Tifa Breakdown and Integration in Toolbag

Intermediate, Practical

Description
A three hour detailed breakdown of Tifa Lockhart’s character model from Final Fantasy 7 Remake.

We cover:
  • Material expression and the use of detail maps on surfaces.
  • The unwrapping strategy used on Tifa.
  • Numerous observations about Tifa’s low-res model.
  • How to integrate a model and set up shaders in Marmoset Toolbag 4.
  • Setting up lights, cameras and post-process effects in Toolbag.
  • How to quickly render out and tweak a beauty shot.

Disclaimer: Tifa’s model is the property of Square Enix. We do not distribute or sell any of the data nor discuss how such data can be acquired. This data is used as a teaching aid because it holds academic value.

Discussion

4 comments

  1. Larisa Beliaeva says:

    Maybe I missed an important point somewhere in the lecture, but it’s still not clear for me when we need to use a separate mesh+separate texture map and when we use a single texture map+several masks instead. I mean, based on which criterion do we need to make a decision? Thanks!

    1. Hi Larisa, there really isn’t any hard and fast rules. Different artists and different studios approach the question differently. A lot of it has to do with shader limitations. In Marmoset for instance we can only have one normal detail map per shader, but a custom shader built in Unreal could easily support four different detail maps, each using the RBGA channels of a mask. Marmoset isn’t a great engine for heavy detail map work for that reason.

      1. Larisa Beliaeva says:

        Hi Laura! Thanks for the answer. As regards integration to Unreal engine, who usually does it? Does a character artist need these skills? Thanks!

        1. Yup! A character artist needs to know how to integrate a character in an engine.

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