ZBRUSH to MARMOSET : HIGH-Quality Render Workflow: Lighting & Shader Techniques

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do you want to create renders like this or this one or this one if you are wondering how I am getting this kind of a good quality renders and this kind of a turntable so you are at the right place I'll help you to get this kind of a render in this video without wasting more time let's get into the video in the last video we have completed our sculpt of this Doraemon character and we have poly painted this material and in this video we are just going to look at how we we are going to set up this thing in marmoset for our high quality renders before everything there are two steps you just have to check those two steps then you can export this thing to mama said the first step is just see in the sub tool if you have named everything properly that will be a great help so if you go to subtool menu you just have to make sure that you have renamed every part like I have renamed it already head pocket body you just have to select that sub tool go to this rename button and rename it this right whatever you want just make sure that you you remember this thing in the in the mama set so we have renamed everything but one more thing is there whenever you select a sub tool you go to this display property and see if everything is fine like let's say if something is like the is like this double is turned on but the flipped face flip face is there if you turn off double you will you will see this that double double was making this thing to work properly but other than that it was flipped the faces were flipped the inside faces were showing up so to fix this problem it's easy just you just have to go to flip button and just flip this mesh so correct mesh should look like something like this you just have to go to each and every sub tool and check if turn on and off this double if everything is like normal like right now it's fine you just have to check that your faces are not flipped so this was this was the second thing so these two things are done then you can just go export out from out from uh zbrush so for exporting anything as a fbx or obj out from zbricks zbrush you just have to go to Z plugin then go to fbx export import then there you see the selected visible or that means that selected subtool get exported or visible sub tool get exported and all means every sub tool will get exported this this these are the formats we just have to leave it at default then these are some other stuff which right now it's not required embedded maps and S normal smooth normals that is that is required and embedded Maps obviously that is also required that means that if you hold Ctrl you can see that what what this thing means control and hover on over on the option this you can see that what this means so we have to turn on these these two things other than that we just have to go to export and we just have to choose our location and we just have to name this thing whatever subtle we have selected in the subtool the name will appear over here but we can rename it we can rename it as whatever we want and it will get exported after clicking on Save so those two things before exporting you have to keep in mind the flip face thing and the naming thing so zbrush is now going through each subtool and it is exporting every sub tool as a combined fbx so after this we'll just jump into marmoset and we will see how we are going to set up the lighting the Shader those two things are the most important so here it's it shows that uh file exported successfully and your mom said well your zbrush will start acting normally again now we'll jump into marmoset so here in marmoset you will see I'm not going to go in each and every detail of marmoset for mama said I have to shift the camera I'll give you a brief idea of this software it's a real-time rendering software where you can just put your light set up your shaders and get a real-time preview of your shaders and your lighting so it's a real-time engine kind of thing so in this we just have to know three to four tabs first one is the scene tab second second one is this property tab where here you will see settings and third one is this material and material setting will become will be coming down like this if you select a material the material settings will come here so for importing our model you just have to click right click on the menu scene tab and just import model and select your model wherever you have saved it just select your model it will take some time and it will get imported right now we have just dynamics.org model so it's kind of high resolution it's not optimized as a low poly model so that's why it's taking time to export and import if your model is kind of low poly then it will it will be easy to export and import but that workflow is kind of different I haven't showed you that workflow yet but in the future I will definitely make videos about that thing right now our focus is to get a beautiful render out of our model so here you can see we have got a model here we have got a model with corrected uh faces No sub tool is flipped right now so here you can see that in the in the scene manager we have we can see we have this different names which are which we already named no named over in the subtle menu in zbrush naming the things definitely work so you just have to keep that thing in mind right now I will tell you the tell you how to fix the flip fade sits in a marmoset you just have to select the model and you see that this curl backface option is there you just have to turn off this thing but right now everything is fixed because we have already fixed that in that thing in zbrush so we'll just head towards the setting up everything so first just make sure that you just turn off every select every every part and just turn off the back face curl definitely renamings renaming things help so make sure to rename your project so rename your assets properly so we have done this girl backface now it's time to call the materials so first we will call the materials on call the colors which we have painted over there but you will see for that we just have to go to this Albedo select the material and go to this Albedo and on the Albedo you can see this drop down just click this thing and you will see vertex color right now nothing happened because in the Bell we haven't applied any color if you go to zbrush you'll see that if you select the Bell we have applied this this gold material but with the white color so it's showing correctly if you go to body and Albedo then vertex color you'll see the body color then default is we can delete it I we have to do the same thing we can see for every other mesh on which we have painted we are we are seeing the colors so we just have to select every material and turn on the Albedo first Albedo vertex filler right now we have painted on the polymer like mesh that's why we have to turn on the vertex color let's say we have painted on UVS which is a separate Topic in itself let's say we have painted in UVS then we we could have just loaded our map from this this icon this albuter map here but right now it's a Vertex color so we can just import it from here so this color part is