Transcripts
1. Lecture 00. Introduction: Hi, everyone, and welcome to my big course on rendering
characters in Marmoset. I'm Anna Beganska, a SID character artist with ten years experience
of making characters for game D. I worked for
projects from such studios as Blizzard Airship Syndicate
Rod Games and others, and I have helped dozens
of students to refine their SRD skills as a mentor at Sigi Spectrum and
Stank Training Center. Now let me tell you
a couple of words about what we are going
to study at this course. This course is an absolute must have for anyone looking to develop their really
character rendering skills to a professional level, covering every
essential aspect of the process from mastering the tools in Marmoset
to creating, styling renders of human skin, metals, fabrics, and hair. Each lecture offers in depth guidance and
practical techniques. You will learn how to work with camera angles, character poses, and lighting to make
compelling compositions, as well as how to create
high quality clay renders, wireframes, turnable
videos, and Marmset viewer with a special focus on both high poly and
low poly workflows, this course ensure your art station portfolio
will truly stand out. Don't miss this
opportunity to refine your skills and showcase
your work like never before. So now it's high time
to start our course. Let's proceed to
the first lecture.
2. Lecture 01. Review of the instruments in Marmoset: Everyone, let's start
our first lesson and today we are going to
discuss the interface, which we see when we open our
Mrmoset for the first time. I will describe and I will speak about all the
menus which we see here, what do they mean, how we
will set up everything, and I will explain the
most useful functions and buttons which we are
going to use while rendering our
characters in Mrmoset. When you open Mrmoset, you see it the way
it looks right now. We have a lot of menus
for standard one. And here we have
different render views. It depends on what
you're going to do here. It's render, it's classic, if you want to animate
and so on U and B, we are going to work here or in render workspace or
in classic workspace. I prefer the render
one because it's a classic and its simplest one. And here we have all the
menus which we need. So here on the left, we have kind of an outliner similar to what we
usually see in May. Three main nodes
which by default exist in Mrmset and we
are going to set them up. I will talk about them later. Also we have here Nazi menu. What we can also
create here's baking. This one stands for baking. This one stands for fork, this one stands for light. This one stands for importing
your model and so on. Also here in outliner, you have a chance to turn off visibility of
whatever you want. Will show it later when
I will import here the model and you can
all the transformation. On the right, we have
a menu with material. Here we will be setting
up our materials. We will create new ones,
we will delete them. First of all, let's
learn how to import your model here to Marmaset. Wrap two options as
far as I know, three. You can click here. Or you can go to file
and import press like this or you can just dragon
drop, which I'm going to do. I'm dragon dropping
my model here. So here we are. It's my by the way hi poly moodel.
It's Sand clock. We see the Sand clock
in outliner and by Sand clock you can see
consists of three elements, so I can turn off the
visibility of any of them. I can lock the transformations. For example, I right now
sand clog navigation, same as in M W ER, and then I take the Sandlog and you see that I cannot move it. I can do nothing with that
because it is locked. But if it is unlocked, you see, I can scale it, I can
transform it the way I want. I go to the scene here
in the menu, what I see? I see that by default, my scene is in centimeters, and I import everything
also in centimeters. You can always change
it if you need, but actually I never change. By default, you have
one camera here. But if you want to create several cameras and you want
to set up several cameras, you can go here to the menu with cameras
and create a new one. So now you can see that
a new camera is created. And for example,
with this camera, it's camera one here. I'm setting it up here, and for example, I want
to change the exposure. I want to change the
shadows clarity. It's only settings
in camera one. Then if you go to camera, main camera, you see
everything is back. So here you can select which camera you are looking
through at your object. To tell the truth, I'm not a big fan of creating
different cameras, but it can be an interesting
option which you can also study if you
have some free time. Let me delete this camera. Also from this menu, I can select top camera. Here it is. I can
select front camera, here it is, I can rotate the camera because it
just front and from here, I can go to my main camera here. This menu, we will
discuss a little bit later because before
we go to this menu, we need to discuss what we have in render main camera and sky. I would start with sky because sky is our main
resource of light. And here, by default, we can have different
HDRIs because K, it's your HDRI and
you can select it. There are different HDRIs. There are some HDRIs which are from the
collection of Marmoset here. You can see a lot of
different HDRIs here. To navigate here, to
rotate your HDRI, you press Shift
on your keyboard, press and hold, and with
your right mouse button, you can rotate your HDR. Actually, I always try
to select something or neutral or with soft shadows. My favorite HDRI here is this it gives me soft shadows
and it gives me soft light, which I really like, and I use it almost
for all my renders. This is your HDRI. By default, the
brightness is one. Of course, you can
change it if you need. During our course, you will see that or leave it as it is, or I load the brightness
in this HDR in general, HDRI because HDRI works as
a plate and more in detail, we are going to talk about
this in our next lecture. Tight light brightness. It refers to lights which
you have in your scene. Right now, we don't
have any lights. But if I had here, three, four, ten, no matter how
many lights were here, except of this HT. So this parameter helps
you to reduce or to increase the brightness of all the rest lights
which you have here, but I never use this
perimeter because I can't control all my lights which you create in the scene. So I don't need, the
general reduction or general increase
of lights in my next, we go here to backdrop and mode. That refers to what we
have on our background. So we have selected our HDRI, and here in mode by
defaulted Ambien sky, which I actually
don't really like. I usually select here color, and now I can go
to color picker. And I can select any color, any background which I need. Pay your attention to the fact that AHDra is still working. What has changed
is only the color of your background. So
this is what I need. I always start with kind
of a neutral background, and then in the
end when I set it up everything, I go back here, and I sometimes change the background color if
I feel that the change of background color can be beneficial for my final
render even more. So that was what I
wanted to say about Sky, and let's speak a little bit about our main camera settings. So we have some
transformed settings. It's like you can rotate
your camera, whatever, what Actually, don't do anything here in this
transform palette. It's just exist in
case I need something. In the lens, here,
important two parameters. The first one is SFrame. What is the frame? SFrame is the actual borders of your final rendered image. So I always tur it
on so I can see I can understand what's
going to be rendered, what I'm going to see
on my final image. Resolution of the Save frame can be changed in
render settings. I will show later when we will talk about render,
but right now, you need to remember that if you want to see the borders
of your render image, you need to click
here Save frame. Another important settings which we have here is
this field of view, this camera angle millimeters. What these numbers stand for? They can be the size parameter
of your perspective. So if I press here ten, that means that my perspective
is incredibly big. I almost never work in such perspective unless I want to make
something ridiculous. If I put here let's say 100, I will not almost
see any changes. The range in which I
usually work is from Soti depending on the character
which I have here 30-70. This is my favorite
range on which I work. Test them and check which
one you like the most. And as a parameter which we
also should review is focus. Here, we also have one
interesting parameter which I really like, and it is depths of felt. We need to turn on here. Post effect. And right now, we see that Everson blurs. And now I will show
you how to focus on your object or on a special
spot on your object. So you take your mouse and
you click Middle button here. And right now, your
object is in focus. But the magic goes next. You need to roll
these parameters. You see what happens. We see the depths are filled. We see how the parts
of our objects which are far away,
they become blurred. And you can regulate this
blur by rolling this, I don't know ruler here
and checking how it works. You can also click here
and press sticky focus. That means that your focus will not change when you
move your camera. Distortion. Here we have
one interesting effect, which I'm using
when I'm rendering maybe Sci Fi characters,
it works nice. And the parameter
which I'm talking about is the chromatic abersion. Look what it is doing. You see? Pretty nice effect, which I sometimes use for
my Sci Fi models. It's obvious that it's not
going to work nice if you're rendering a fantasy character
or a Disney princess, but for this kind of
aggressive overwatch or whatever cyber pun character, it can have a very nice
effect for your render. Next one, we have tone mapping. Tone mapping is
additional perimeters, which we can set up to make render or more vivid
or more tender or more dark or we can just change the exposure
or change the contrast. We have three primate
tone mappings here, but even not three, four. Like linear is default
one and three more, which is in hard
tell and the ACS. Try to apply them and see how your render changes after you
set it up everything here. Sometimes it gives me nice ideas how my final
render can look like. And in my renders, I prefer usually Ortgos linear or with one
of these with ACS or another important option which I highly recommend you to do and do it please every time when you render your
character in marmoset. And this is sharpen. I don't know why, but marmoset blurs
everything what you do. And if you want to preserve nice natural sharpness
of your render, then I highly recommend here
in strength to put one. And the final picture
will look really bad. Without it, it will be blurred. Another parameter which
we have here is bloom. I'm not great fan of bloom. What it does, it eliminates
light, as you can see. From your model, you
can change the size, you can change the brightness. I don't really like
it because it blurs. It really always
blurs the colors, the shapes of my model. That's why I usually
don't use it. Vignette something what I do. Vignette is something that
can be edited in Photoshop, but very often I edit
here because I want to see the final result
which it brings to me. The grain, grain is a great option and I always add noise to my final renders, but I don't really like the way grain works here in Marmoset. Don't like this green and
whatever I try to set it up, I don't like the result. That's why I usually
don't tune it on here. And when I render
the final image, then I just go to
Photoshop in the end with my final rendered
image and add noise exactly here
and it works much better than adding grain
straight here in Marmoset. Finally, let's discuss the
render parameter here. Turn on tracing. Re tracing is
obligatory function, obligatory parameter,
which we need to turn on when we are rendering
something and Mrmoset. Rey tracing is more
physically based parameter. It helps us to make
a better rendering. You want a good quality render and more PBR more
physically based, then please turn on retracing and continue
adjusting your render. Next, we need to
increase bounces. The higher bounces are the
better this retracing works. When you are setting up
the material sprint, please don't put here ten. It can kill your computer, but when everything is set
it up and you are ready to press to make the
final render image, then you can go back here and
increase bounces even more. Miss transmission is another
interesting parameter. Let's see what happens
when transmission is one. See, actually,
nothing has changed. Transmission parameter
is very important when we are talking about
transparent materials. Here, by default, we have transparent material,
which is glass. Let me assign glass to the transparent part
of my glass clock. What we see, we see nothing. It seemed to be glass, but we don't see
the send inside. Look what happens if I increase the parameter
of my transmission. My glass becomes
more transparent. So this is why and this is where the transmission
parameter is important. Next, we go to viewport. I need to emphasize here that
in the viewport settings, it is only the settings of your real time
rendering right now. For the file render image, we have different settings, not in the palette,
but in another. Don't put the very high top
parameters for a viewpoint, if your computer is
not very powerful. Like, mine is not very powerful. I'm not going to put in samples like one
K here right now. Here, I just I leave it almost as it is and never
set anything up here. The parameter occlusion shadows, we don't need because
it is raster parameter. Raster render is our
render without tracing. As I said, we are using tracing. That's why we don't need
these raster parameters. Next, goes output and output, we have here image and video, and this is where we are
adjusting our final quality. Here, you select a folder where you are going to save
all your renders. You select the resolution. Remember when we were talking
about the safe frame, I told you that the resolution of your safe frame
you can change here. Here it is. Let me show. For example, here I want to
write one K up a per center, and I see how the
resolution changes. I can change the proportions of my render and obviously
of my safe frame. For the final image, if I need a high
resolution twice, I can top it up by pressing the arrow up or if I
want to make it lower. Press the lower arrow. I don't recommend
to check the box a transparency because
for the final render, we will also render material
ID or object ID passes, which will help us to
select whatever we want on our final image if
we want to fix anything. And transparency I
don't really like it. Dnise for the final
render image, you should always select
CPU because in this case, your shadows will be cleaner. Be less noisy CPU, sorry, I forgot to mention
that CPU stands for your computer processor, and GPU stands for your
graphic card processor. If your graphic card is very good and very quick
and very powerful, then at least for the
viewpod you can select GPU. Your shadows in the viewport
are going to be more noisy, but the whole render is
going to be quicker. For the final image or
for the final video, I still insist on selecting
CPU resources for rendering. 100% what you
should do, quality, high, and the noise
trends, maximum. A lot of people forget to increase the noise
trends to maximum, but this is one of the
most important parameter. When everything is adjusted, you can just press random
image and that's it. Then we go to the
video parameters. If you want to render animation or if you want to
render turnable video, then you should go to these video parameters.
So here it is. It's very similar to what
we see here in the image. But for the video, remember
to top up samples, same as you need to
top up samples here. I think I didn't mention
it when I was talking about image compression
quality of Costop, the noise of costop
and also select here. If you want to be video, that should be one of
these parameters I personally always
select Impec four. What else do we have here? Also, we have render camera. Remember, at the very beginning, I was talking about the fact that you can create
your own camera. If you want to make the final render from a
camera which is not the main, you need to press at here. If you have extra cameras here, then here you will have a list of them and you
can add them here. Since I have only
main camera here, nothing happens when
I press at you. Render purse, render purse is something amazing,
which I like. It is a place where I can
add different render passes. What kind of render
passes I can add here. Remember I told you
that we will talk later about this full
quality palette here. It's not full quality
palette here. It's just another palette
which we have here. So here we have
different options. We have here draft quality. It's like our render
without ate tracing, full quality our rate
tracing, which is important. And also we have here gray
it's kind of our lay renders, which I don't really
like here this one. We have textured version, we have a frame, which is also not looking nice, especially when you have hi
polymodal like this one. And also we have
here render passes. We have here material ID. We have here lighting. Let's say direct lighting. We have here I don't have specular we have here rando
passes like material values, albido which is white, obviously right now
because we don't have albido which has metalness, which is black, obviously
because we don't have any textures on our material. We have roughness and so on. So here in this palette you can only check how your
render passes look like. If you want to render them, you need to go here to
render to the render pass, and here where you
have final composite. You can add them, light
in material value, all those which we checked with you a minute ago. This
is very important. If you want to render
additional render passes, don't select here and
the press render. No, you need to select them
here in the render pass. And the last one set in the
render here is what mark? I didn't know, I didn't use it. Some people use it, it's
pretty obvious what is doing. Not something what I
like. So this parameter is always off on my renders. Your viewpoint, if I click here, I have more settings
here what's interesting, what we need to
remember about is if I want to look
at my wife frame, how it looks like, maybe I need, then I need to turn it here. I see my wife frame on top of the textures on
top of the materials, which I have set it up here. It's not like just frame. It's this wireframe on top of your mesh.
