Note the puddles and how well they stand out having a high reflectivity - they add a lot of detail to the final image. This is good so we know we are getting the intended look of all the assets. As you can see both the car and the ground look exactly the same as they did in Substance Painter. I followed the same process as the previous step to import the ground mesh and textures into Marmoset. Setting up of materials and importing textures onto the car asset The car should now look the same as it did in substance painter. The roughness map is dragged onto the micro surface slot and Inverted. Add the albedo and normal maps for the metallic map change the reflectivity to metalness and drag the metallic texture into this slot. To import the textures you simply drag and drop them onto the map slots. Having the material as an U4 template, we know the textures will behave as intended. When we exported our textures from Substance Painter we exported as Unreal 4 format. Click the material pre-set icon to create a new material template and choose Unreal 4 as the template. Once in Marmoset, the mesh has a default material applied to it. OBJ files as they were exported from 3ds Max in the correct position we don't need to move the assets once in Marmoset. Scene Layout & Asset Modeling an Apocalyptic Diorama in 3ds Max Texturing assets for an apocalyptic diorama in Substance Painter The tutorial will be split into three parts, I will use 3ds Max for modeling, Substance Painter 2 for texturing, and Marmoset Toolbag for creating the interactive scene and exporting to a web browser. Banking substance painter to marmoset toolbag 3 32 bit#Also, this would be compatible with 32 bit and 64-bit windows.This tutorial will guide you through the process of creating a diorama that you will be able to interact with in your web browser. Also, this is a complete offline installer and standalone setup for Marmoset Toolbag 2021. You can also click on the below button to start Marmoset Toolbag 2021 Download.
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