done but we'll set up some some few like few of the lighting things so if you select the sky we just have to we can see that uh this is the whole Sky thing if you hold shift and with the right click you just hold and drag you'll see that this lighting setup is getting rotated so we don't need that that much impact of this Skylight so we'll just decrease it for first we'll have for lighting the scene you just have to have a black canvas or a dark canvas in which you put your lights put your lights and make this make this as a as art you can say that they have a blank canvas and just put lights right now this is the button which with which you can just create lights so if you click it you'll see that there is there is one light and if you are not able to see the icon just press Ctrl U on the keyboard you will see the icon icon for this light in the viewport so few things are there for lights just we are not going to going in that detail for this you just have to increase the brightness and increase the sphere what that sphere will do it will it will just diffuser light let's say your sphere is not big the diameter is not big then the light which you are getting is kind of will be kind of sharp so I think brightness we have to reduce it this is this is just few steps which we have to do first but we will be changing the settings later on also we I am just trying to put a three point lighting setup in which I will just put a key light this is a key light and on the back put a rim light Rim light will be little bit bright I'll increase the diameter you can see how diameter is affecting the rim of this light increase the diameter then this will be our fill light you just go to some angle and click on click on that button on that particular angle the light will just get set up so we have just placed the fill light so already we are seeing seeing our model in a good way right now we are getting some Shadows which is with sharp Shadows I guess that is with the that is with our light one which is our key light so it's creating a dark shadow let's say you can see that if if you have less diameter you will have this kind of sharp Shadows but if you increase that diameter you will get this soft kind of Shadows Shadows are also important but make sure to make it little bit soft so this part is done will change the lighting later there are few settings in the camera will go from top to bottom first we will just go to the render render settings for that you have to just select render and you you can just go down change few settings which is first one is use Cascade it will increase the shadow quality and second one is this ambient and diffuse that specular you just have to turn it on and you will see that you can just create this ambient occlusion on the viewport you can just decrease the strength and size then you just turn on local reflection and local diffuse so that you get a proper reflection on the model by doing this setting these settings you will see that the material which are which you will be creating later on that those material will look good on your model then second is uh main camera the camera through which we are looking right now to this model this is the main camera go to this main camera and just change this field of view to 25 or 20 if 45 works for you that's fine but for this kind of render I usually use 25 and you can use a safe frame also only this part will get rendered so and the most important thing is this tone mapping you just have to make it as Aces Asus is academic color encoding system which will tell marmoset to just color calibrate every everything it's a Shader lighting everything according to the second encoding system it's a separate Topic in itself but just just make sure that you just select this Aces here and after this we have to change our lights because that Asus system made our lights to look dark so we will just play with the brightness and the diameter that itself is enough something like this see we are getting a nice rim on top of our our model and we are getting some Shadows we'll fill it up increase the increase the radius of the diameter of this thing we'll just increase the brightness and diameter of this thing also now we'll just set up the materials that will be fast just select the head double click if you double click the material which is assigned to it it will get selected like for now I clicked on the head double click on the head that head material got selected so right now color is there vertex color is there you just have to turn on fuel settings which is first one is this uh in the transmission you can see there is subsurface scattering which is we just see the look look just changed it's like it's looking like a wax so we just have to decrease the subsurface little bit we should have little bit of surface not that much so we'll just decrease it first we can increase that will give the give this kind of a fuzzy feel then the mask we can play with the mask and then after that you just have to nail down the proper roughness let's say this is kind of too shiny roughness if we make it little bit rough it will be like this so just just choose according to your according to your model so your roughness is set and now we'll just done we'll just go to this drop down and turn metalness to specular and we'll just play with this little bits of specular and we'll turn down the fresnel let me just turn it down and I guess this will work we have to increase the roughness a little bit I think this will work we have to increase the brightness because we have changed the material settings that's why that that light is that light was behaving from differently see this is what happened when you play with the lights and the Shader you have to play with the lights in the Shader at the boat both at the same time it's like behaving according to the Shader and light will light will react according to the Shader and Shader will react according to the light so you have to fix those things simultaneously just select the eyes and we'll go to the eye material and we'll just do the same setting just in the transmission go to subsurface and we'll just select our desired subsurface which you want then little bit of fuzz Mass reduce it little bit put it in the mid then roughness for this we will just make it kind of speculative like more specular than that then for the metal lens we will change it to the specular and we'll just increase the specular degrees of degrees of Runners I don't know the proper pronunciation and that's it so and one one more thing we can do the do this thing also we we set up the material for the head we can just die directly go to this material and right click on the material and copy material setting then we can just go to body because body is a separate mesh so we can just go to body and right click paste material settings and you will see that that same material settings is applied on this also right now I feel like it's kind of peculiar so I'll just make it more rough we'll put a few more light so that we get a more Beauty out of it so for for whiskers also we'll do the same thing paste material settings and this is done that that doesn't match that much but for the best for the ring and nose and the tail we have this