It looks like this. You can change the color of
it to whatever you want. You can change the opacity
of your wireframe. But again, it's
only the preview. How to render this wireframe
as a separate purse. We will talk it out one of the last lectures at the course. But here, you can
check how it looks. So another important
parameter which we have here is show
scale reference. Scale reference, this
parameter is very important for you because
according to this, you are going to check
your every character, whether the proportions and the size of the
character is okay. Because transmission, this parameter in the
materials which you set up depends heavily on the size of your mesh of your character. That's why this parameter
we will use very often. Another nice parameter
is show guides. Right now, you
don't see anything. You will see it if
I create a light. Let's create light. Here it is. And right now, I see the light. Sometimes it's not convenient. All these guides of the lights, all the shapes of the lights distract me from
setting up the scene. That's why I can
uncheck the box here. But if the light here in
the outliner is selected, I still can adjust the settings. Here you see changes, despite I don't see the
light itself. Here we are. Show guides. And since we started talking
about the lights, let me show one more time how we can create
the light here. So when I want to
create a light, I move the mesh
closer to the camera. For example, I want to create the light which
lights this area, so I go here and I
press light here. And I see in the outliner and I see here that
the light is created. There are three types of lights here, which
is directional. Which is spotlight
and which is Omnilt. We have a separate
lecture where I discuss each of the
types of the light. Very quickly, I will show you the parameters which you
can adjust for them. It can be brightness. It can be temperature if needed. I usually don't
take it diameter. When we are changing
the diameter, the biggest diameter is the
softer the shadows are. You can change the
spot angle and the brightness and you
change the spot sharpness, which I usually don't touch. Well, this is what I wanted
to say about lights. And this is everything
what I wanted to say about the viewport settings. You can divide your
viewport and you can split it horizontally
like this, for example. And you can select here, let's say, a new camera. Mm hmm. Here you're going
to have your main camera. You can work this way. If you want to delete
one of the viewports, then you can press here. You can tear it off and
you can just shut it down. You have one viewpoint again. Materials. In the next lecture, we are going to talk about each of the settings
here in material, which we're going to just later. Right now, I want just to speak a little bit about the
materials menu here. Obviously it's our
material menu here. And if you want to
create a new material, you can click here, which is, again, pretty
straightforward. You can select
among the materials which already exist
here in Marmoset. For example, my favorite
is usually glass. I select the glass and I just
pull it to where I need it. Very obvious about the latin. If I want to duplicate material, I make a right click and
select here duplicate. So here VD duplicate. You can rename it very simple. One useful thing. For example, you have a lot of
different materials here and you already don't remember which materials
they are on your mesh, how you can delete the extra materials which
you don't need, delete unused notes, press and hold on your
keyboard control, and you press backspace. So right now you have only
those materials which are assigned to the objects
in your render sin. If I want to assign
material to my objects, I can select the material and rag it to the
object like this. If I can't get to the
object from my viewpoint, for example, I can't
get to the sand, which is inside
of my clock here. Let me show how I can do it. I can create the material. Let's change the color to red. Of course, I can't drag it here because it will be assigned
to the transparent part. Here in the outliner, I have sand and I can take my material and and
drop it to the send. Right now, this material
is assigned to the send. The last but not the least, what I want to mention
in this lecture is how we can add
Turnbll backdrop, and the shadow catcher. So we should go to the scene. Here, we have a menu at object, and the most obvious
one is here turnable. So you see a new
node is created. What I need to do right
now is I need to dragon my mesh under the turnabl to make to parent
it to the turnable. And then if I go to me and if I press play, it goes like this. The same clock rotates
in a via way just because it's pivot not in
the middle of it, but here. But if the pivot of your model is somewhere in
the center of your model, then it goes exactly
the way it should go. Then I go again at object, and here I have shadow catcher. I adore making shadow catcher. So this is kind of plane, which is created under my mesh. And I think from the name of it, we can descend what it is. It's like shadow catcher. How I usually work with it. So here, I select it
in the Viewboard. I press indirect shadows. And now I can see that it
can be kind of a mirror. And I can control the roughness and that can control the
specular intensity. This one of my
favorite parameters. Okay, I can pull it
up to where I want, but I usually keep it where my object stands,
my character stands. What else we can add here? We can add the backdrop. Backdrop is what you're going
to have on your background. You can create it in advance. Let's check what we have. Is my render from
another lesson. But you can see on the backdrop, I can apply any picture and my mesh is going to be on
the foreground and my image, the backdrop is going to
be on the background. You can change the opacity here. You can change modes straight. I usually select fill. If I have a nice backdrop,
why not to use it? I think that for this
lecture, this is it. On the next lecture, we are going to discuss the properties for the
material settings. We will talk about each of them. So see you in the next lecture.
3. Lecture 02. Camera angles and placement of your character on the render: Hello, everyone. Today we have a very interesting
and useful topic, a lecture about
camera angles and the placement of the character
on your final render. When you understand how the camera angle affects
the render and how you can enhance your render
simply by choosing the right camera angle and
the character placement, you can contribute a
lot to your portfolio, as well as to your
professionalism. Our field and in art in
general, nothing is accidental. Whatever you do, whether it is the tailing stone, texturing, adjusting lights, or
choosing a camera angle, it all makes a lot of sense. It is important to remember this and to use it
in your projects. This lecture, we will
study the types of camera angles and how to place a character
on the final image. Let's start with the
types of camera angles. What is a camera angle? A camera angle is
the position of the render camera relatively
to your character. The camera angles,
which we need to know for rendering
characters are neutral, lower ground level angle, high and the Dutch tilt. The main idea which I want to demonstrate is that the
camera angle which you choose can either enhance or weaken the emotion which
your character expresses. That's why we are diving
into this topic today. So the first camera
angle which we will discuss is neutral or natural. This is a camera angle whereas the render camera is
positioned at the eye level. It is called neutral
because it doesn't influence how the viewer
perceives the render. It neither enhances nor
diminishes anything. If we analyze the
works on art station, particularly the projects
of three artists, not to the artists, we can notice that
the majority of renderings are done with
the neutral camera angle. It makes sense. And it is expected because if we
imagine our eyes as the render camera and the
monitor with our character remains at the eye level
throughout the entire workflow, we can conclude that we
adapt our character for a neutral camera
angle from the start of sculpting in that
brush til the finish. Overall, the neutral camera
angle is a good choice for rendering as the character will look good in it by default. However, the downside is
that the most works on the arts titan I created with this angle and we all
want to stand out. Therefore, I will recommend not limiting yourself to just
the neutral camera angle, but also experiment
with the others, which we will discuss further. Here you can see my render
and the screen short from the annual trend arranging
showing the camera placement. Camera is positioned
exactly at the eye level, resulting in the
neutral camera angle. And here is another example of the neutral angle
from my renders. I apply the same principle. The camera is at the eye level. The character is
looking straight at the camera and we get a
neutral camera angle. Here are two more examples of a neutral character angle from
other through the artists. It doesn't matter what the
character is looking at, whether he's looking directly at the camera or to the side. The key factor is that the camera is positioned
at the eye level. Second camera angle also popular amongst D artists
is the lower angle. In this case, the
render camera is positioned slightly below
the character's head. When rendering a character
from this angle, the character appears larger, more significant and powerful both physically and
metaphorically. This camera angle is suitable for your
character if you want to emphasize traits such as
competitive attitude, serious intent, a sense of threat or confidence
of your character. For better understanding how
this camera angle works, think about your
feelings when you look at someone physically
much taller than you. They seem serious, confident,
or even intimidating. That's exactly how the
camera angle works. On the right you can
see where the camera is positioned and on the
left the render from it. Character has a large
head and she's sitting, so it might seem like the
camera is at the ground level, but now it is just slightly
lower than the head. Here is another example of a
character from this angle. It emphasizes the
character's serious intent, perhaps even a
competitive attitude. Lower angle is often used
for overwatch characters. Have you noticed that the
game is about fighting. The characters are combative and the lower angle perspective is the perfect choice to
enhance this mode. Here I write two more examples. The same principle can
be seen on both renders. It's unlikely that anyone would say that these characters
are full of love, kindness, or inner harmony. Quite the opposite, they
both appear dangerous. Now let's analyze the camera
angle from the ground level. This is a variation
of the lower angle. But here, the camera is positioned at ground
level or even lower. In real life, we can take a
photo below the ground level, but in three D,
everything is possible. This camera angle works the same way as
regular lower angle. But it amplifies
characters weight, significance, and
danger even more. By the way, the illusion
of long legs is achieved when the photo or the render is done from the
ground level angle. Here is an example
showing long legs and the sense of thread which
is felt from the character. In the screen short,
you can see that the camera is placed below
the level of the ground. Compared to render
from the low angle, you can notice that the character's combative nature is significantly enhanced. By the way, I've
noticed that in anime, characters are
often depicted from this camera angle right
before or during the battle. Here is another example
with my character. You can clearly see that the camera is positioned
below the ground level, and here is a very strong and
convincing example of how this camera angle amplifies the character's
combative nature. Imagine if the character had been rendered from
a neutral angle, all the significance and danger of the character
would have been lost. Here are two more examples of renders from
the ground level. A fury with the lion's body and wings doesn't look
like a cute kitten, right? Also look at the screen short of Jimmie Lanister from
the Game of Thrones. In films, this camera angle is often used to
raise attention. Have you ever noticed this? Recently, I've watched
the game of thrones and this particular
scene inspired me to include electron camera
angles to my chorus. It is an effective and
brilliant tool to diversify renders and to emphasize whatever you want
there. Upper angle. This is a very interesting and
quite tricky camera angle. It's rarely seen in
renders on artitation. The camera is positioned
above the character. If the render includes additional elements
besides the character, this camera angle visually diminishes the character in
relation to other objects. This perspective is best used to show vulnerability, weakness, sensitivity, submissiveness
of the character, or to make the character
appear funny and ridiculous. I found this camera angle
tricky because creating a successful render from it
is incredibly challenging. Even more, it doesn't
suit all the characters. For instance, if you are working on a combative,
aggressive character, this angle can either
make them look funny or weaken
their significance. Upper angle is appropriate
when your character is gentle, exhausted, desperate,
or even ridiculous. It works even better if the
character is looking upward. To relate it to real life, think about how much
we are enchanted by kittens when they lift their heads and look at
us with their big eyes. At that moment, we are looking at them from the upper angle. Here is an example,
as you can see, the camera is positioned
above the character's head. The kitty from the
League of Legends looks absolutely adorable
from this camera angle. On the right, I have another
example which shows despair, the end of road
and hopelessness. This camera angle
amplifies these emotions. A render from the low angle and the neutral one would have evoked completely
different feelings. Classic example of
the kit from Wreck. I think there is no one who doesn't find that cat utterly
charming in this scene. The second work here, which I find absolutely stunning depicts loneliness and
suffering beautifully emphasized by this camera angle. And the last example of
the upper angle where the character looks funny
is this little guy, as you may have noticed, in three of the five
examples provided, the character is looking
directly at the camera. As I mentioned earlier, this camera angle works
wonderfully in such cases. Final camera angle for the character renders
is the Dutch tilt, also commonly known
as a tilted horizon. This camera angle is extremely
rare in three D renders, but dot artists often favor
it for illustrations. It is used to show
dynamics in a render or to demonstrate a character's
difficult emotional state. Examples, a cat
rolling downhill. Here we can feel the
movement and perhaps see a metaphor for the chaotic uncontrolled destiny
of the cat's life. On the right, ATD
illustration also has a tilted horizon conveying the dynamics to the
in these examples, we first notice the
lower angle right, which adds hostility
and then the tilted horizon which brings
dynamics to the renders. Now that we have covered all
the mentioned camera angles, let's move on to the
character placement. The key principles to understand here are
the rule of certs, symmetry and negative space. Rule of certs, image is divided into nine equal rectangles
and the focal point, the entire character or its most important part is placed at the intersection
of the lines. Main focus is the
massive shield, which stands out because
it is in the foreground, large in size, the
brightest element in the render and positioned at the intersection
of these lines. Another example featuring
my character is the entire character is positioned at the
intersection of the lines. This example is
from Nikita Vprikov whose works always excel in
the artistic composition. You can see the most important
elements of the story on the render are also located at the intersection
of these lines. One more interesting
example, at first glance, it might seem that the character occupies only a small
portion of the image. However, however, the render appears highly
engaging and appealing. If you apply the rule
of search in Photoshop, you will see that the character is positioned according
to this role. Second, symmetry. This is another method of placing a character in a render. The character is positioned
in the center of the frame with approximately equal
negative space on both sides. Here are two examples, one featuring Mysur Lancelot and another the render
of a Japanese woman. The same principle can
be applied to close ups. The character is positioned in the middle of the
image. Negative space. This is not exactly
a placement rule, but rather a set of guidelines about the use of negative
space in render. The negative space refers to the entire area
around the character. There are a few rules for
working with negative space. First, if the character is
rendered at three quarters, there should be more space in front of the face
than behind the head. And the second, avoid placing the character's
head too close to the upper edge of the render this can make
the composition feel. And on the left, you can see the right way how to
place your character. So this is it for today. Thank you for watching and
see you in the next lecture.
4. Lecture 03. Poses for your character: Hello, everyone, and welcome to our lecture about
posing your character. Why do I recommend
posing the character and why does our course
start with this? A character in a pose always looks more appealing
because through the pose, we tell the characters story. In the viewer's mind, the characters story unfolds preciously at the moment
depicted on the render. Therefore, the entire
composition evokes emotions. Art should always
evoke emotions. Pauses can vary. The main thing is to pay attention to the
silhouette and the lines. I will demonstrate the examples. After reentering the
character in a pose, it's also a good idea to load several renders of the
character in a standard a pose. When we pose the
character, render it, and perhaps add some environment for the atmosphere
to the final render, it is called the beauty we simply show the
character in an A pose, it is just a
presentation render. These are different things. Someone looking through a
portfolio might not even scroll down to the presentation renders if it's not what
they're looking for. A beauty render should tell
a story or hint at one. Convey a mood. It should look like a picture in
an art gallery. Presentation renders,
on the other hand, showcase our skills,
highlighting all the details. Here is an example
of a character in an A pose and in a final pose. Here are the examples
you can see. Here are the examples I was talking about
the character in a standard pose or a pose
and a post character. To create an interesting
and attractive pose. We could talk a lot about the golden ratio and
Fibonacci numbers, but most people won't understand how to apply
them practically. Honestly, I would soon
break my head than create an interesting pose strictly following those rules. Let me simplify it. Try to avoid symmetrical poses. If you do it, then
change the positions, til the head, work on
the facial expressions. Even a slight smile or partially closed dyes can make your character
more captivating. On this character, even
a symmetrical pose looks okay because the
closing isn't symmetrical. If you character or
their clothing trical, I would try even harder to
break the symmetry with pods. The classic and
simplest variant is to follow the S curve when
posing new characters. Just straight line in the
pose doesn't look attractive. Character poses should
have a natural flow. The classic and the
simplest approach, as I have already said, is to create a pose that
follows an S shaped curve. Even a relaxed pose will look better if it follows such curve. This character pose,
the ribbons from the head and waist
also enhance the flow. They aren't just straight,
they follow a curve. Generally, when
creating a character, we avoid straight lines, especially in organic forms. Everything is built on curves. The exception is
stylistic choices where everything is straight. Even a similarly
straight pose of the character upon closer
inspection follows a curve. This is an example of lines. On this render, we see that secondary lines complement to
the main line of the pose. In both cases, we see that the secondary lines complement to the main line of the pose. To choose a pose
for your character. Select references, without them, it is impossible to
make a decent pose. I know that when you
recommend taking a photo of yourself and posing based
on that, in my opinion, it is not very effective
method because how would an ordinary unprepared person know which pose looks
good and which doesn't? Therefore, here are
my recommendation. Follow the professional
photographers on Instagram. They are the people
who know best, which posts will look more
attractive on a photo. We can learn best poses for
our characters from them. TikTok. There are TikTokers
who create short videos like five Beautiful poses for
your photos, movie poster. Interesting options can
also be found there. Pinterest, you can also go to
Pinterest looking for pods. There's a big variety of pictures where you can
find something worthy. Art station, safety
collections characters, which poses you really like. Where you can create a pose, you can either rig your
character or pose it in Z brush with a default
transpose master plugin. I don't know rigging
and I don't like it. I always use Z brush for
pose in my characters. All the character poses
in my portfolio were made using that brush
without actual rigging. This is it for this art lecture. See you in the next video.
