How to make it look like in Marmoset Toolbag?

Hi Guys!

Im working on a prop for school.
Its a massivly stone table with some small ornaments. All done in zBrush and baked down with xNormal.
My Problem is that i dont get the nice Marmoset Toolbag 2 Look in Unreal Engine 4.
In Unreal Engine 4 it really looks not good.
I like the style in Toolbag, but how to get the nice Toolbag look?

Here a Screenshot from Toolbag:

://s1.directupload.net/images/140823/5foi2fsx.png

And here how it looks in Unreal 4:

://s14.directupload.net/images/140823/7l8sn986.jpg

Here my Mat:

://s1.directupload.net/images/140823/2orygk4v.jpg

What can i do? :frowning:
The difference is like day and night :frowning:
Nothing is popping and its too bright.
Also the sharpness is not like in Toolbag.
Is there a Sharpness Option for the First Person Camera?
For Toolbag i used the UE4 Template.

Greetings,
Gazu

Edit: And when i build the Lightning, the shadows came out like ****.
Im not using Overlapping UVs :frowning:

It looks the same to me, just the texture missing.

Lose the directional light, use an HDR image for skylight, enable dynamic skylight shadows(distance field AO.) and see how it goes. Also enable high precision UV’s in the mesh’s properties(in static mesh editor) if you are seeing any unexpected uv stretchings. And finally use the roughness map as the alpha of a Lerp, and enter the and min. roughness values you like to see for A and B. You can also lose the specular map.

Hey thanks people :slight_smile:
Now it looks so:

://s1.directupload.net/images/140824/a8gy5eg7.jpg

@Errvald: Which Map do you mean?

@: I have tried to follow your instructions. I downloaded a .HDR Panorama Picture, and imported it into the Engine. Then under Skylight Settings i changed the source type and used the HDR Picture as a Cubemap.
Is “Cast Dynamic Shadows” the option “dynamic skylight shadows” which you have written above?
I enabled HP UVs in the Static Mesh Editor. Actually i dont know which Lerp to use.

://s14.directupload.net/images/140824/da5enaf8.jpg

And the Lerps on the right side…Which one of these? :wink:

://s7.directupload.net/images/140824/e77nr5r4.jpg

Also killed the Specular.

Thanks,
Gazu

Edit: And can i rotate the “HDR Sky Cubemap”?
And sharpen the Camera?

Just do L+Left Mouse Click :slight_smile: -> so the linear interpolate

This is the skylight AO i mentioned: https://docs.unrealengine/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html
And the Lerp is in material editor. Right click on the canvas, type Lerp to search bar and you’ll get Lerp(LinearInterpolation) node. Plug your roughness map to its alpha and set your roughness values for A and B, then plug that Lerp to roughness input.

It is looking a lot better already, btw. :slight_smile:

Thanks Guys! :slight_smile:
Lerp finished. But i keeped it dry with the Values A= 0.9 and B= 0.8
I also enabled “Lower Hemisphere is Black” in the Skylight Settings. Now the Color of the Cubemap is not visible anymore :frowning: but i like how it came out. Is a Mix possible? ^^
Makes me think about a Night Scene in Skyrim :wink: with Skyrim Music: ?v=HHqrLp5WELo only the Sky is missing :wink:
Distance Field Ambient Occlusion Setup:

  1. "First enable the Project setting (under Rendering) AllowMeshDistanceFieldRepresentations, and restart the editor. It will take some time to load on the first time as it rebuilds all the meshes with a distance field. This process is multithreaded so will go faster with more cores. "
    Where C,c

://s14.directupload.net/images/140824/holxiox2.jpg

Status:

://s7.directupload.net/images/140824/h5pka2fv.jpg

Cool! You should keep Lower Hemisphere is Black enabled, you may want to increase the intensity if it isnt enough for you. However, have you set the skylight mobility to Movable or was it static when you took that screenshot? If it is static, make it movable.

Btw, what you have done so far is for dynamic lighting. If you arent satisfied with this you may want to try static lighting by setting the skylight to static, creating a lightmass importance volume around your scene and building the lighting. And set the lightmap resolution of the mesh to 1024 or 2048(it is high but it shouldnt matter if all you want is to showcase an asset.)

