Let's take a look at this map and you can see here when we click on our preview, well it doesn't really look like the map and that's because I have the alpha checked. I'm going to position it over this dark area in my background so that we can see the transparent parts of this object a little clearer here in a second. This tutorial explains a few techniques of painting/texturing dirty, grimy glass in Substance Painter, and then I also show how to set the glass material up in Marmoset Toolbag and Unreal. Now you can see there it's just a bunch of stripes. I'm going to click on that and I'm going to add my diffuse or color map to that plane. And if you've forgotten how to make that, you just go to presets and Dota 2 template, and I'm going to click on it and scroll down here to my Albedo channel. So to start with, I'm going to use the Dota 2 template that I have here. Let's start by opening a simple mesh, this plane that I have here, and we'll take a look at how we can apply these types of maps to our objects. So we could have a glass and skin material in 3D - Coat that renders correctly in Marmoset. Marmoset seems to have better support for glass, skin and transparent materials. Transparency masks, or alphas, are handled similarly in Toolbag. I know 3d -coat has PBR ( which is great), but it would be nice to have a applink to view in Marmoset. Transparency and alpha maps act as masks to hide parts of the mesh. Getting to Know Toolbag 3, Introductory Tutorials.
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