5. Lecture 04. Lighting your render scene: Hello, everyone. Welcome
to today's lecture. Here we are going to discuss how to set up lights in
your render scene. We will look at light sources used to illuminate the scene, such as spotlight, Omnilight, directional light,
and HDR images. We will also talk about
the types of light, field light, kill light,
and the room light. Additionally, I will point
out common mistakes that the beginners often make when working with lighting
in their render sense. Start with light sources you can use to set up lighting
in the render scene. HDRI images, spotlights,
Omnilight and directional light. These are light
sources available in Marmoset where we are learning
to render our characters. In Arnold and in other render ngins the slide source
may be named differently. We'll begin with HDRI images. First, let's clarify what it is. AH DRI is a technology for handling high
quality dynamic ranges. In simple terms, it
is an image that contains more information
than a regular photo. Look at the image below. Here we see a sphere lit by
a regular photo on the left, and by an HDA image
on the right. Obviously, you can find numerous HDA images
online if you need them. But in Marmosat there is a sufficient library of
HDRAimages available. However, we won't
use HDRA images as the only light source
for the final render because relying only on
HDRI is insufficient. Yes, it is important to
select carefully HDRA images, but spending too much
time on it is not needed, just because the HGRI images are not going our
main source of light. By the way, in
substance painter, sin lighting is done using HDRI. The image above shows
a panorama that is the standard HDRI used by
default and substance painter. Is what you see for texturing substance painter unless you intentionally change the HDRI. Why is HDRI insufficient
for the final render? Lighting the scene only with an HDR image can make the render look not
interesting enough. Moreover, we lack full control over what needs to be
highlighted or shadowed. We cannot properly place axons because as I
mentioned earlier, there is a limited control. However, for
presentation render, where you need uniform lighting, HDRI can be suitable. The image shows two renders, one using only HDRI and the other with fully
adjusted lighting. When can HDRI be applied? As I mentioned, HDRI
is suitable for presentation renders where
uniform lighting is required. Additionally, HDRI
creates reflections of the HDR image itself on reflective surfaces like
glass and glass bottles. The left, we can
see the reflection of HDRI in the sand clock. We also use HDRI as a low intensity field light as an additional light source to illuminate the scene overall. We will explore this shortly. Let's look at an example of
a scene lighting using HDRI. On the left is a render
without HDRI and on the right is HDRI
at low intensity. As you can see, HDRI allows you to quickly and gently increase the brightness
of the scene. Now let's move to
the studio lights. The first step is spotlight. We use this one most frequently. In the spotlight,
the light spreads through the cone as it
is shown on the picture. The spread of light depends on the brightness
of the spotlight, its placement and
the cones radius. In the setting of spotlight, you can also change the lights color and the
sharpness of shadows. Let's look at an example. On the left, we see a render where the scene is lit
only by spotlight. In this case, the
spotlight is positioned diagonally in front of the character and
slightly from above. Screenshot from the right, you can examine the placement from different camera angles. Next, let's consider how the radius of the spotlight
affects the lighting. The narrower the radius is the smaller the
illuminated area will be and the more intense
and bright light will be. A larger radius diffuses
the light more widely, illuminating everything
within its radius. In the example above, I show
an example of the render and the screenshot
from Marmoset with the spotlight of small radios, as well as one with white
radios on the image below. Regarding the shadows
created by the spotlight, you can also adjust
the hardness. For three D character renders, we almost never use
hard or sharp shadows. We tend to use soft ones. The sharpness of the
shadows can be adjusted by the diameter parameter in
all the types of lights. I spotlight, in omnlight in
directional light, whatever. On the render on the left, we see sharp shadows, while on the render
on the right, we see soft shadows. Also change the lights color. This works especially well
when setting up the rim light, which I will discuss next. However, I must note that
the color of the light greatly affects how the material and textures of a
character will look like. This is quite evident in
the renders you see now. In one case, I
change the light to pink and in the other to yellow. Moving to the omnolt. Omnilt works as a
regular light bulb. We all know how
light spreads from it because we have light
bulbs in our apartments. Omnilt shines in all
directions and around itself. How the light falls on
the character depends on the placement of the
light and its brightness. Unlike the spotlight, which is limited by the cone
through which light goes, the light from the
omnlight is not limited. It gradually diffuses
depending on the intensity. You can also change the color of the light and the
sharpness of shadows, same as in the spotlight. In these two renders, you can see how the character
looks when we light it with the omnlight first from the
left and then from the right. Directional light. It works as our natural sun
and gives light just like it. How a directional light shines depends on its rotation
and brightness. You can also change
the color of the light as well as the
sharpness of shadows. I won't talk much about the slight because I've never
used it in practice. However, it is often used in
the environment rendering. Now let's move to the types of lights in the
lighting schemes. Let's review three main types, fill light, gay light,
and room light. We'll talk about each
of them separately. The first one, let's
start with a fill light. We begin with this one
because it is the first light which we started adjusting when setting up lights in
the render scene. Always start with
the fill light. The fill light is a
neutral ambient light that evenly illuminates
the character. HDRIs are ideal for
this fill light. You should choose a neutral HDRI that won't affect your
materials and textures. Fill light is an
additional light source. It helps to illuminate the
whole character overall, especially in the shadowy area. Light should not be clearly
visible to the viewer, and this is an
interesting thing. When we add our lights, such as key light
and trim light, we reduce the intensity of the field light to avoid
overlighting the scene. Here you can see a
render scene lit only with the field light
using the HDRI image. The intensity here is high, slightly more than default. I want to attract
your attention one more time to the fact
that I recommend starting setting up
the materials and the character specifically
with the field light. By the way, this is
a standard HDRI from the collection that comes
from Marmoset, use it. Key light. This is the main source of lighting
for the character. It is light which we
use to make accents on the render and to control
attention of the viewer. It silently tells the
viewer where to look first. It is obvious that the attention falls at the brightest part
of the character first. Key light creates
noticeable contrasts which are exactly what we
need for our beauty renders. The best choice for creating the key light is the spotlight. Primary goal of the
key light is to create a light shadow
pattern on the character. In our case, we
light one part of the face while another part of it remains
partially in shadow. Typically, key light is positioned diagonally in
front of the character. On this light, you see
the actual render and the layout diagram of the key light created
with the spotlight. I also suggest looking at the screenshots of
the light settings. You can see a screenshot with the settings
of the spotlight, which is our key light and above there is a screenshot of HDRI, which we set it up while
talking about the field light. Probably already noticed that I reduced the intensity of
the HDRI, as I mentioned. Let me move on to the rim light. By the way, I don't recommend changing the color
of the quelli too much because it can heavily change the materials
and the texture look. If you really want to change it, at least do it to
unsaturated sheets. And finally, the rim light. The rim light, in my opinion, creates all this magic. The rim light, as
you can see from the render, outlines
the character. Rim light is necessary
light source to separate the character
from the background, revealing the character's shape. You can create rim
lighting using a spotlight or an omnolt. The lights are positioned
either directly behind the character
or diagonally behind. I will show you now.
In this render, the rim light is created
using the omnolt and it is placed directly
behind the character. You can also see the settings
of the slide on the slide. By the way, unlikely
the key light here. In the rim light, I highly
recommend changing its color. The whole scene will look
much more interesting. Here is an example of
another rim light setup. This time, I have
two light sources. I've used two spotlights positioned diagonally
behind the character, each one with a different color. You can see the settings and the placement of the
lights in the screenshot. And the last example for this rim light setup here I'm using an omni
light and a spotlight. One is positioned
directly behind the character and the other is positioned diagonally behind. This is the result we get on the render from
such lighting scam. Mine plays that the kilt and the field light are also
present in the scene. Now, let's review the
most common mistakes, which I often see in
the works of beginners. The first example is when
the kilt is positioned directly above the character
and gives her shadows. No doubt that in some cases, lighting skin can be beneficial. However, such a setup will highlight all the
imperfections of your sculpt. It's a great scheme
if you want to portray a villainous character, but it is important to understand that if your
scalp is not perfect, it is better to avoid placing the key light straight
above the character. The second example, the
high intensity key light placed below the character. Kind of lighting makes the face look flat and the
shadows appear weird. To make such lighting
look appropriate, you need at least
to work carefully on the expression of
the character's face. The third example is
an overlid scene. Everything becomes flat. Textures aren't visible and
even some objects disappear, and obviously there
are almost no shadows. First example, insufficient
lighting of the scene. There are no contrast. Everything is lit
more or less evenly, but the overall
picture is dark and uninteresting because
you can't see anything. The details if there were any would be lost due to
the lack of light. Lastly, I would like to give you a few tips on adjusting
lights in the render scene. So first, try to work with a few light
sources as possible. Ideally, no more than
six including HDRI. Managing 20 light sources in a scene can become
too challenging, and it will not
become impossible to avoid the overlighting. Also adjust your
lighting gradually, start with the fill light, then the kilt followed
by the rim light. Be mindful when adding
additional lights. I highly recommend studying
renders created by experienced artists and
analyzing the lighting setups. Also, pay attention to the lighting schemes in
movies and cartoons. I love analyzing
cinematic lightings and studying the
camera angles there. And the last but not
least, te brakes. Step away from your computer to give your eyes and brain rest. Is crucial because staring at the screen for a
long time can lead to the difficulty distinguishing what looks good
and what doesn't. This is all that I wanted
to cover in this lecture. I hope I've contributed
to what you had known about Latin
and render since. Now let's move to the
technical lecture.
6. Lecture 05. How to make a clay render in Marmoset: Hello, everyone. So today, we are going to learn how to make a clay render
of your character. So here we are and the first
thing which I'm going to do, I'm going to import here
my mesh. Here it is. But before we start, I
want to make a small note. If your computer is
not very powerful, I highly recommend to
decimate the model in that brush before
importing into Marmoset. My computer is not
enough powerful, so I decimated this girl
in that brush in advance. So here we are, what we
should do the first. Still go to the sky, and I want select the
HDRI, which I like. Usually, I select one HDRI for all my projects,
and let's find it. It is among the
gallery of HDRIs, which are by default here in
Marmoset, and this is it. I like it because it
gives us soft shadows, and this is exactly what
we need for our rendering. Next, we can select
here the color, the color of your background,
whatever you need. So at first, I select something neutral because later
I can always go back and change it to something which can suit my character later when the
materials are applied. So I press the key
and that's it. Next, I go to the main camera. And what should I adjust here? First, I always absolutely always in the
sharpened parameter in strength put one not like
this, but like this. Because Marmoset has a tendency that it blurs a little
bit the renders, which I absolutely don't like. That's why in this parameter, I always for all the
renders, put one. Next one, we can put a check
here for the safe frame. That's the borders of my render. We'll fix them a
little bit later because I don't want
such big borders here. Next, I usually change the
field of view here from 28 to something like 50 if I am rendering
the bust like this. If I put here ten, for example, it
will be too much, perspective is too big. If I put here 100, 100, no perspective at all. For busts, I usually use 50, 70. Let's put 50 here. Next, what we need to do, we need to check our
scale reference. But the material which
we are going to adjust, we need to have realistic
size of our character. So I go to show scale reference, and I can see that my character, nevertheless that the character
is here on the bottom, the character head is same as the head here
on the scale reference. This is it. If your character
is bigger or smaller, you can select the mesh here. Are on your keyboard, and you can reshape
it the way you want. It should be like this
of course too much. But in my situation, the
character's size is okay. So I can turn off showskie
reference and we can continue. Next, we go to render, first of all, tracing on. Here we are bounces, ten, transmission could
be left as it is. You put samples, I would
put a little bit higher. Not too much. It's only
samples for your viewport, not for your final image
after the rendering. So in order to save the
resources of my computer, I'm not putting very
high numbers here. CPU. If your graphic
card is very good, then you can use here
for viewport GPU, but in my case,
it'd still be CPU. The noise trends maximum. These parameters we don't
need because they are very useful when we are rendering
without trade dressing. Next, image. Here we select the folder where my
character is going to be. Let's create a new one
and let's name it girl. If next here, I can
change the resolution. I can change the shapes, the proportions of
my final render. So let's go with 1,500 here. Here we are. You see, the safe frame has changed. This is exactly
what it meant for. For the final image
for the final render, you can also increase
it a little bit. I'm not going to
do it for a test, but you'd better do it for your final renders
samples higher. The noise CPU here, of course, and the noise strengths. Always maximum. Remember to save your project. Marmoset has tendency to crash, so that's why I remember
to press control us. Next, let's go finally
to our material. I need to create
three materials. The difference between
these materials will be only in color. Let's create the first one
for normal snacin for libido. I already know we
need to select color. Let's pull it here.
