Practice 1: Developing Skills, Development Project 1, Post 10
Learning
To improve my Marmoset Render, I further adjusted the skin weights of my character, and made some final tweaks to the pose in Maya. I then explored a few articles on Marmoset’s posts by Gabriel Lopes and Yulia Sokolova. They both talk about tips for presenting stylised characters in Marmoset Toolbag, to push the lighting and post effects, utilising a variety of colours to amplify form and stylisation.
Introduction Hello, my name is Yulia Sokolova, I’m a freelance Character Artist and Tutorial Instructor. I’ve been working on some amazing
Artist Overview Hey guys! I’m Gabriel Lopes, a Senior Character Artist from São Paulo, Brazil. I currently work for Roarty Digital, making
Rendering
Ellie and Puff (I have now decided on a name for the pair), came to 44k Tris, with 4 2k texture maps (Clothes, Hair, Skin, and Accessories), and 2 1ks (Puff and Eyes). I added a small amount of subsurface scattering for Ellie and Puff's skin, although I didn't think it made too much of a difference, as I kept it very subtle. I was very happy with the gloss effect I achieved on Ellie's eye, and so I added a similar layer to Puff, to kept coherence between the two characters and matched the references better.
I lowered the saturation slightly of my model in the post processing, and mostly increased the ambient lighting to try and make a flattering environment, rather than more dynamic lighting. I also changed the background of the scene to something more neutral, after trying several variations that contrasted less with my character, as I didn’t feel like the previous background was working, despite being the original concept.
After that I added a finishing touch of Puff’s fire - a simple plane with a low resolution texture, with a gentle emissive.
I prepared portfolio images of the wireframe and breakdown of the model’s textures, turn arounds and close up renders. I would have liked to have created a little breathing animation, for both Ellie and Puff, however I ran out of time, and was already over due starting my second development project. I was happy with how Ellie came out though, and felt I improved my sculpting and texturing skills to produce a cleaner result.
When creating my breakdowns for Artstation and my portfolio, I was particularly using Sam Bang's work as reference as to how he effectively presents his skills. In particular I liked the way he broke down his materials with The Healer - Grand Space Opera: Light Age, which was my inspiration for the layout: https://www.artstation.com/artwork/aY4YQq
Feedback
To finalise I posted my work on Artstation to build up my portfolio and online presence, and requested feedback on Polycount to improve her further. I received some really useful advice from Fabi_G, who noted that the surface textures needed further improvement, specifically adding higher gloss and SS on the skin and teeth, more pronounced colour zones with the skin, and some anistrophic reflections on the hair, and lower opacity on the glasses. I agree with all of these points, and are easy changes to make with how I have set her up within Substance Painter and Marmoset Toolbag, and I look forward to seeing the improved results taking this feedback into account.
Real-time 3D Character Model, rigged and rendered in Marmoset Toolbag. I learnt a lot creating this character and had a lot of fun. She is b
Hello All!
My final renders
Wireframe
Material breakdown
Maya Wireframe and Polly Count
Thank you!
References
Bang, T (no date) The Healer - Grand Space Opera: Light Age. Available at: https://www.artstation.com/artwork/aY4YQq (Accessed: 2 Jan. 2026).
Sokolova, Y (no date) Stylized Character Presentation in Toolbag. Available at:https://marmoset.co/posts/stylized-character-presentation-in-toolbag/ (Accessed: 2 Jan. 2026)
Lopes, G (no date) Presenting a Stylized Character in Toolbag. Available at:https://marmoset.co/posts/presenting-a-stylized-character-in-toolbag/ (Accessed: 2 Jan. 2026)