same setting so we'll set up the ring then we'll just paste it on the other other things first subsurface and I don't want that much of surface in this but first is fine reduce the first little bit and roughness we have to have a kind of specularity specularity in this metal lens will change it to specular and the intensity is a little bit down then same same settings same settings we'll apply it on apply it on the other mesh so for that copy material setting right click copy material setting select the nose select the nose material we have renamed it that's why we are selecting it properly here for the nose I will make it a little bit little bit shiny and uh same time I'll make it more subsurface languages then I for the no for from the nose material we will copy the material setting and we'll just paste it to the tail tail one and tail though face material setting base material setting that is done we will fix up the tongue also we'll go through the tongue material in this also we just have to increase the size surface or put the surf surface and little bit of fuzz mask is fine they just have some roughness a little little bit of specular decrease of phenyl now our tongue is done right now inside mouth is too dark we'll put some light to just make it little bit visible now the bell bell is kind of different because in this we don't have vertex color we have to make the kind of feel of gold here itself so first of all how we see the how we see the material we usually we usually have this uh feeling that this is metal so that is do that is to do with the reflectivity of that thing so in the reflectivity we see this metalness is there so we have to just increase the metalness so now we can see this is a chrome material okay this is this become a chrome material we can change the change the roughness so we can make it like totally shiny or like little bit rough then after that we just have to choose a kind of kind of pale yellowish color now we are getting some kind of a feel of this cold when we put more when we will be putting more light we'll see more things in the beginning we just turned on turn down the brightness of our Sky we'll just Pump It Up little bit so that we we get more Reflections on our environment Reflections this is the environment map hdri map we we get a this 360 map Reflections on this this shiny surface so we'll get more Reflections we have turned settings Here Local reflection and local diffuse that means that this this is getting bounced the reflection is getting bounced from the environment and it's creating a good kind of feel on the material most of the things are done we'll just put few more lights it's it's according to our our requirement it's like our preference we can just put more lights we can change the light color from here like let's say in this we will I will just make it little bit orangish Rim light is a blue color so that we can get a feel of this sky blue and we can change this uh we can go to the sky and we can change the background of this thing right now it's ambient sky this is just a ambient sky is just a fault which we are getting according to this hdri map but we want a flat color so we can just select the color and we just we can just choose a drop down for Sky you will see that this guy is right now not visible but now it's visible because we have increased the brightness but we don't need that much of we don't need the sky we just need a flat kind of color so you just go to color and we'll choose a kind of dark dark purplish color now you can see this Bell is kind of popping out more and we can see if it's looking like a gold gold belt so with this we have completed our render setup the lighting setup in the Shader setup now we just have to go to this render and if we want to render uh image we just have to change settings over here and if we want to render the videos we have to change the settings over here so right now if you you have you can see this is the location you just you can just browse from here and you can set up the location this is the resolution this is the format I would suggest you to render it on mpeg4 you want uh this direct video and we for the images I I guess you will be getting uh the sequence of the images which is this thing and you can render it on CPU or GPU there are options you can increase the sample but 256 more is more than enough for this 1920 resolution and if you want to transparency in your model you just can you can just click on the transparency and just click on the render render video it will start getting rendered rendering rendered but before that it's right now it's not animating we can just get a render as an image if you want to render as an image you can just go to this same same option and just click this same viewport will get rendered as an image but right let's say you if you would want a turntable of this thing so for that you just have to click right click on the we can just put all the lights in one folder just select all the lights first one then shift last one then put it in folder this will be our group we can just double click and rename it and then adding the turntable you just have to right click and here there is option at turntable select the selector model click it and drag it under the return table like this now you will see what what will happen that new model will get a turntable when you change like move this slider this is the timeline put it on the center front and if you play from here this exact same thing will get rendered out as a video when you when you will be exporting it out we are done setting everything we will just go to render and we are focusing on rendering a video this time for image it's simple you just choose a kind of image which you are seeing right now in the viewport and just click render it will get rendered at this look at this location for video it's same just location resolution and for for me I just use a GPU GPU rendering and just leave it as it as is and just click render video so I have rendered it already and I'll show you that render this is the this is the render which which I got when I rendered out the rendered outlet from marmoset this is the image render which I have got from Mama set so you can see image image quality is also good so with all this we have completed our and a render setup in marmoset and we have got a beautiful beautiful turntable of our model which is something like this I hope that this video helped you in help you in getting your beautiful renders if you have any doubt any queries just let me know in the comment section and see you in the next video stay tuned thank you so much for watching
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Channel: Brown Bear Animation
Views: 1,187
Rating: undefined out of 5
Keywords: zbrush sculpting, maya tutorial, maya 2018, marmoset toolbag 4 tutorial, high quality render zbrush, high quality render marmoset, xp pen, doraemon, doraemon 3d, brown bear animation, 3d turntable render, 3d turntable, 3d model turntable, dope renders, lighting and shader setup in marmoset, marmoset toolbag lighting setup
Id: cA-DCNWxFec
Channel Id: undefined
Length: 23min 36sec (1416 seconds)
Published: Thu Jul 20 2023
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