Let's say right. And I already know
what color I need. You can also make a print
screen of the colors which I use for coloring my
materials for clay renders. And here we have AE 967b. Right here we are. It's going to be this material. Next, what we are going
to do I diffusion, we have lambertan transmission, we select subsurface scattering. We can increase fa a
little bit like this. Then we go to
reflection GGx correct, Microsoft roughness, correct. Roughness, I put
with this parameter. Reflectivity for reflectivity, I choose Advanced metalness, metalness zero
specular as it is. And this is it. The material is ready. Then I duplicate this material and two more and for
two more materials, what I need to do
let's go here met two. For this material and
for the another one, I just change the color. Again, I already know
what color I want, and it's going to be CAA, EF, vir little bit later. Let's pull it just
for test here. We see it's a little bit later. And I duplicate it one
more time. You material. Three. And for this material, I also change color,
and this time, it's going to be eight
C E B, this color. Here we are a little bit later. Next, before I start pulling these materials to
different parts of my mesh, I want to set up the lighting. The fill light, which is
our HDRI we already have, next one, which I'm going to do is I'm going to
create the key light. So I move my character
from here because I want that the light falls
goes to my character lights, my character from here, and here I press this
icon, and here we are. The light is created. Right now, I can move the
light the way I want. And I can increase
the brightness. I can change the diameter. I can change the spotlight
angle. So this is it. Next, I go from the back
because I want to create a rim light from here. Again, I click here. I think I want to move a little bit my lighting
source like this. And what I'm going to do next, I'm going to
increase brightness, change the color because
it is a rim light. Change the spotlight angle,
change the spot angle, change the diameter Mm
let's try to move it closer and increase the
brightness like this. What if I pull it up
a little bit higher? I can rotate it a
little bit like this. Too much color I want it to be a little bit
closer to these colors. Okay, here we are No. Next, what I'm going to do. For this character,
I also know that she has eyes and she has eyeglasses. So I want to make the glass in the eyeglasses transparent
and any transparent material. Now, I don't create a new one. I go to here and select class and pull the
glass to the mesh. So right now, we have class. Next, what we are going to do. When I have class material, I can increase the transmission because the higher
the transmission is, the lighter your glass is. If the transmission is low, then your glass would be dark. So now, I can proceed with assigning my materials to the parts of my
character, which I need. Let's take the
lightest one here, the darkest one to your
hair. Here we are. Next, I also think that the middle one we can
pull to s glass here. The dark one can be
pulled to your eyebrows and toss your bandage
and to the cigarette. The middle one, I can
pull to your earrings. Eric's right. Then I want the dark one to this part of your
clothes and this part. The latest material
I think I can use for this mesh, yeah. And the middle, I can use
for the oye, correct. The latest we can also use for the sports and still we
have her small crown here, which can go also with
the lightest material, and you can also do it this way. She has eyes we need to get our eyes here in the
outliner and for the eyes, I think I can use
let's try to go with our middle
material like this. The materials are set up. What else you can do? You can go to first of
all, press controllers. To create a shadow capture, we go to scene at Object. Here we have shadow catcher for the shadow catcher I
use next parameters. I click indirect shadows. So now you see that we can
see her mirrored parts here. I can increase and reduce roughness a
little bit like this, maybe even less can increase
intensity if needed. Maybe not the case. And I can move my
shadow catcher. But in this case, the parts of your hair is
going to be hidden. Like, just for this character,
let it be like this. Time, maybe specular. I want to be lower. Roughness maybe also
a little bit lower. This way. What else
I can do here? I can I want to try to catch some interesting shadows
rotating my HDRI, which is shift
right mouse button. Let it be like this. And
I go to the main camera, and here I can apply vignette. I like vignettes. I can do them in Photoshop. Sometimes I can add them here. So it depends this time
it's going to look nice. How my character is
going to look like without shadow catcher
if I turn it off. She's flying in there. I think I should go with
Shadow catcher right now, and then we go to render increase samples here
and press render image. That's wait. Now we
can open our render. So this is my clay render. Last thing which I always do to my final renders is I
add noise in Photoshop. Because if you don't add noise, it looks like virus red,
which I don't like. I want to make it look a
little bit more cinematic. So you go to Photoshop. So here is my character. I duplicate just in case the main layer and I go to
filter noise, add noise. And here, depending on your
resolution of your model, you can add a little bit, maybe or res okay. So now in my opinion, she looks more cinematic.
Let's compare. Let me move her closer to
the camera and without, without Wes. So this is it. So now you need only
to save a render and upload it to
your art station. See you in the next lecture.
7. Lecture_06. How to render human skin: Hello, everyone. Today we have a very interesting and
important lecture. So we will discuss how to set up various materials in Marmoset so that they don't
look the same. Let's start with the most challenging one
which is human skin. Human skin has
certain properties that many other
materials don't have. They include
subsurface scattering, oil ness, decebum on
the skin surface, secreted by sebaceous glands, and fast the fine hair which
we also have on the skin. Additionally, when rendering
skin is better to choose pecular than metalness in
the reflectivity parameter. Another important point is, I feel it is necessary to
mention that the degree of stylization affects the number of parameters you need
to adjust for the skin. The more stylist
the character is, the more it resembles the doll, the fewer physically accurate parameters you need to adjust. Just the opposite, the more
realistic the character is, the more precise and physically accurate your material
settings should be. What texture maps are necessary for the
proper skin material? Obligatory ones include albedo, color texture, normal
map, and roughness. These must have additional maps, but very beneficial as specular
ambient occlusion can be baked in substance or in other programs and cavity
can be baked in that brush. Again, these maps are not
obligatory texture maps, but having them allows you to set up the material much better. Now let's move on to the properties and
settings of the skin. Skin has such a property known
as subsurface scattering, which describes how
light penetrates and scatters within semi
transparent objects. Materials that have such
property include skin, milk, wax, mobile,
chad, and others. In MermsdFur two types of
scattering have been added, subsurface scattering and
volumetric scattering. The difference between them can be seen in the screenshots. Might ask which one to
choose for rendering. From my experience,
both types are suitable for rendering
high polymodals. But for the low polyrenders, it's better to use subsurface scattering to avoid
polygon visibility. A very important parameter for getting subsurface
scattering to work correctly is that
your model size should be physically correct, just like in real life. You can check the model size in Mrmoset by enabling
show scale reference. Seen from the screenshot
on the right. On the left on the renders, you can compare how subsurface
scattering performs with the same settings, but with different
character size. Please be very
attentive to this. Fuzz is a parameter meant to simulate fine
hair on the skin. However, since we don't have this hair
physically modeled, the simulation is limited. I conducted four
tests and we can see the best parameter for
its range 0-0 0.5. Beyond this range,
the lips start to light up very unnaturally. General, you can also leave the fuzz parameter at zero
and it will be enough. However, it can be useful
if you want to add some slight detail in fact the existence
of the fine hairs. Regarding the color of
fuzz, it can be different. Naturally, white color
is the most appropriate, as you can see from
the screenshots. In my opinion, other
colors look quite cringey, but who knows maybe if you have a highly styles character, a colored fuzz could
look appropriate. Don't hesitate to test it
out. Into the reflections. Reflection is the ability of a material to reflect the
light pretty obvious. There are two types of
reflection, GGX and anisotropic. GGX creates a typical
circular highlight while anisotropic creates
an elongated one. We don't use anisotropic
reflection for rendering human skin.
It's unnatural. We use anisotropic settings
for metals and hair for skin, we use only GGx. Next, reflectivity. This parameter determines how much light the
material reflects. There is a rule that for
organic materials we choose specular and adjust it
rather than use metalness. This is because metalness controls how metallic
the material appears, whereas specular controls how much the skin
reflects the light. Remember, if you don't have specular map, it's
not a problem. You can adjust reflectivity
using just the slider. You can also choose the
color of the specular. Traditionally, a
desaturated blue is the best option here. Color refreshes the face. Here, I want to show how specula works to make
it clearer for you. In the first trender,
specula is at zero, meaning that the skin doesn't
reflect light at all. In the last trender, the parameter is set to
one and the character has too much glow as if their face has been
heavily highlighted. The middle option is
the most natural. So skin has a layer of
fat because there are sebaceous glands in the
skin that produce oil, which we can see on the skin. That also can be adjusted in marmoset using clear
coat settings. For this, we need three
parameters and clear code, reflection, microsurface,
and reflectivity. With reflection, it is clear. We chose GGEs instead of ansotropic because we need a circular highlight,
not elongated. Now let's deal with the
microsurface and reflectivity. Clear coat microsofhys, we
immediately choose roughness. In the screenshot, we can see how roughness works
in this parameter. In the first screenshot
with zero roughness, the kin is too glossy. Appearing is a sweety ovett. In the last screenshot
with a roughness at one, we get the same result as without adjusting
clear coat parameters. However, in the middle
render with roughness 0.4, we achieve what we need skin
that looks more natural. Next, the clear code
reflectivity parameter, which use the refractive index. The refractive index
is a coefficient of light reflection
that all materials on the planet have,
and it varies. For skin, it ranges
from 1.35 to 1.55. You can see how
skin differs within this refractive index
range in these renders. It is especially noticeable
on the cheek near the nose. Lastly, in setting up
the skin material, if you have ambient
occlusion or cavity maps, apply them because
these maps will add volume and realism,
especially cavity. You can see how these maps
affect surrender here, particularly noticeable
on the cheek where the light falls. The final slide is a screenshot of my material settings in Marmoset and a brief summary of the main points
of this lecture. Of course, I recommend
taking a screenshot of your screen render and
saving it on your computer. Here the theoretical part
regarding skin is over. Let's move on to
the practical part where I will demonstrate directly in Mrmoset how to adjust the human skin material. Now let's render
our skin material. Let me show you the
mops which I have. I have had bent occlusion, base color, cavity,
normal and roughness. First thing which
we are going to do, we are going to create
a new material, pull it to the face. Here we are, and let's start
adjusting the material. Normal goes to normal. Albedo goes to albedo,
diffusion lumber tation, transmission, subsurface
scattering, transmission, subsurface scattering,
set to one. Here we don't touch
anything reflection hit micro surface roughness. I have roughness map, so I pull it here. Reflectivity specular
for the specular, select the color,
desaturated blue. Somewhere here. Intensity,
should be higher. It's zero dot 15 like this. Next, you go to clear code. Clear code here, we select
GD, clear code, microsurface, we select roughness, and for
clear code reflectivity, we select refractive index. The value which
should be here is the range which I mentioned
in the theoretical lecture. Let's put it this way and we
need to adjust roughness. I feel like roughness
should be a little bit higher maybe four like this, and then we go to occlusion. Let's select Embent occlusion and here we take embent
occlusion to occlusion map, and we take cavity
to the cavity map. Let me think I think this is it. Here we are Yeah, here, here. So this were my way to set up the material in marmoset
for human skin. See you in the next lecture.
8. Lecture_07. How to render metal: The next material which we
are reviewing is the metal. Let's dive into its settings. In my opinion, metal is easiest material to understand
in terms of settings, but it also has its
own pecularities. First, let's discuss some specific features
of metal rendering. First, metal can have either GD specular or
anisotropic highlights, whereas skin, which
we have covered in the previous video can
only have GG specular. Secondly, when setting up metal material and even
during the texture stage, it is better to choose the metal roughness pipeline rather than specular glossiness. Also metals like all
the materials in Marmoset can have the
clear code settings. This is optional, but if you
want to add a color tilight, clear code settings
are perfect for this. Why do I recommend the metalness workflow
of the specular one? Because the metalness
parameter or map already determines whether the material is metal or not. You don't have to think how to indicate metal using
specular glossiness maps. The metalness workflow
handles this task the best. What texture maps do you
need to set up metal? The obligatory ones are Albedo, color map, normal map,
and Trougness map. Additional map include metalness ambient
occlusion, and cavity. Why is the metalness map, which is the most
important for setting up metals considered to be additional of if you are texturing regular metal
without any paint or coating, your metalness map is
likely just white. This means you can simply
adjust metalness with a slider directly in Mrmoset especially
for stylized acids. Now let's move to the settings. For reflectivity, we
choose metalness. In the three renders, you can see the difference between various
metalness settings. In the first render,
metalness is zero, meaning the material is not metallic and indeed it
looks more like plastic. The last render,
metalness is one indicating that the
material is fully metallic. In the middle render,
I slightly reduced the metalness and kept it this
way for the final render. You might ask why I did this. Because with
metalness set to one, the material looks too dark
and this cannot be changed. I wanted the light material, so I slightly reduced
the metalness. This is small tips and tricks. Reflection parameter
controls the type of secular highlights
the material will have. Here we have two options, the standard GGX also known as isotropic specular or
anisotropic sepecula. Which one should you choose? Anisotropic highlight occurs on surfaces with circular
grooves or deformed surfaces. A flat polished surface will not give an
anisotropic highlight. Which specular
should you choose? GGx or anisotropic. You
need to test it out. My rule is if my
character shouldn't look like the bottom of a
pot, I choose GGxs. I can always add anisotropy later when I
set up the clear code. We will get to that in a bit. In these two renders, you can see how the GG specular differs from the
anisotropic one. For this armor, I
choose the GGxspecular. If you choose
anisotropic specula, let's look at the settings. The run many isotropytensity
and its direction. First, let's talk
about intensity. If you set the anisotropy
value to zero, you get a simple GGx specular. The higher anisotropy value is, the more visible
anisotropy becomes, and the narrower
the highlight is. This is evident in
the renders provided. On the first
trendertrophy is zero, so we have a GGx
isotropic highlight. On the last trender
anisotropy is set to one, resulting in a narrow
and sharp highlight. The middle render, the highlight is wider and more diffused. An isotropic
direction depends on the placement and rotation of
the shells on your UV map. The direction in Mrmoset is notated according
to the UV layout, not the model as a whole. The shell in the model
are placed randomly, so the highlight
rotates randomly. However, you can still
observe in the render how the highlight rotates based on the different anisotropic
direction parameters. Personally chose GGC over and atopy for my main highlight when setting up this material. Finally, we reached the
clear code settings. Remember, the clear code is like a second transparent layer on top of your
metallic material. You can adjust additional
highlights on it if needed. It is optional,
but if you want to make the material
more interesting, clear code can help with this, especially for adding
colored lights. Clear code settings
have three parameters, clear code reflection,
clear code microsurface, and clear code reflectivity. You should adjust three
altogether, not one at a time. Clear coat reflection choose the type of additional
highlight you want. Since I chose GDX and
the primary highlight, I decided to make the additional highlight
and this tropic. Next, to see this
highlights switch to the clear coat reflectivity
and choose specular. Now we can change the intensity and color of this highlight. The renders show how the highlight changes
depending on the intensity. With intensity at zero, there is no highlight at all. With intensity at one, the highlight is very distinct. In these renders, I show how the highlight
looks when colored. Examples are given with pink, yellow and green highlights. Let's return to the
clear code microsurface. Whether you choose gloss or roughness doesn't really matter. If you choose gloss and
set a parameter to zero, the highlight will be very
diffused and unclear. If set to one, the highlight
will appear sharp and clear. If you choose roughness
instead of gloss, it will be the same,
but the opposite. At zero, the highlight will be sharp and at one, it
will be diffused. This is the only
difference between roughness and gloss in the
clear code microsurface. Regarding the ambient
occlusion cavity maps. If you have them,
definitely include them. In my case, I have them baked, but they are not
very informative since there wasn't much to bake. This model wasn't
made for game dev, so my low polymodal is essentially the same
as my high polymodal. There wasn't much to bake, as all the details were
done in substance painter. And the last slide
show the final render and the screenshoot of
my metal settings in Marmoset along with
a brief summary of the lecture on what to keep in mind when setting
up the material. Now let's switch to the Mrmoset where I show how to
set up the material. So let's set up the metal
material here in Marmoset. Let me show you which
maps to I have. I have already talked about them during our previous lecture. So I have base color, metallic,
normal, and roughness. So we create a new material. I have already created
one. I think this is it. Let's move it here. And the first thing which
we are going to do, we will assign our
normal map here. So I drag and drop normal map to the normal
map slot here we are. Next, we go to
Albedo, Albedo here. Right now, we can see colors. Lambertian is Lambertian,
yes, reflection GD. For microsurface, we
have roughness map. Let me pull it here. For the metalness also have map. That it's not obligatory one. As I told you, I want to reduce a little bit value not
roughness of the metalness. Let's leave it a
little bit like this. Next, we go to my
favorite settings, which are clear code settings. In the clear code reflection,
we select anisotropic. In the clear code microsurface, let's do it with glossiness. For clear code reflectivity,
let's select specular. Anisotropy we can
increase intensity so I can see it and here we have direction of an esotrophy. We can play with
this. Now, let's make it this way and let's
decrease it a little bit. As for the glossiness, let's do it somewhere here and for the
specular intensity, think I want to increase
it a little bit. And I would like to
select the color. I want to select maybe this one and maybe increase a little
bit the intensity. So here we are. This is how I set up the metal
material in Marmoset. Try to do it on your
own objects. See you.