Ok, Overriden LightMap Resolution is now enabled with the Value 1024 :slight_smile:

For the Skylight:
Only Stationary is clickable.
I cant click on moveable or static.

://s14.directupload.net/images/140824/edlwzykd.jpg

Thanks,
Gazu :slight_smile:

Edit: lightmass importance volume : Check :slight_smile:

Ahh, i didnt notice that you didnt have AllowMeshDistanceFieldRepresentations in rendering settings. Looks like you are using 4.2 or 4.2.1, right? That’s also why you dont have movable option for the skylight.
Well then, back to static lighting. I’m guessing your mesh’s UV’s in the first UV channel(which is UV channel 0 in UE4) doesnt have any overlapping faces. If they do then you’ll have to generate a second UV channel with no overlapping faces. Then build lighting in Production settings and see how it goes.

Ahh,ok! Thanks for this.

No, no Overlapping UVs this time :wink:
Yeah, im using 4.2.1…i think i will update this tomorrow. Like the new stuff in the marketplace :slight_smile:
With all the things you told me and with some changes on the standart Sky it came out so:

://s14.directupload.net/images/140824/ww8ou5cg.jpg

When i compare it now with the first Screenshot…looks much better, but not perfect! :wink:
Im sure there is some more stuff to tweak.

Thanks for your help.
When you have an idea how to push it even more, tell it me!
Thanks :slight_smile:

Yeah well, now that you’ve come this far it’s up to you to tweak it. Two suggestions:

  • Unplug the AO map and see how it looks without that.
  • Reduce the skylight intensity and build the lighting again. You may not need such a high value with baked lighting.

Hope you switch to 4.4 soon; you’ll have more options then. :slight_smile:

Yeah i will switch to 4.4.
Must Support Epic, because Epic Supports my time as a kid with UT99 :smiley:

Without AO and lower Skylight Intensity it looks so:

://s14.directupload.net/images/140824/g5zoorkw.jpg

I think it´s less Crisp.

Question about Cavity:
Must i Multiply or Overlay the Cavity in the AO, or is there a way to plug a Cavity into a Slot directly in UE4?

Edit:
Must go sleep now.
In Germany its 2:30 AM :wink:

Will read later answers!

Thanks all!
You have helped me very much :slight_smile:

I feel like either the metallic or the roughness value is off, because in your recent screenshot, parts of it look more reflective than in Marmoset. Reducing the light intensity sounds like a good idea, you have it really high.

Yeah, lighting looks fine but details are reduced without the AO. You can Add your cavity map to the AO map and then plug the result to AO input.

Thanks Guys!
@MuchToLearn: I think its because of the Lerp, with Roughness values 0.9 and 0.8
@: Allright, i have Multiplied the Cavity in the AO and putted it back to the AO Slot in Unreal.

Funny that Unreal imports my Albedo much Lighter then it is in Photoshop, and its brighten down to 0.7 already…
Here the Albedo in UE4:

://s14.directupload.net/images/140824/ch43ju6r.jpg

And here the Albedo saved out of Photoshop:

://s7.directupload.net/images/140824/vt4zheu4.jpg

I think that is the reason why the first Unreal Shot is so brighten :wink:
But why the engine changes the Albedo?

I think its the sRGB setting vs. linear color, and the texture preview isn’t perfect too.

You should always work in sRGB in Photoshop for Albedo so it matches Unreal with sRGB on. However…roughness, normal and masks should never use it. That should help. Check out ://filmicgames/ for articels about gamma correction which is responsible for what you are experiencing :wink:

Thanks for this huge… Link! :wink:
Actually im working in sRGB and im saving it out with sRGB enabled :frowning:

And for the question with the Camera Sharpness: Is there a possibility to sharpen the camera a bit? :slight_smile:
Nothing found in the MyChar Blueprint.

Gazu

Allright Guys!

The Issue with the Brightness of the Albedo is cleared.
When Importing in 16 Bit, Unreal makes it brighter.
Changed the Mode in Photoshop to 8 Bit and now its all perfect :wink:

://s7.directupload.net/images/140826/cchoc4po.jpg

Gazu