For my presentation, I created a video using Marmoset Toolbag to showcase some of my personal work made with Substance Designer. I recently had the pleasure of being invited by Allegorithmic to give a talk during the Substance Days at GDC 2019. I started in the video games industry about 13 years ago and I’ve had the chance to work for many companies around the world, contributing to a bunch of AAA games such as Heavy Rain, Beyond: Two Souls, Horizon Zero Dawn, Ghost Recon Wildlands, and Assassin’s Creed Odyssey. This shader over here is the default shader, and I won't be using it.Hi everyone, my name is Jonathan Benainous and I am a Senior Texture Artist currently working for WB Games Montreal. Once you click on the template, it creates a new shader. I'm going to use the Dota 2 Template, which is the default template for Toolbag. If you're new to Toolbag, I would use one of these two depending on the engine that you plan on exporting your model to. Most of these apply to Quixel materials, but there are a few here that I use quite often, including the Dota 2 Template and the Unreal 4 Template. ![]() With that in mind, let's go over here to our shader menu and look at the Presets that Toolbag gives us so that we can set up our materials properly. ![]() Toolbag doesn't apply UV mapping to your models, so for your materials to take effect correctly in Toolbag, you'll have to have all your UV mapping and coordinates applied in a 3D program before importing into Toolbag. Next, we'll look at how to apply materials to a model that you've imported into Toolbag.
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