9. Lecture 08. How to render hair made with mesh: Hi, everyone again. Now I'm going to show how to
render stylized hair. We have already covered skin and metal and I hope that
with each lecture, you're getting a
clearer understanding of character
rendering in Mrmoset. Now hair, the main features of hair rendering
are the following. In reflectivity, we
choose metalness, make sure not to set an easy trophy in the
clear coat settings and enable emission at
a low intensity to get rid of grayness
from metalness. Let's break this down
into more details. The obligatory maps which
we will need for rendering low poly hair are
the albedo map, color map, and the normal map. Additional maps which
are not obligatory, but it would be nice
if you have them are the roughness Avent
occlusion and cavity map. However, if you don't have them or they are not good,
it's not a big deal. You can set up the material
even without them. In reflection, we
select GDX specular. This is important.
We will adjust the isotropic specular in
the clear code settings. For the macro surface, we select roughness and choose the neutral value
somewhere in the middle. In reflectivity, we
choose metalness. This is a key feature of styles here rendering that
in these settings, you need to choose metalness. The value of
metalness depends on the level of stylization
of your character. I can't give you an exact
number here because all the characters are
different and so is the style. However, in the screen shoot, you can see three render options with different metalness values. You might think, judging by
my characters render that using metalness with the value
of one is just a cringe. But in the next slide, I will prove that it is not
always the case. Everything depends on the style. Here a three different renders of a character by Lucas Lima, where you can see how the hair looks with metalness set to one. Also in the screenshot from Marmoset that he posted
on his art station, we can see that indeed the
metalness is set to one. If you're interested, you
can also take a closer look at his settings to achieve
similar hair on your render. The conclusion we can make is that everything
needs to be tested. I think these type of hair renders use arrogant characters. If you have such a character, definitely give it a try. Now let's move on to the
clear code settings. Remember, the clear code is a transparent second layer on your mesh where you can adjust
the specular highlights. This is where we will adjust
the anisotropic specular. In the clear code reflection,
we use anisotropy. I went into more detail about anisotropy in the previous
lecture on metal, so I won't repeat myself here. If you forgot to
repeat the lecture on the metal material
settings, Remember, anisotropy direction,
if you have UVs and in your
low polycharacter, you definitely have them. Then the Nisi trophy will
rotate accordingly to the UVs. If the Vs are randomly placed and rotated in
different direction, the ANs trophy will
also rotate randomly. Clear code microsofas is a
very interesting parameter. We don't enable it, we
just leave it as it is because we need the specular
to be made as possible. Probably don't need a mirror
like specular on the hair. If clear coat Microsofs
is not enable, you will get a made specular. Of course, if you want
a mirror like specular, then enable roughness here. In the clear coat reflectivity, we choose specular
and here it gets very interesting depending on what intensity value you choose. I need all your attention here. Higher the intensity value is, the more metallic the hair will look and the less
texture will be visible. You can see this in
the provided renders. But this is a big butt, the lower the intensity is, the more visible Dniotropic
specular will be. Therefore, you need to find the balance between the level of metallicity i and the visibility of the anisotropic specular. It is also important
to mention that the color of the specular
highlight can be changed. In the provided renders, you see three
different highlights, white, yellow, and blue. For the fular render, I choose to keep to a
neutral white highlight. The highlight color
you choose for your character depends
on your character, obviously, and the overall
atmosphere of the render. A colored highlight of the hair doesn't always
look appropriate, but it worth testing. When working with stylization, many things look interesting
compared to realism. Very important setting
in the material for stylist hair
is the emission. Emission helps to counterbalance the metallic look of the hair. Additionally, emission
visually makes the hair less heavy. On the renders, you can
see the difference when the emission is set to zero and when it
is more than zero. You can change the
color of the emission, but it is crucial
to adjust it in the glow render than
in the emission color. I recommend selecting a color
close to what you have on your diffuse map so that the emission color doesn't kill your texture color
and went occlusion. And but occlusion
and cavity maps are always should be
edded if you have them. They won't make the worse. On the contrary, these
maps will add contrast, especially if contrast is lost due to metal
ness and demission. For this character, I only
had an ambient occlusion map, but you can see the difference
in the provided renders. That is all for the
stylist here settings. As usual, the last
slide presents a brief summary of the lecture and my hair
material settings. As always, take a
screenshot and save it for the reference when
setting up your materials. Now let's move to the Marmo
set where I will show you how I set up the
material directly there. So let's set up
the hair material. Let me show you the maps. We have vent occlusion, base color, and normal map. We create a new material. Let's pull it to the hair. Here, for test, usually
go for normal map. Then we take our base color
and pull to the albedo. Lambert as lambertation,
reflection roughness, Roughness, I think,
I think we should a little bit pull
it up like this. Reflectivity, as
I said metalness. This is full metalness. This is without metalness. Let's add a little
metalness here, not much. Let's go with zero dot two. Then we go to my
favorite clear code. Clear code reflection,
anisotropic, clear code microsurface,
or nothing or gloss. You can select here. I
don't select anything. Then we go to clear
code reflectivity, which is pecularGod
now we can set it up. This is our anisotropy.
Let's pull it up. Intensity, pull it up to
see what we are doing here. And it's a tropic direction. I can adjust the way I want, let it be this way. Now I can lower the intensity. Let it be this way. Next, we set up a mission
where the whole magic goes, we select a mission here. Select the color in glow. I want to match libido and let's select
something like this. Here we can control
the intensity. Let's do it this way. You can sell it here. The last one is
ambent occlusion. Let's take ambent
occlusion and it here. This is it. This is
our hair material. See you in the next lecture.
10. Lecture 09. How to render hair made with planes: Critics, everyone, let's delve into how to render
hair done with planes. I've covered rendering hair made with mesh in the
previous lecture, and now we will be
working with planes. So let's get started. The rendering
properties of such hair are almost the same
as with mesh hair. Vituse metal ness and
reflectivity amphi make the anisotropic reflections
in the clear code settings. However, there is
one important thing. When rendering hair was planes, you can use sin
surface perimeter in the transmission settings. It adds realism, but we will
talk about this a bit later. For the main maps, you will
need Albedo and Alpha map. The Alpha map is a black
and white map that shows us what should be visible and what
should be invisible. However, the normal map
is not an obligatory map. It is great to have it, but if you don't won't
cause any apocalypsis. Let's move on to these
mysterious transmission settings where we choose the sin surface. In Marmocd four, developers
edit the sin surface, which they recommend
using sin meshes or meshes that don't have
sickness because in this case, the material and the light will behave more
physically correct. The renders, you can see
how hair looks if we don't turn on the sin
surface and if we do. It can be adjusted by
the mask parameter. Honestly, I'm not fond of how hair looks with the sin
surface parameter enabled. I still use it because the developers highly recommend it, but I use it at low settings. Perhaps it will look better
on hair of different color, but as it stands now, I'm not keen on it. However, I recommend
everyone to test it out. After all, developers
put efforts into adding the syn surface to the
transmission parameter. In the end of the
video, you will see my syn surface settings as always on the screenshot
of my material settings. I forgot to mention that how transmission behaves heavily depends on the physical
scale of your character, don't be lazy and check the
scale with scale guides. Next, reflection
and microsurface. In the reflection,
we choose GG for the specular and in microsurface,
we choose roughness. The specular shouldn't
be too intense because later in the
clear code settings, we will be adjusting an isotropic specular
reflection as well. So we don't stop here for long. In the reflectivity settings, just like we did with a he made with mesh, we choose metalness. On the renders, you
can see the difference between different
metalness values. Difference here lies in how
the specula is rendered. The more metallic hair is, the less realistic it looks. The color of the specula has the heat of the
color of the hair, which leads to losing realism
and contrasting the color. I don't set metalness to
one when rendering hair. In some cases, it might
be appropriate to maximize metalness for the hair made particularly as a mesh, but it is not the case when
rendering hair was plains. As a rule, he made
with planes is closer to realisms
than to stylization. Therefore, I reduce
metalness for such hair. Now let's talk about the
clear code settings. These are my favorite
settings because they add moytails and
diversity to materials. The first one is
clear code reflection where we choose an isotropic. We can adjust isotropic
direction as we like. Clear code microspheres, just like with the here wet with
mesh, we leave it as it is. Let it remain as it is. In the clear code reflectivity, which is specular and here is where it gets
very interesting. Look at all the three renders. When the specula is at zero, nothing happens as if we haven't adjusted the clear
code settings at all. But when we increase the
clear code specular value, we start seeing shin. However, if you
raise it to maximum, the hair becomes
black and white. If that's not your goal, then setting specula to
one is not appropriate. Color of clear code reflectivity can be changed the way you want. Here it is important to remember that the more stylized
your character is, the more unrealistic
settings you can apply. The more realistic it is, the more limited you
are in creativity. However, since we are discussing stylized
characters here, feel free to try
different options. Moving to the transparency. Everything here is quite simple. We choose Disser and move
on. Why not cut out? Because the cut
out parameter cuts out the invisible part
without antializing, making the hair looking patchy. And we want hair look like hair, so we choose Disser
and move on emission. It is not necessary
setting, but I like it. Visually, it makes the hair
less heavy and reduces the possible grayness which appeared after the variety
previous settings. Mind, please, that
we change the color, not in the color parameter, but in the globe parameter.
This is important. And the last slide is a final render and a
summary of what you need to keep in mind when adjusting hairplanes the
screenshot of course, of my material settings. Now let's move on
to the marmoset where I will show
everything once again. Now let's set up the
material for hair splints. Let's create a new material. Here we are, pull
it to the hair. And let's start our settings. Let me show you
which maps I have. I have Alpha map, base
color, and normal. We usually start with normal, normal to normal, hair base color to hair
base color, Tl bito. Then I can go to transparency, select here Diesel
and apply hair Alpha. We can see hair. And here I should. Right now we see nothing. So I need to change the channel. Yes, here we are. I changed the red, so we can continue. Even right now without
all other settings, it looks already pretty decent. But let's continue in diffusion, lumbar tation, transmission,
that same surface. He looks by default, sin surface. Let's adjust it. We need to adjust
mask parameter. Let's put it not very high. Let's leave it like this. Next, reflection GD correct microsurface roughness and
we can adjust roughness. I think we can raise it
a little bit like this. Then goes reflectivity
and we have metalness. Let's raise it a little bit. It will be very saturated of metalness one,
not what we need. Let's pull it up a little bit. Then clear code reflection,
we select isotropic. Clear code Microsoft is
we're not touching and here in the clear code reflectivity,
let's select specular. Yes, here we are. Let's increase isotropyo one. We still not really see
that direction to see it, we need to increase a specular So, now I see it. Let's this way, maybe new. Let's try do it this way. Next, intensity here. Maybe we need to make
it lower, like this. The final one which
we have is emission. We select here emission. We select the glow. I want to match it to a solubido like this
a little bit later. More rosy, more pink, and let's lower the intensity. Like this. Here this is
our hair done with plains. See you in the next lecture.
11. Lecture 10. How to render fabrics: Hello. Let's now figure out how to run the different
fabrics in Marmoset. On one hand, it is
quite straightforward, but on the other hand, we will need to put
in a little effort to understand one unique
property of fabrics, which other materials
don't have. I'm talking about
microfiber settings, but more on that a
little bit later. Today we will talk about
rendering different fabrics. I've chosen the most
popular fabrics among stylist
character rendering, which are cotton, silk, leather, lace and latex. Why did they choose
these fabrics? Because the material
settings for each of them differ
one from another. They reflect light differently. Let me explain using
silk as an example. Silk like fabrics
such as setting and brocade reflect light
almost similarly. That's why I classify them under silk like fabrics in
my own classification. Linen and denim fall
under cotton like. Natural laser and Lazarite fall under laser like and so on. So we will delve
into these fabrics which settings differ
slightly one from another. What maps we will need? The most essential
one is a normal map. Even albedo and roughness are not as crucial
as a normal map. However, I have still categorized
them as obligatory map. Among the additional maps, there are metalness
ambient occlusion, cavity and Alpha map. A map you will need
for rendering lace. Why do I emphasize that the most important map
here is a normal map? It is because what truly
sets fabrics apart from all the materials is
texture of the fabric, the thread, and the techniques used to
weave those fabrics. Therefore, if you select fabric texture mindlessly
in substance painter, then the rendering
won't save it. That's why I ask everyone
to be very attentive and mindful while texturing
fabrics in substance painter. However, there is good news too. You have a very
stylish character, then there are high
chances that you won't need any specific
texture details. Properties of
fabrics at the next. The main and the
most crucial one is a microfiber setting. Therefore, in the
diffusion section, we will always select
microfiber for all the fabrics. By default, it is
lambertan there, which we should
change to microfiber. The second property is that
in the reflectivity section, we always choose
metalness except for one fabric which is latex because we will need a
colored specula there. In Latex, we choose specula
instead of metalness, but for the other fabrics,
it will be metal ness. Also, for some fabrics, we will need to create
metallic sheen. I'm talking about silk fabrics and lace embroidered
with gold threads. Let's talk about
microfiber settings. It has only three
settings, shin, shin tint, and shin
roughness. What is shin? Shin is the gloss from the thread which your
fabric consists of. If you look closely at
any fabric in real life, we will notice that microscopic
fibers emanate from each thread and they
create this shin effect. Thus, the shin parameter regulates the intensity
of this effect. Shin tint determines how this gloss is distributed
across the model. Want to emphasize that if shin tint value is set
too close to zero, the effect looks bad. Therefore, I don't recommend
setting it to zero. Shin roughness is the most
obvious, thank goodness. It determines whether shin will be more made
or more glossy. Below, I provide an example from Marmoset official tutorial where they show how the render changes when these three
parameters are adjusted. I recommend pausing
the lecture for a moment and studying the image
for better understanding. Also change the
color of the shin. Here I show the renders with different shin colors
yellow, blue and white. I have a small
recommendation for future. When rendering your fabrics, go to Google and search for the reference of how your specific fabric
looks like in real life. This will simplify
your life a lot, save your nervous cells, and reduce the time
spent for rendering. The first fabric we are
discussing today is cotton. The big picture on the
left is my render, and the small one on the
right is an image from the Internet showing how
cotton looks in real life. The characteristics
of cotton at that, it has very little shine. Additionally, cotton doesn't
have a metallic shen, which means the
metalness will be zero. As I mentioned earlier, pay special attention
during the texture process to the texture detail
you choose for cotton. Because in cotton,
the texture detail is more visible comparing
to other fabrics. Round my render settings for
Coton on these two renders. In the first case, I only have a normal map with the
same texture detail, while in the second, there are additional textures, such as albedo and roughness. Second fabric I want
to talk about is silk. Just like with cotton on
the left is my render and on the right is an image from the internet showing real silk. The characteristics
of silk and silk like materials is that they have a lot of shine
comparing to cotton. So here, shin value
will be high. Additionally, silk
reflects metallically, so we will slightly increase the metalness in the
material settings. Let's take a look at the
renders on the next slide. You can see the shin is high in both renders.
