Step 3: Marmoset materials
In Marmoset, click Open Mesh and import the posed character into the scene. In the Material tab, click New Material and save a material for each of the different surface types needed. Set the type of material from the Channel Model dropdown option.
For the armor and lance I use Phong Environment and for the hair I use the Anisotropic Environment material. Use the Anisotropy Direction slider to control the angle of the specular highlights for the hair. For the face and eyes I use the Skin Environment material.
If using the Skin Environment material with meshes that have skin and another type of material, use a black and white mask in the Skin Tone/Mask slot to control what parts of the mesh have the subsurface scattering effect applied to them.
Step 4: Marmoset lighting
Under the Light tab, Marmoset has some Sky Light Presets to play with. I like to find one that can be used as soft ambient lighting and drop down the brightness setting. Next, add some lights to the scene.
I like to start with a standard three-point lighting set up and then add any further lights as needed. The three-point lighting setup consists of a rim light, key light and a fill light. I end up adding an extra rim light and a couple of small fill lights to my scene.
Step 5: Presentation shots
When you're happy with the lighting, under the Output tab, specify the output directory and click Save Shot (F12). Import the saved screenshots into Photoshop where you can make some Levels adjustments, if needed. Then it's all finished!
I hope you've found this tutorial helpful. Each artist may have a different workflow or process, but the important thing is finding one that works for you.
Please feel free to share your own creations on the 3dtotal forums, where I will try to drop by and answer any questions. Looking forward to seeing your results - best of luck!
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