![]() ![]() This shader over here is the default shader, and I won't be using it. Because of that they are ideal for high poly renderings, product renderings, concept art, hard surface design and any project where you don't have UVs on your mesh. All the materials are 'pure', meaning that they doesn't have any imperfection. I was really excited to see pbr like marmoset toolbag 2 in a game engine but so far I’m not getting the results I was looking for since I’m not a shader wizard. 3rd picture: How the object looks in UE4. 2nd picture: My shader setup using the same textures I used in marmoset toolbag 2. Once you click on the template, it creates a new shader. A collection of 22 materials for Marmoset Toolbag that don't need any UVs. 1st picture : How the object looks in marmoset toolbag 2. I'm going to use the Dota 2 Template, which is the default template for Toolbag. ![]() If you're new to Toolbag, I would use one of these two depending on the engine that you plan on exporting your model to. Most of these apply to Quixel materials, but there are a few here that I use quite often, including the Dota 2 Template and the Unreal 4 Template. With that in mind, let's go over here to our shader menu and look at the Presets that Toolbag gives us so that we can set up our materials properly. Toolbag doesn't apply UV mapping to your models, so for your materials to take effect correctly in Toolbag, you'll have to have all your UV mapping and coordinates applied in a 3D program before importing into Toolbag. Next, we'll look at how to apply materials to a model that you've imported into Toolbag. ![]()
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