The only thing. In the first render, I made a small mistake and
didn't change its color. It would have been better to use a blue or white shin,
but it is as it is. The shin value is set
to one, as you can see, and the metalness is
also not close to zero. As I mentioned, silk
has metallic shin. Now let's talk about lace. Here the shin and metalness of lace depend on the
threads of the lace. Some laces are made
while others are glossy. Additionally, when
rendering lace, we will need an Alpha map and Alpha channel in the albedo. Here with these examples, I'm showing two options. One metalness is zero and
one metalness is one. In the first case, we
have regular threads, while in the second
one, they are golden. We can say that metalness in the second option is maximum. Please note that only
the golden threads are those yellow ones. All the other threads are usual. At the bottom center, I've attached a screenshot of
a part of my metalness map. The white color on it
represents metalness value, while the black color represents
metalness value of zero. Additionally, I don't have
separate Alpha map for transparency here
because the Alpha is embedded into albedo. Next, let's talk about laser
and laser like materials. Again, the amount of shine
from the shin depends on the type of leather and there are countless
types of leather. Also, the metals in this
material will be zero. Let's look at all the
settings on the next slide. So I have three texture maps, the normal map,
libido, and roughness. The shin in this case is low and has desaturated brown color. What's interesting
here is that you can apply roughness map into the
shin roughness slot as well. It will add some irregularity. If you have a roughness map, test it in the shin
roughness slot. And as you can see,
the metalness is zero. And the last fabric we will
review today is latex. When it comes to latex, I recommend thinking of it
as of plastic but with shin. So if you need to
render plastic, you need to use latex settings, but in the diffuse section, choose lambertation
instead of microfiber. Latex is a very
interesting material. It provides shine
but not from shin or microfiber because the
material itself is smooth. This is why we will adjust shine through specular settings. However, here's an
interesting point. We will also add a low intensity shin
because as I mentioned, without it, the
material looks like ordinary plastic and we need
to make it a fabric look. Here are the settings. I have a normal map, but it is just baked map from a high poly with no fibrous air. Now let's quickly move to the specular and then we
will return to the shin. I reflectivity, which is specular and we can change
the specular color. This adds interest to your render and makes
it look more realistic. In we set low values, and we can also
change the color. This color change will
distinguish latex from plastic. As I mentioned,
the difference is influenced by the presence
of shin and its color. Now I want to
congratulate everyone. I have covered all
the fabric materials which I wanted to show. Next, let's move to Marmoset where I will set up all
the materials with you. Okay, let's go to the
practical part and see how we can set up the
materials for clothes. So we start with cotton. Let's select the new material. Let's right here, cotton. Right. Pull it here. Let me show you the
maps which I have. I have only cotton normals,
normals to normals. Libido. We can select. Let's select kind of gray. Let's go with this one. Diffusion microfiber,
which is very important. Shin should be not that high. Let's put it to dot three. As I mentioned in the
theoretical part, shintin also three and
shin roughness maximum. Then we go to transmission,
nothing, GDX, nothing. Roughness, we can pull it up like this and metalness zero. So here we are this
is our cotton. Next one, let's go for silk. So I create a new material, pull it here, call it silk. The maps which I
have for silk are silk normal and silk
roughness. So what I do? I pull normal to
normal like this. Then I go to color, let it be kind of balloon. Diffusion microfiber
for silk shin is maximum or shin tint,
a little bit higher. Let's say 1075 this
way for roughness, here I can use my roughness map. Boom. Here we are. Then we go to transmission
as it is, reflection, GDI, microsurface roughness, and we can also pull roughness here. Here we are, and metalness
metalness a little bit higher. Metalness, we can put let's say six Yeah. And now we can see
that this is silk. Looks like silk, acts like silk. Next one, ace, we create a
new material, call it lace. Pull it here. Texture maps
which I have fallas Roughness, normal, metallic,
and base color. Usually we start with normal, normal to normal,
base color to Albedo. Yeah, transparency
Ds are. Here we are. Use albedo map checked should
be checked in my situation. If your transparency
map is separate, then you can pull it here. Then roughness map. Let's take a roughness map to roughness, our
metalness metallic. We want metallic,
then a bullet here. After that, let's
go to diffusion to microfiber in microfiber, shins low like this, shin tint also low three
for shin roughness, we can take our roughness map. Here we are. Reflection
D reflectivity. Yeah. So now you can
see how it looks lace. You can get rid of
metallic and reduce the metalness if you need.
It's going to be like this. Latex. Let's create material. Call it latex. Pull it here. Maps which I have for x. Latex is
normal and roughness. So I pull normal here. I put roughness to roughness. Then I'll go to Albido
Let's select of nice color like this,
diffusion microfiber. For latex, shin is
very, very low. Like, let's say, zero dot
like this, shin tint high. Shin roughness,
let's leave it as it is, reflection, G roughness, this and reflectivity,
we can choose specular and let's
select the color. Let's make it maybe
blue. Like this. And intensity. Yeah, largely but is this. Now this is our latex. We see the blue, specular here, which is nice, exactly
what I wanted. And the last one is leather. Let's create a material.
Call it leather. Let's pull it to
mesh detets which I have base color,
normals and roughness. Normals again is
usually to normals, AlbdoT libido. Here
is what we have. Then we go to diffusion
select here microfiber. The sheen should be low. Like this. And we
can choose a color. Let's select it match to libido, but should be lighter. Let's saturate it. Let's go this way. Hintintier roughness. We go to our roughness map
and pull it also here. Then we go to roughness here
and pull our roughness here. And in this case, I would pull down a little
bit roughness here. So here we are. This is how the lather can look like. So this is it for this lecture. See you at the next one.
12. Lecture_11. What you need to have in your Artstation project: Hello, everyone. Welcome
to today's art lecture. Today we will talk
about what should be included in your project
on the art station. In general, there
are no strict rules about what to post
on art station, but after analyzing
a lot of works, speaking with other three
artists and reviewing the art station contest
submission requirements, a certain structure does exist. If you follow at least 70%, your portfolio project
will look professional. Today we will
specifically discuss the structure of what to
include in your project. What renders to showcase
on the artistation? We will review the
classic case when you are uploading a model created according to the
traditional pipeline, starting with a
high poly sculpting followed by the topology
for the low poly, VN wrapping and final texturing. In this case, you will have
everything needed to create all the renders and images according to the structure
which I will outline. Project will include
Beauty render, close up render,
presentation render. The callout sheets will
include clay render, Wireframe render, UV sets, textures, render
view, and video. Let's go through each
of these step by step. I've already mentioned
the Beauty render and presentation render
in our first lecture, but today, I will
quickly remind you of them and possibly
expand on some details. Beauty render, let's
recall what it is. This is your main and the
most stunning render. This render should provoke
the same emotions as if you were in a gallery and not
in front of your computer. It should tell a
story, evoke emotions, and encourage the viewer to stay on your work and
examine it closely. This render should captivate someone who stumbles
upon your project. The goal of the Beauty
render is not to show the entire character or all
the details of your work. In fact, it might
not even reveal half of the effort you
put in as a character. That's not the purpose
of the beauty render. Instead, the goal is to
do what I just mentioned, to tell a story, stand out, and to create an
emotional impact. Another key goal of the
Beauty render is to differentiate itself from the countless other works
on the art station. Let's look at some examples. All these examples tell a story. They make you want to
stop and examine them rather than quickly scroll
past and forgot about them. They encourage the
viewer to pause, get interested and perhaps
even to want to the post, follow you, or offer
collaboration. Moreover, you may
have noticed or not that recruiters
usually don't have deep expertise in three
D. Quite often they see a beautiful image and feel compelled to invite
you for an interview. Since most of you aim to improve your portfolio to get your
first job or better one, we need to pay a lot of
attention to the beauty render. I would like to repeat,
the beauty render is your best and most
polished render. Let's move on. Close up render. This is just a close up shirt. Its main purpose is to showcase the impressive work
you've done on a specific part of
your character. Most often, close ups
focus on the face, especially if you have invested significant time sculpt in
pores or detail in the eyes. Close ups are also commonly done for armor if it is highly detailed or on intricate
fabric patterns, et cetera. It can be done to any part of the character that you feel deserves a close up examination. Examples. In this project, I created a close
up specifically for the rabbit because I wanted to highlight it with
its own render. Meanwhile, in the
render on the right, the artist showcases
beautifully crafted, diverse and detailed armor. I spent at least 5 minutes examining it,
perhaps even longer. Using the example of
the cyber pun girl, I made a close up on
her face because I really wanted to showcase
the work I did on her skin. The image on the
right also allows a closer and more
detailed examination of the character's personality and the artist's skill.
Presentation render. This type of render
should already be familiar to you from
our first lecture. But let me quickly remind you what it is and why
it is necessary. The main purpose of a
presentation render is to show the full extent of work you've done
on the character. Here we make sure to display the character from
various angles, preferably with even lighting rather than
contrasting lighting, so the viewer can clearly see all the details
you've modeled. Traditionally, the character
is shown in a pose here, though it can also be shown
in more complicated pose. It's not a strict rule. Let's go through some examples. This presentation render
is one I really like. We have an almost monotone but not entirely
uniform background, it doesn't still attention, but adds a bit of
visual interest. The character is not in an A
pose, the lighting is soft. The character is
clearly visible, allowing us to sorogly
examine the details. Next example with
my the character stands out well against
the background, and we can clearly see the bows, the size of wings, and all
the important elements. It is important that we can see all the elements here about the existence of
which we didn't even know when we were looking
at the beauty render. I'm referring to the mechanical backpack on the
character's back. In the presentation render, it is perfectly visible. Another example of the
presentation render. Here, the character is
shown in an A pose. The interesting part here
is that the character is not presented from
any direct angles. In all the views, the character is generally turned
at three quarters. This is also a valid
approach since the essence of the presentation
render is preserved, allowing us to examine the
character from all sides. Now the last example of
a presentation render, which I absolutely adore, there is a lot to
say about this one. In this render, just like with my girl with
mechanical wings, both of us artists
cheated a little. Yes, this is also acceptable. No one is going to complain
about it because you did it your way and that's fine.
Where is the trick? For both of us,
the background and the beauty render and the
presentation render is fairly neutral with no
distinct atmosphere compared to the girl
with angle wings. As a result in both cases, it is almost the
same beauty pass but rendered from
different tangles. This approach is acceptable. Next, we have a clay render. The clay render is a
render without textures. It is literally rendering clay. Its main purpose is to demonstrate how your
sculpt looks like. Often, when we set up
materials during rendering, the beauty of
sculpt gets lost or even hidden behind textures
in material settings. It's not bad. It's how
it is supposed to be. However, it is always a good idea to create
a clay render to showcase the beauty of the sculpt to create it
on your high polyme. There are two ways to
render a clay render. You can either render your
real high polymodal or apply baked normal or
displacement maps to a low polymodal
and trend as that. Both options are valid, but rendering the high
polymodal usually looks better. When we talk about normal maps as opposed to displacement maps, normal maps fake the detailing, which inevitably results
in some loss of quality. Let's look at some examples.
This is my character. Here we see a clay
render as well as the render of the hi
polymodel with polypint. In this example, I want
to demonstrate how the details get lost when
textures are applied, even if it is just a polypnt, the presence of colors throws
attention away and we no longer see the fine details unless we specifically
focus on them. By the way, if you have created only a high polymodel and want
to render it beautifully, I highly recommend creating not just a clay render but
also a render with polypnt. Let's move on. Here
is another example of a high poly clay render
that I absolutely love. Pay attention to the lighting. This is soft
desaturated blue light paired with soft
desaturated yellow light. I highly recommend trying a similar lighting setup
for your characters. Now, this is an example
of a clay render for a low polymodal with
a normal map applied. It also looks interesting, although it would be even cooler if it were
a high polymodal. The back with oranges is
particularly eye catching. A touch of humor never hurts. If you use touch techniques, it can look fun but
don't overdo it. Now let's move to
the frame render. This type of render shows the actual I frame on
your character. The primary purpose of
a IFrame render is to showcase how well you can create a proper and
beautiful frame. I have an important piece
of advice since I know many people who
don't like spending too much time on
topology or vis. If you've done a sloopy
job with topology, or your frame was generated in the Zetrmesu which stands
for an automatic topology. Better not to show
a IFrame render to avoid damaging
your reputation. However, if you are creating
a work for a competition, such as the one hosted
by the art station, showing a render
with a Y frame is often a mandatory requirement
according to the rules. Examples, here is an
interesting IFrame render. Why do I call it interesting? Because here we can
see how the planes are positioned on which we saw
fzers in the beauty pass. It's always fascinating to
examine I frame renders, especially when you
are working with transparent textures
like hair or fissers. It allows us to see how
this magic was created. By the way, this character was made not for game development, but according to the film
and cinematic pipeline. Here we two examples of characters made for
game development. We can see that you can
display a regular wireframe or triangulated one as it is seen on the
character on the right. Another important and
interesting point, if you want to show the
polygon count for a model, this is a great example
of how you can do it. Here is another
iframe render with, in my opinion, an
interesting presentation. It's simply a screenshot from Marmoset where we can
clearly see the IFrame. The value of presenting
a frame render in this way lies in how it
stands out from others. Since we work in
a creative field, if you have an idea to do
something fresh and unique, don't ignore this impulse. UV layout sheet, another
type of presentation, but the one I don't recommend publishing if it wasn't
done really well. The primary purpose here is to show that you can
create good UV maps. If your UV layout is well made, feel free to showcase it. However, if you're
participating in competition, showing UV maps is often
a mandatory requirement. Let's look at some examples, specifically how to present UV maps for an art
station portfolio. I will use one of
my own example. Took one of my completed
renders, in this case, a frame render because I thought it would
be appropriate to show the frame again on
the same images as UV map. Then in Photoshop, I edit UV
map, screenshoots from Mia. This example is also
worth considering. Here, the three D artist shows
UVs over latent textures. This is another excellent
way to present UV maps. Additionally, using different
colors on the model, the artist indicates which part of the character belongs
to which UV set. A very informative approach. Finally, a approaching
the finish line. Let's move on to
the texture sheet. Like the IframeRnder
and the UV sheet, the texture sheet is an
informative component of your arts tion project. The main purpose
of the sheet is to demonstrate your ability
to work with textures. This sheet, along with the
bframeRnder and UV maps will be essentially useful during the job interviews
when you're asked to show how you handle
topology UVs and textures. If you have included
this in your portfolio, you won't need to
scramble to find le frames UVs or texts
when asked for them. Moreover, if you
present all this in your portfolio
and it is done well, it could give you grounds
to decline the test task. Potential employers,
after reviewing your portfolio will already have a good sense
of your skills. Examples, you can
keep it simple, gather all your textures
onto one sheet. Anyone reviewing it can
figure out the details. You can also add
labels for clarity, specifying which textures which, base color, normal, roughness, metallic capacity, et cetera. Can make it even
more interesting. Select the square
for each V set, divide it into segments, and place a piece of each
texture into each segment. This saves a lot of
space while still providing a clear
picture of the textures. Alternatively, you can render
each texture individually in Marmoset or take screenshots
from a substance painter. Then arrange them on a sheet as shown in the example image. In my opinion, this is the most visually clear way to present each texture separately. Now the render view.
