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Learning Marmoset Toolbag

Learning Marmoset Toolbag

1h 42mBeginner2017-01-20

Authors

Christian Bradley

Christian Bradley

Professor, Director of Game Content and Curriculum Development

Course details

Marmoset Toolbag is a full-featured, real-time rendering toolkit and look-dev suite bundled in an easy-to-use package. This straightforward and robust software offers digital artists the ability to see their 3D models in real time. Marmoset Toolbag works seamlessly with other procedural-based software used by professional game and media developers, such as Substance Painter, Quixel, MARI, and 3D-Coat. In this course, Christian Bradley breaks down the rendering pipeline provided by Marmoset Toolbag 2. Follow Christian as he provides an overview of the program's interface and explains basic techniques such as importing models. He also explains how the various map types affect the materials created in the program, walks you through how to save presets, and shows how to render your creations.

Learning objectives
Adding and organizing models
Adding material to the model
Saving a scene
Physically based rendering (PBR)
Creating a new scene and adding light
Importing and adding materials to objects with transparency
Working with preset materials
Using cameras and post effects
Creating a well-lit scene
Rendering images

Skills covered

MarmosetMarmoset LLCRenderingMotion Graphics and VFXVisualization and Real-TimeAECProduct and ManufacturingLearningAnimation and Illustration

Concepts

0. Introduction

  • 01 - Welcome
  • 02 - How to use the exercise files

1. Getting Started in Toolbag

  • 03 - Quick tour of the Toolbag interface
  • 04 - Add and organize models
  • 05 - Object transformations
  • 06 - Add material to the model
  • 07 - Save a scene

2. Toolbag and PBR

  • 08 - What is PBR
  • 09 - Metal and non-metal surfaces
  • 10 - Reflectivity
  • 11 - Microsurface settings

3. Shaders and Materials

  • 12 - Create a new scene and add light
  • 13 - Skylight images
  • 14 - Textures available in Toolbag
  • 15 - Normal maps
  • 16 - Transparency settings
  • 17 - Work with preset materials

4. Lighting and Cameras

  • 18 - Cameras and post effects
  • 19 - Image-based lighting

5. Rendering

  • 20 - Render settings
  • 21 - Rendering with the Turntable
  • 22 - Watermark the final render
  • 23 - Final renders review

Conclusion

  • 24 - Next steps

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