Thanks for buying this asset, I hope you will enjoy working with it. My goal is to always reach a high quality standard, so if you feel like there is room for improvement, I'd be happy about your feedback. If you encounter any problems using this asset or setting up the materials, please feel free to contact me over the asset store or send me an email to gianni.ritschard@gmail.com. I'd be glad to help you. ---------- General Info ---------- - On the fbx and obj file default materials with the right material names are already assigned to each object -->simply add the texture maps and the asset is ready - Everything has been modeled to real world scale (units are centimeters) - Everything is modeled using quads only (at least 98% quads) - If the model consists of multiple objects they are grouped in a way that makes sense, so model can be changed and customized easily - Textures are at least in 4k resolution and .png, .jpg, .tiff and exr format (depending on the texture map) (make sure glossiness and normal /height /displacement maps are recognized as linear from your renderer) - This asset has been tested so far in Corona for C4D and the C4D Standart Render Engine - Please be aware that studio setup, backgrounds, lights and cameras are not included ---------- What's included ---------- - Read me file with detailed information and tips to make setting up the materials even easier if you're using the fbx or obj - Texture maps in 8k Resolution: Diffuse, Roughness, Glossiness, Normal, Displacement - High poly model in fbx and obj format, the fbx including object hierarchy and both with properly named default materials assigned - C4D file with C4D materials ready to render ---------- Objects, Polycount & UVs ---------- - Object count 1 - Polycount 6'819 - Vertex count 6'819 - All Objects are UV unwrapped (no overlapping UVs) ---------- Included texture maps ---------- - Diffuse - Glossiness - Roughness - Normal - Displacement ---------- Setting up the materials when importing the fbx file in another render engine ---------- All objects have a default material tag with the proper material name assigned, simply add the the texure maps to the respective material channel and your good to go. WHERE TO LOAD THE TEXTURE MAPS IN THE MATERIALS: - diffuse map ---> diffuse (on soft objects you can use diffuse map in luminance/ emissive/ self illumination channel for quick (but fake) subsurface scattering as well) - roughness / glossiness map* ---> choose one (depending on your software) and put in the roughness or glossiness channel (usually part of the reflection* channel) - transparency map ---> transparency or transparency weight (usually part of the refraction channel) - height /displacement map ---> bump or displacement depending on your needs - normal map ---> normal or bump (depending on your software) - emissive map ---> luminance, luminosity or emission color (depending on your software) - alpha / opacity map ---> alpha or material weight (depending on your software) * Use IOR 25-44 for metals ad default ior for dielectric materials --> make sure glossiness, roughness, normal and height / displacement are interpreted as linear (not srgb) from the render engine. ---------- Software specific info ---------- C4D / Vray for C4d - If you import the fbx file into Cinema 4D make sure to uncheck the option "convert Normals to Phong Tag Edge Breaks" - Make sure that all material tags have UWV selected as projection mode - If you use the IOR map in Vray for C4D, you have to set the Fresnel IOR to 1 - Transparent materials like glass in Vray for C4D need to have the diffuse channel deactivated to be transparent Maya / Arnold Renderer - Make sure to gamma correct the diffuse map using the Gamma Correct node with a value of 0.454 - For the specular and the roughness map it's important to just have the Out Color R slot connected to the respective slot in the material - For transparent materials like glass in Arnold Renderer, you have to set the diffuse weight to 0, the refraction IOR to 1.5, and uncheck "opaque" for all transparent objects in the Arnold part of the attribute manager - If your using the opacity map in Arnold Renderer make sure to uncheck "opaque" for that objects in the Arnold part of the attribute Manager Thanks again and enjoy:) Gianni Ritschard Freelance 3D Generalist www.gianniritschard.com