It has become very popular to take screenshot
of your render scene. The main purpose is to showcase how the render
scene is set up, particularly how the
light is arranged. Examples, you can keep it very simple, but
still interesting. For instance, I have an
example from Arnold. In one window, there is
the complete render and in another a piece from the render scene
with lighting setup. Simple and effective.
Let's continue. Example from Marmoset. This is simply a
screenshot from Marmoset. It is very straightforward
and can be done in 3 seconds using
any screenshot too. Here we can see the cameras the artist used for rendering, the lighting setup, and even
some material settings. Overall, it's a great approach. Another example is a
screenshot from blender. Here we have two screenshots. The first one on the left
is more informative, giving us an understanding
of how the scene looks, what additional messes
the three D artist created for the beauty path, the placement of the
lights, and so on. The second screenshot shows the view from the render camera. Finally the last
point on art Station, you can also add various
videos related to a character. This can include clips
like turnable videos, fly through videos showcasing different parts
of the character, making of videos or
space sculpt videos. In my project, I include
turnable and making of videos. These types of videos
are very engaging. Additionally, you can edit them for your reels or TikToks. The main purpose of
these videos is to provide even more insight
into your character. So this is it for today. I hope this lecture was
useful and informative. Let's move on to the next one.
13. Lecture 12. How to render the highpoly character with polypaont in Marmoset: Hello, everyone. So today, let's set up our render or
our high poly is poly paint. So let's start with NO
polypnt from that brush. So I click on all my materials
and select vertex color. I'll be vertex color, and I need to go through
all the materials which I have here except
of course invisible ice. Let's go to Sky. You can
select any other HCI. You can leave default
which you have here, and here, let's select color. And let's make neutral
to start with. Let's make it neutral. Next, we go to render. Now we go to camera. We put in sharpened
perimeter, we put one. Next, we go to say frame, which is here, click, and then let's think
about the perspective, and this is too much. Let's put it here 50. 50, I think we can
start with 50. Then you go to render and I go to image and I want to
adjust it a little bit. Five, zero, zero,
this is better. That's what I want.
Samples of course, higher the noise
trans higher CPU, then I go here, I turn on retracing. Bounces. Let's start with four. Samples a little bit higher. The transmission by now
it's going to be four, but later I will adjust it. Let's proceed to
adjusting our materials. Let's start with our hair. For hair, we have vertex color and I think
that my hair is too yellow. I can mix this yellow color
with any other color. Let's try to mix it
with maybe pink. Light pink like
this a little bit. Let's go this way by now. Diffusion lumbar
tation, transmission, GG is correct,
microsurface roughness. I think we need to
add it a little bit like this, metalness. Let's cred it for the hair. Also a little bit. I want to go this way. Then we go to clear code, clear code reflection,
anisotropic. Clear code microsurface, I'm not touching and clear code
reflectivity, specular. Let's adjust the settings. Anisotropy, let's
leave it right now. Right now, I don't see anything. We can increase
intensity by now. Okay. Let's increase metalness to see the isotropic direction. Right now, I see it. So let's go this way. Metalness we can reduce back. Mm hmm. Then let's select the color of the clear coat reflectivity. I want to select
kind of this one. No, not that big intensity. Let's leave it this way. And it's a trophy. Uh huh. Yeah, I see it.
Maybe, let's do this. And what we have we have
a mission, a missive. And for the glow, I want to select again, kind of this color. And densities lower
with out like this. Okay. Here, done, have let's
select our body. Albedo vertex color,
diffusion lambertation, transmission, up
surface scattering. She has a pretty big face. In this case, I would put
here in scatter depths to reflection GDX microsurface, roughness, saying, let's move. Sync roughness we
should increase this. Instead of metalness
and reflectivity, let's select specular and let's immediately select the color of the specular, desaturated blue. Okay. Well, I think we
need to include it. Like this you see, you can see
here already the specular. Then clear code reflection, GD clear code microsurface, roughness, for clear code
reflectivity, refractive index. Let's go here I don't know. 15, let clef, roughness. I think we should
increase it a little bit. The way. So things looks
pretty nice already. I forgot to check.
Shows color reference. Yeah. Yeah, works good. Let's go for close. For close, what we have. Yeah, vertex, color,
diffusion because it's close, it should be microfiber. Shin. Let's make compulhin. I think I want the kind of
dark one, not dark saturated. Let's make saturated one, and let's reduce because I
think it should be cotton. Let's make it so here. And for cotton, I
would also reduce the shint that's
three and roughness. Maybe we should increase it. Okay. The metal ness is zero. But the roughness. No, like this. I think this looks nice. Okay, that we have we
have brown metal here. Vertex color,
diffusion lm rotation, transmission, no GD, correct. Roughness. Sure we should
go high metalness. Yeah. And roughness I would
increase just a little. Let's go here in the clear
coat with anisotropic. Here in clear code Microsoft
is with roughness, and in the clear coat
reflectivity with specular. So I already want to select
the yellow specular. Yeah, exactly what I want. And I want to increase
the specular. Like, kind of this.
And isotropy, Yes, let's make it one. And what about the direction? Let's make it sink this way. Roughness, maybe indifferent. Let's make it this way. Roughness should be
higher like this. Okay. Then we have our yellow metal. What are we going to do for our golden parts,
vertex color, correct. Invertation, transmission,
nothing, Eggs, roughness. Now, let's start with metalness. Pull up metalness because
it's metal and looking nice. Yeah. Roughness. That's again a
little bit higher. It's practically
the same as with brown metal, clear
coat reflection, and sotropic clear coat, microsurface, roughness and
clear coat reflectivity, which are specular. What if we select for this one you know this kind of specular
increase intensity. Yes. Cool. Yeah, let's go with
this specular. Let's increase Anisotropy. Uh huh. We direction. We need roughness,
definitely. Fire. Yes, I like it. Then you can work a little
bit usotropy direction. Mm hmm. Good. Then let's just all
eyebrows and lashes. So here I think, not
a lot of, definitely. Roughness maximum and metalness. I would increase the
metalness to make it darker. That's the reason
why I do it here. What we also have here,
we have metal clock. So let's go to see
what we can do here. Again, I want to add maybe I think here to make it different
from this golden metal. I think I can add
a little bit color to vertex color through
the color option here. Let's maybe add, I think
this one's looking nice. Claation obviously
metalness is one roughness. Roughness let's
increase maybe lower. Mm hmm. Clear coat reflection and esotropic clear coat
microsurface roughness and clear coat
reflectivity specular. I would also select here
the color of specular. Let it be also kind
of deorated blue. Have we don't say it
let's intensity increase. Yeah. Maybe even more increase. Okay. Okay. Roughness, definitely, yes, I can make the
roughness higher. I can specula make lower
sotrop, let's make one. Clear direction of this sotropy. Yeah, select this way. Roughness higher
density may be lower. A bit lower. Yes. Looks nice. Next, we also have
sand inside of this clock. But first, let's hide here ton of the
visibility of the gloss, which we will adjust later. So we have the send what are
we going to do with sand? So I don't like right now
the color of the sand. So I think I can add kind of something more
interesting in colors, maybe closer to red, but not that saturated. Let's go with this one. R. Okay, metalness. It's not like sand
is not metallic, so I would choose specular here. And maybe I would choose also. I like blue. Blue specular. Maybe we can increase the
specular. Uh huh. Not sure if it's going to
be seen through the glass, but let's try and
increase roughness. I mean to saturate
it Oki this way. What's left? I think left our eyes and our
invisible parts here. So let's go for invisible eyes, and I will not this. I will take the glass
material, which is default. Let's rename invisible eyes. This, and let's pull them here. Right now, if I render it, I will see that the
ice will be dark. To make them lighter, we should go to render and top up the transmission
here up to ten. Then on render, they're
going to look later. We also have this diamond here. For the diamond for the diamond, I would also create
a glass material, but I will change the
color of the glass ties Heirets and
scarlet diamond. And let's pull this
diamond to here. O. So right now, our
diamond is not green, and we need to make
a green diamond. To change the color
of the diamond, we can surprisingly not albedo, but we change it in transmission in the
depth parameter here. So we press here, and we select the green color. And right now you can see
that it becomes green. The last not the last. Another parameter where we
need glass is this one. Maybe for this one, I can also assign
my invisible eyes. Mm hm. Let's leave it like this. And we also have our hidden
glass for the clock. And for the clock,
I would also create a glass material and
call it, clod glass. But I would like to change
the color of the clock glass. A so we go to the
transmission and I want maybe something a little bit violet because I like
because I can why not. Okay. That's okay. And finally, the last s in the materials,
maybe not the last eye. We also have eyes, those
which are visible. I can find them in the outliner. It would be easier
to get to them. Let's find this material here. They should be here somewhere. Close, body, body body. If I can't find them, I can create new material. And pull it to ice. Here I can name it eyes because
I lost them really eyes. I select here, of course, vertex color and roughness up. No, metalness
metalness now this. Final, what I want
to do I want to make these hand clocks
here. Clock hands. Sorry, clock hands here. I want to make them emissive. It's easier to find
them here because I renamed everything
in that brush. Clock hands. And for clock hands, I want to go to emission. Well, I think what can I do? Let's make metalness high. Roughness. Well, actually, it doesn't matter because
emission will kill everything and we go to
emission and go to emissive. Let's select color in the glow. Yeah. But maybe I want them
on with this way. Okay. And intensity. What if I make it a
little bit higher? So I will receive a nice
light from the missive here. I want to create like so I
start with the key light, maybe where I wanted to go from. Wanted to go from here, maybe. I'm clicking here on this icon and I'm waiting
when the light is created. Let's
adjust this light. So First all the
spotlight angle bigger. The intensity brighter. I think that right
now I want to lower the brightness of my
HDRI, go back to here. Uh, but here you see here, I receive very sharp shadows so I can increase the diameter. These shadows these
shadows, they become soft. Next, I want to
create rim light, rim light which goes let's
create which goes from here. Again, I'm moving
here where I want to create it, press the second. Let's change the spotlight
to omnilt. Why not? Omnilt. Let's change the color. Traditionally,
traditionally, should be dark saturated blue like I
like and should be lower. Let's increase the brightness. Yes. Diameter, vinegar. Let's make it this way. This is a situation
maybe where I want to create another
kilte which goes from here. Want your face to be more light. So I come here, I
take this light. Let's look from the top. Maybe let's pull it out. Maybe the diameter a little
bit, the spot angle, maybe even like
this, and of course, diameter bigger and they
think of the brightness. And maybe let's lower this
promptu not that much. Let's go this way. Next, what I'm going to do? Right now she's flying in
there, which is not nice. Let's go to scene and add
object shadow catcher. Nice. Indirect shadows here. Right now, she's a little bit mirrored as if she's sitting on a mirror because I don't
want it too much mirrored, maybe something this way. Maybe even I want to
pull it up a little bit here to the tips of her
shoes like this. Great. Next, I go to my main camera. I want to add vignette. Vignette. Let's add vignette. Mm hmm. She's looking
very cold with vignette. This way, maybe lower softness. Maybe let's trans lower. This way. Yes. Next. I think right now
that the background, that neutral background, we can change it to maybe
some kind of color. So let's try to go here and Check like what are
the colors, how it works. No on this one.
Let's take this one. On this. Okay. The next thing. Let's see what we also
have here on the camera. We have Bloom Nu, we have grain. I like adding grain in Photoshop because in
Photoshop, it looks better. I will show and let's
return to the render. Render settings here, we have
PNG ok, CPU trans right. And what I also want
to do just in case if I want to adjust
something in Photoshop, I would add here also
to render pauses. I would add ID material ID. And in my case, material ID, same object ID. Let's go this way and let's select Let's select where it's
going to be rendered. Let's leave it here. Let's right home. Okay, let's press
Render and let's wait. This is our final render, and this is our material ID. What we do next, go to Photoshop and let's this way, this way. That's why I want to
change a little bit the background and
press control, and I can just maybe were
more situated to it this way. Yum. Then I press Control D, just in case I
duplicate this layer, and then I want to add noise. Okay. So here we are. And this is our render. Of course, we can just
crop it a little bit. Kind of this one.
And here we go. This is our final render. And this is it for today. See you in the next lecture.
14. Lecture 13. How to redner your lowpoly character with textures in Marmoset: Hello, everyone. And today, we are going to render a low poly character with
textis and marmoset, and I will show you how to do
it on one of my characters. Let's start. We have my
character which is already posed is one of my most famous
characters. What else? And we have texture sets, which is hair and cloak, eyes, body, and armor. So we're going to set
up all the things. First, what we should do
when we are already here in Marmcd is go here and to
check show scale reference. What we see now, what we see, we see that our
character is extremely big because my scale
reference is here. So what should I do? I should make my character
smaller like this. This is right now the
way she should be. She's pretty long leg, done. But that's one of the most important things which should be checked at
the very beginning. Next, what we are going to do, we are going to go to sky and I want to select
a different HDRI. This time, I want to select
one of my favorite ones. Let me find it. It's
Something Beach. Where is it? Yeah, here it is.
This one because it gives us very soft
shadows which I like. Next, let's check here to what we want here.
We want here color. Let's take any color which is neutral.
