your colors are a bit off and you just want to go into the hue and move it as you can see we can go through this entire rainbow spectrum I don't wanna do anything too crazy but I am liking it a bit more when it's this kind of red negative 14 I don't want to go that extreme though I don't recommend going past like five or ten tops so at zero it's looking a bit orangish I don't know if I like that so what I want to do is drag this maybe down to like minus five I'm really liking the color on this you can of course affect the saturation don't overdo it don't under do it typically by default it's pretty good I am gonna let's see do I want to raise it or drop it just the way it is right now isn't too bad but I think I'm gonna actually lower it by negative ten just cuz I don't want the color of the wood to be too crazy because that's like the only thing that's actually colored overall and then of course we can affect the brightness here I feel like we've made it a bit too dark on you're affecting the curves so you can bring the brightness up a little bit as well and if we turn this one on and off as you can see it's just more or less sort of like correcting the color and the lighting that we used before so before we added these it's looking okay but it's pretty bland but then we sort of punch things out a bit more with these colors and these these light lights and dark darks and overall I think that's looking a lot better that way one of the last things I would do is probably open up my text tool and just using like a basic white I could write something like the poly count and just put it in a corner but for this example I'm gonna do like my initials or something like that just for the sake of this tutorial and just make sure it's white and this is a force gonna go above everything so let's just put it in the corner here poly count is definitely good thing to have written though in each of your images but of course having a watermark or something to prevent people from stealing your work is also a great idea and then just putting it on overlay is usually good enough I was gonna be super super subtle just with this basic setup just overlay on a white sort of text is good enough but essentially that's it that's kind of how I did all of my renders just going back to my portfolio let's see we're gonna have it open oh it's on my other screen here that's pretty much how I did everything here and then I would just sort of put them together and a bunch of different angles pretty good-looking stuff I think obviously there's room for improvement but I'm pretty happy with how this looks at least way better than it was before and then essentially what we can do now is now that we have this all set up in tool bag we can get these 3d viewers as I was mentioning earlier and the way that we're going to do that is simply if we go up here to file export marmoset viewer we can just sort of hit export and we can name it whatever we want but we can sort of get this viewer now as a file and if you drag that into things like art station are a lot of other portfolio websites you can actually have that 3d view where I showed before so I'm just gonna hit preview and I actually just got a file open over here and as you can see now we have it but it's we're we're in Google Chrome essentially we have all of our settings we can look at our different channels here so that's how you'd actually do that so essentially yeah file export mama set viewer and you're going to get that that viewer which is pretty sweet so that's how you set up your renders and export a viewer you can drag that into art station you're gonna have some good looking stuff but that's exactly how I did all of my stuff it took quite a while exceda a decent amount of assets to go through but I think it's a pretty good way to show your stuff off like I said the inspiration for this kind of work I will have in the description below because I mix a couple ideas that I that I found from people online but I really like this it's really simple it's a great way to show off multiple views at the same time but hopefully guys enjoyed this video hopefully learn something awesome I really like toolbag it's a great way to show off of your your game assets and stuff like that I do it sometimes in the Unreal Engine but this is just super super simple really quick program to pick up and I'll learn a bunch of cool stuff but um if you guys enjoyed this video a like on this video would be great shared around with people that you know who might actually benefit from this but anyways guys thank you so much for watching hopefully have some more tutorials out soon but once again my name's ben tie-dye hopefully enjoyed the video and i'll catch you in the next one see ya
Info
Channel: Tiedie
Views: 13,939
Rating: 4.9449902 out of 5
Keywords: marmoset, toolbag, render, real time, game asset, high quality, high, quality, renderer, rendering, real, time, game, asset, prop, portfolio, photoshop, edit, editing, maya, video game, lesson, beginer, introduction, new, how to, create, make, toolbag 3, update, program, learning, learn, tiedie, tiedie tutorial, updated, install, plugin, intro
Id: 0QLcj4sCTJI
Channel Id: undefined
Length: 45min 37sec (2737 seconds)
Published: Mon Jun 18 2018
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