![]() This shader over here is the default shader, and I won't be using it. 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. Substance is also adding IRay rendering later this year. They both seem to offer PBR rendering (Marmoset seems to be focused here), and both seem to have some shader/material creation tools as well (Substance seems to be focused here). 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. I'm a little confused though where Substance ends and this tool begins. ![]() 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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