Let's take this one. Definitely, and what else, what have I done? Also what we should do, I would go again
here and I would add straight away
the shadow catcher. Here we are the show shadow
catcher in direct shadows, and we see nothing
because we need to go to render and
turn on re tracing. So here we are tracing this on and we already
can see something. Back shadow catcher roughness, specular maybe a
little bit more. Here we are. Of course, let's save the
project right now. Let's make like render local Okay. Let's see for the
folder, be here. Next, immediately
what we should do, we should go to the main camera. We should sharpen put trans one, obligatory as I told you
in previous lectures. Next, we go to main
camera and we put SFrame. And she's standing right now, so this key 30. I think 30 is going better than 70 because
for the portraits, I take 70, I think, we can go with 30 here. At least by now, I
like the way it looks. Next, we go to render
and we go to image, and here we can change
this resolution of the image and exactly
what I want to do. That's usually
these resolutions, and let's samples higher
than with trends, and we go to main settings
here of the render bounces, we should put at least
four I should be more even more transmission
should be higher and let's think bounce aspire the noise strands also
higher is in my situation. CPU if your video card is
more powerful than mine, mine is very not powerful. Then you can also
exchange here for GPU. Not my case. Oh. So next, what we do? I want to create at
least a key light. I'm not going to set up
the lighting exactly right now because I'm going to set up the final lighting after
the materials I set it up. But at least the key light I
want to set up here by now. So I click here. I'm creating this key light, which is going to be here, and I think we can reteat it a little
bit, maybe this way. Maybe it will be
even moved closer to here. Not sure by now. Let's leave it
here and diameter. Yeah, diameter a little bit
higher and maybe spot angle. So here we are. And now let's start with
setting the materials. I want to start, traditionally, I want to start with the body. We have here, body group, which was created previously. And for body, kind of what
kind of maps do I have? I have normal metalness, really, metalness so weird because it's actually my
very old character, and I like it was first
rendered many years ago. So yeah, it can be here. Maybe because here I have yeah, because she has makeup. And that's why, well, oh, my God, there's Mtonas here. We will not use Madonna's
for this character. Okay, normal map here. Then we take base color, which goes here and
we have roughness. Let me think. Let's take also roughness to roughness and
then let's set everything up. W is my light. Maybe I want to
make it brighter. Let's make it a little brighter. Here you are normal. First of which I need to check
if I do I need to flip Y. No, this one is correct. I'll be yes diffusion
lumber tissue, transmission should be
subsurface scattering. It should be one. Because I have
checked the scale. Next, it goes roughness
Roughness, I think. Yeah, roughness is okay, why I'm trying to
do something here. Next one, go specular and I
want to see what's happening. Specular of course, I want to check to the desaturated blue. This one and specular intensity. I think I want to make it a little bit higher
cloud that much. What's 15 maybe here. I think 15 is
exactly what I need. By now, no. Clear code reflection. Here we select GG, microsurface, here with electroughness,
and clear code reflectivity, we select refractive index. Refractive index, let it
be five here and what? Here in secular not in specular. Here in the roughness, looks like we need to increase a little
bit the roughness. Yeah, I think right now, I like the way it looks. By the way, I've just remembered that I have occlusion mop, which I think I can bring
to this character by the normal nim bent clusion he bent occlusion pull in here. Okay. So here we are. This is a character. Next, we have ice. For ice, I think I
also have textures. So what we have emissive
roughness base color. So we are pulling base color to Albedo roughness to roughness,
emission, emissive. Go here we take emissive ice. Let's pull it here and
see what's going on. Yes, what else I can do here? Maybe I can make the metallic. No, I think I'm not leave the ice the way they are right now even without
setting something else. They're looking pretty good now. Okay, let's deal with
the hair right now. What the hair textures
we have here, we have a base color. Hair normal go to hair normal. Ha base color goes
to base color. Hair metalness think
it's just black. It's almost black, so
we will not use it. Hair roughness
goes to roughness. Ambient occlusion, we will use later all the
rest is applied. Let's see what do we have. Diffusion we go lumbertation. Transmission is not going
to be applied here, then we go here reflection, of course, GD roughness. Roughness, I think I think we can go a little
bit lower with roughness. Mm hm. Metalness, a little bit higher. Now we can see what
happens to roughness, metalness lower
and we clear coat. Here we go to us atropic. Here we go not touching ensg and reflectivity
going to be specular. Let's let the glow of the specular intensity.
Which one I want? Let's go with this
one presently. Maybe Okay. And anisotropy can be maxim,
Anisotropic direction. We can select hunts random, so it's going very randomly. Leave it like this and intensity can lower a
little bit of intensity. Let's go to emission and
emissive virtue here glow and here again
select the color. Let's take this one and
lower the intensity. And the color, we can change. Take this one maybe here. Maybe I can go with
this color more. What about embienteclusion? I think I had ambient
occlusion here. Let's put it to embnteclusion. I think it works not bad. Let me check if I have
hair under eyebrow this. Yeah, I think it was here. But what I would
do, in this case, I would duplicate,
duplicate right here, eyebrowss ashes,
Lashes, and I would go to emission none metalness Maxim,
is it here still? Uh huh and go like this and roughness maxim I would go without all the
then occlusions and here, none clear code, none,
clear code, none. I want them just to be modal
and lower a little bit. This way. Next, we have cloak. I take cloak. Cloak here, and our cloak is lying on the
same textures as our hair. Yeah, we create cloak materials. Next, we pull normal to normal. We pull Albot albedo, we put roughness to roughness and then later
we will add occlusion. Since it is close, we are going to use here
instead of mortise microfiber, and I think this cloak
is more cotton like. In the shin, it's
going to be lower, it's going to be three
and in the hinten, it's also going to be
a little bit lower. That three and the color. I would go with red one
and roughness maximum, what I would actually
do for the cloak, we have occlusion here
so we can add a clusion why I invent occlusion,
pulling it here. Right. Metal no roughness
according to the map. Good. Then we have this
material which is armor. According to the concept, this armor is neither
steel nor metal, so it was it's
going to be pretty challenging to set it up to
make it look at least nice. Of course, we will start
with metal settings. And let's see which
maps do we have here. We go to model, we go to armor and it's going
to build as in here thing. We have base color ambient
missive normaltroughness. Let's take a normal. It's going to be here,
normal work kit. We're going to pull the
base color, emissive. Let's live by now. Roughness. Roughness,
roughness, roughness. Yeah, here we go. Here
we go with roughness. And we also have a mission. Emissive. Let's take a emissive. Working? Yeah, it's going
to be working, good, good. Then we have our metalness. We can increase the metalness. Let's try to go metallic settings for
clear cut reflection. What we select isotropic here, what we select roughness here. What if we select secular here? The specular can select color. She is stylist, for her, it's going to be looking
and being correct. Maybe I'll do something
with this one. We weird, but let's do it. Roughness and anisotropy. Then roughness let's slow
and otropy direction. Mm hmm. Go this way. Why not? And roughness higher. What if intensity intensity, Roughness, go this way. Maybe maybe less
saturated, make it. Okay. Color still don't like it. What white? What if it
go with white? To it. Let's go with white. Next,
what we are going to do? We are going to
set up our lights. We have one light here. I want to create a
rim light from here. Boom. And brightness and color and spot
angle and diameter. Here we are. I think what we can
do with this slide, maybe brightness,
lower a little bit. What if I pull it a little
bit here and then I cheat? What if we select?
Any other color. She used to be in my previous andasleblue,
if you make her red? What if we go with these colors, maybe a little bit lower. Okay, very weird. Let's try and then let's make another ring light from here. Again, it's going to
be let's take red. Let's brightness and let's
diameter and brightness lower and spot angle maybe like this and whatever you
put a little bit, right now, what I would do? I would go to sky. I would reduce the
brightness here, and what if right now
I go to my main light Keltcreas brightness like this. Let's also go here
to the backdrop. I don't remember actually the resolution of this backdrop, which I want to as a
backdrop here in Marmo set. Let me check it here. It's 1920. Let's copy this and
go to Marmaset to render control and
here 2000 2000. Uh huh. Yes, this I go. This way. What we can do? We can add backdrop. The cars which I've selected
for the rim lights, they are maybe too much for
the backdrop which I wanted. Maybe let's take the ones. Take this one and
for the next one, maybe Let's also
take this bluish. Then we go to scene object
and here we have backdrop. Adding the backdrop just to
show you how to do this. If you have the image, you can control them believe. You can use this one
as the backdrop. What if I show guide? Uh huh. So you can use this like I used, and we can do it this way. What else we can go to sin, go to main camera and we can add vignette here. So what I like. Maybe to the hair we still can
increase, here, here. Can crease a little bit glow. And we go to render. Then we go to our not video, our image and create samples, this thing is going to be okay. I select where to save the
image which I'm rendering save and I can add not here. I can add new AD AD IDs object ID or material
ID, whatever you need. You need to fix anything. Let me check if I did
all the settings, Bones as I would
eat right now here. Transmission can go
a little bit higher. Sometimes you can add
this bloom if needed. We can maybe add it
a little bit here. I'm not big fan of this bloom, and what we do next, we go to render and press
render Mach and wait. Okay, so here what we have. We have our render Image and
we have our material ID. So what we are going to do next, we are going to
Photoshop here we are, and we open our final
quality of final render, and I can bring my material ID in case
I want to fix anything. I personally don't feel like
I want to fix here anything, but I can show you
how you can do this. So you have your material
AD and you can select here. For example, you
want to fix this. You select it in the lab
with your material AD and then you go to your original
lay you can control, for example, press,
you want to colorize it and you can select any color, maybe do something this way. Why not? Who knows
what you want? Or let's bring everything
back like cancel, where you just need to maybe
make it more saturated, a little bit change the tint. Who knows? It can be done
this way, not my case. The only thing which I want
to do with this render right now is to add the
filter to add noise. We go to noise, we add noise, and I think more than
four, it can be five. Press Okay. And here you are seems like my
render is ready. If I want to make it
for Instagram stories, I can even crop it
with more like this. So this is it. This is how to render a character in
Marmst low poly character, we did everything together. Try to render characters
with your maps, with your settings in Marmct and remember to show me the
results which you can get. EU
15. Lecture_14. How to redner Wireframe, other passes, turnable video and Marmoset Viewer: Hello, everyone,
and welcome back. Today we are going to
discuss how you can render why frame glossiness,
roughness, normals, all the render passes
to casawsH to render your turnable video in Marmst and how to make
this model for fewer, which you can open and everything is already
set it there. So let's start, are
going to start with how to render frame and all the
other passes in Marmset. Let me show where
you can check your iframe and select the
colors and so on. Press here and you
can press iframe, and here you can select
the color which you need, which you want your
frame to be white. Let's say it's
going to be white. Then here you have
this frame opacity. You can control how much is going to be
visible on your model, and you need to remember
this number or copy. But this one here is only
the preview of your frame. To render your frame, you need to go to render final composite
here in render passes. Press here, click here on Vaframe your final composite
will be rendered with frame. Then you need to select the color that color
which you selected here, and here in the via frame
here in its opacity, you need to put this number. So you do it this way. It's 05 and here was zero.
This is how it works. That's very tricky
and very interesting. Next, you can if
you turn off here frame and you have
wireframe checked here, then that means that it will anyway render the
image with wireframe. If you want to render
some other pauses, here, you can check all the
pauses which you have, like you have here it's
like render pace geometry. You can look here, how
to look your albedo. For example, you can see
how it looks your emissive. You're going to
check your roughness and so you can render all
these render passes here. You can check how your
render passes looks like. You can do it here. But
to render it again, are returning to render. And we're going here
and we add in here, we it the material, adding the previous lecture. Same as we're adding roughness, we are adding libido, are adding glossiness,
are adding whatever. What see whatever you want. You can add lighting cluson
pus, whatever you want. And as I told you,
you can look here, for example, lighting and bunt occlusion,
how it looks like. You can render all the
pauses which you have here. And then when you are
ready to render them, you just press render
image, and that's it. And then all your pauses
which you mentioned here, which you edit here are
going to be rendered. Next, how to render
your turnable video. For Turnb video, we need
to create turnable. So I select my
Misubm my character, and then I go to SN Ed Object. And here I select
turnable, right. So what we see right now, we see that here
in the outliner, turnable node is created, and to this node is connected, Miss Ben pose, my character. So I need to go to animate here. And then if I press
play here what we see, we see our turnable
video. Here how it goes. A small life hug, so we go to zero. I would take a character. And in the first frame
in the zero frame, I would rotate her a
little bit this way. So when we press play, we can see her
from the front for longer because when
it is set by default, we see her from the front
and then she already tunes with your side
and with your back. But if you do this live
hack, which I did, so you return her, you
turn her a little bit. Then she starts tuning
already showing to us her front and then her
side, and then her back. So that's really cool. When you are happy with what you're going to receive
on your film turnable, like nothing more to do. You just go to video. To render to video, select the folder, select the
resolution and pack four, then you select I pack four with obligatory quality of
course 100 samples, it should be at least five K, at least, can be even more. The noise, CPU, quality high, the noise trends high, and then you press endos video. I will not press
endos video because my computer is pretty slow
for such kind of renderings. But try it on your computer. I'm pretty sure
that your computer is a little bit more
powerful than mine. So the next thing, which
I'm going to show you is how to export the
Marmoset viewer. Marmoset viewer is something that I really don't
like exporting because it steals a lot of
quality from the project, which I don't like at all, but I know that a
lot of students, a lot of people
like exporting it, so I will show how to do it. So first of all, what I
need to mention I want to see that Mrmost
viewor is very limited. So there are a lot of things
which I cannot export. For example, MrmostVewor doesn't support displacement
map, height maps, clear code settings, by the way, transmission setting, backdrop
settings, a lot of lights. It can support
only three lights. It doesn't support area light. You will receive
shadows only from three lights and there are
a lot of other limits. So before you start
exporting your character, I would recommend, first of all, go through all your
materials and make sure that you turn off all
the clear coat settings, which I like so much
and which bring so much beauty to our
works because why do I recommend you to go and turn them on like a manually, Bkers if you don't
turn them on manually, they may look a
little bit weird on the file render on the
final Marmoset viewer. Here, I've turned everything
off and I go to file. Actually, your backdrop is also not going to
be supported by the Marmoset viewer,
go to export. I select here the viewer, like the folders model two. And title. You can write here. Un let's see. No, you can adhere
your architan link. Textures high, ludless normals, high resolution sum
nail export animation don't have emission. Show controls camera,
yeah, main camera. Full frame with it. Okay, and aerial lights are not supported
in the raster mode. Okay, and then I press export. And now let's wait until
our model is exported. So here we are model two. So this is how the
model looks like. As you can see, we
don't have our HDRI. We have the shadows, but they are not looking nice. In general, I like this Mrmoset viewer only because I can just look
at the model itself. I'm not looking at
nice rendering. I can check like the maps
which we have here, you see. Like, yeah, that's cool, but that's the only
cool sale thing. If you want to add Mrmost viewer to arts titie you can
do it, obviously. It's not a problem, but d it at least, like in the end because such
situation when you have said it all the
beauty in Marmoset and on renders it looks nice. While on the Marmoset
viewers look a little bit, like, unfinished or outdated
or something like this. So, yeah, I think, for this lecture, I have
showed you everything, and I want to say thank
you to all my students, to everyone who decided
to join my course. I wish you good luck in
making your renders.