In this second tutorial we will continue where we left off with the modeling course. Now that we have our high poly and our low poly – in this tutorial we will go over on how to properly unwrap our weapon and utilize the most space so that we have the highest resolution possible. After that we will set-up our scene ready for making in marmoset and export all our models. Then we will move to Marmoset Toolbag 3 and start by baking all our texture maps and fix any baking bugs. After that we will move into substance painter where we will set-up our scene and start adding more normal map details like screws, text etc. Once that is done and it is looking good we will create the base colors of our prop and go over on how to archive good material definition. Then we will first start working on the top of our asset, setting up color changes, edge scratches and overall dirtiness. When everything is looking good we will move the the base of our weapon which is made of an different material so we will also need to add different details to that. We will be mostly adding things like edge highlights, dirt, roughness changes and more. Finally when we are happy with our texture we will set-up a nice scene in Marmoset Toolbag 3 and present the weapon at portfolio quality.More about the Instructor:Emiel Sleegers is a 21 years old originally from The Netherlands. He is currently located in the UK. He is a 3D environment artist working in the game industry. He’s worked for companies like Playground Games and Ubisoft with so far one announced title on his name named: Forza Horizon 3, with another title on the way. He’s a self taught artist who one day 4 years ago wanted to know how the amazing games he always played were made. The rest is history.