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  • [HP]
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    [HP] polycounter lvl 13
    I feel retarded, where do I add a diffuse map? Did they change the name from Marmoset 1?

    Diffuse maps as you know them are going to "die" with the new PBR tech.
    Now you have albedo maps, which are basically a color map, and not a lot more.
    I haven't tried toolbag2 yet but I assume there's a slot to imput your AO map on there. The render automatically masks the AO based on whether or not the surface is being hit by light, shaded/ambient areas have more AO, so the renderer does that for you, no more putting AO on your diffuse maps!
  • Kosai106
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    Kosai106 polycounter lvl 11
    [HP] wrote: »
    I haven't tried toolbag2 yet but I assume there's a slot to imput your AO map on there.

    Yup!
    5Dtf8.png
  • polygoo
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    polygoo polycounter lvl 12
    some shots from messing around earlier today, old old stuff. Really liking tb2 so far!

    truck_hp_marm.jpg
    test2.jpg
    test.jpg
    truck_test.jpg
    uzi_test01.jpg
    uzi_test02.jpg
  • MM
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    MM polycounter lvl 14
    @Joopson - try using the skin shader with subdermis scatter to 0 and very low shadow blur. that should still work as a non-skin shader without those sharp self shadow.
    it is partly a result of contact refinement, you could also try turning that off under light settings.


    thats really nice Alan!
  • Joopson
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    Joopson Polycount Sponsor
    MM wrote: »
    @Joopson - try using the skin shader with subdermis scatter to 0 and very low shadow blur. that should still work as a non-skin shader without those sharp self shadow.

    Works like a charm, thanks MM!
  • Panadol
    Anyone else having an issue with the trial in Windows 8.1 64bit where as soon as you click "Okay" when it tells you you have 30 days left Marmoset just closes itself? Tried running as admin etc
  • EmJaeR
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    EmJaeR polycounter lvl 10
    Don't know if I'm missing something but is there a way to transfer the settings I had for a shader and post effects from Toolbag 1 to 2 that can give me a good starting point.
  • EarthQuake
    Thanks for all the love guys! It’s great to see so much excellent art. I’m going to try to respond to all the questions here, if I miss something, just let me know.
    Dimfist wrote: »
    I feel like a noob but I can not for the life of me figure out how to add a basic diffuse on to my models. The Lambertian selection seems the obvious choice but there is no shader slot.

    You can load your diffuse map into the albedo slot. This is really just a terminology change, as albedo is a more physically accurate term.
    melviso wrote: »
    Wow..Awesome.U guys should seriously consider making this suitable for rendering out animation videos.This app is way more better than viewport 2.0 or udk as a realtime renderer for animations.I have experimented using viewport 2.0 for rendering out animations.
    I have asked here if marmoset could be used to render out animated movies but I am made to understand it cannot support animations or heavy scenes like Maya's viewport.If not,going through the hurdle of learning a game engine won't be necessary.

    But I am pretty sure marmoset would handle a moderate scene better than viewport 2.0 but then when u think of realtime fire effects,smoke and the likes,volumetric rays,a game engine just seems appropriate.

    Great work,everyone and congrats to marmoset devs.

    Animated content and video export are not currently supported. Animation is something we plan to support in the future, but its a complex issue and we want to do it well, so we didn’t want to try and rush something in for the initial release.
    ErichWK wrote: »
    Everytime I load it up it locks up my computer to the point where I have to do a hard reset. I have up to date drivers and all the requirements. Marmoset 1 runs great. Uninstalled, re installed, same deal. :(

    edit: I downloaded the Beta NVidia drivers, I will test in a bit, after I finish texturing this stupid prop at work.
    CougarJo wrote: »
    ErichWK : Same here :/
    @ErichWK I´m having the same issues.
    Computer freezes to death when trying to run the new Marmoset.
    Hope the guys at Marmoset can patch it soon

    Sorry about that! Please send [email protected] an email with your account id, system specs and any other information you can provide (OS, video card drivers, etc). There are some kinks that we’re seeing now that we’ve got more people running it on various hardware.

    The more info you can give us the better.
    Harbinger wrote: »
    Dumb question, how do you delete a material?

    You can delete objects by selecting them (either click on them in the viewport, or the scene list) and pressing delete on your keyboard.
    --E-- wrote: »
    I'm not seeing the fancy skin shader that everyone on the beta was freaking out about. Did they remove it for the 2.0 release?

    Yes the skin shader is included, change the diffusion model from lambertian to skin to access the skin shader.
    4f6f3b wrote: »
    I'm really liking the workflow for Toolbag 2. :) This was just a printscreen, every time I tried to capture an image it would ignore DOF. Plus the Oculus Rift view is pretty neat. :D

    Interesting, what sort of hardware and OS are you running on?
    JL-Art wrote: »
    Works great! Just a couple of questions:

    Is there any options for "sharpen" like in Marmoset 1? Can't find any.

    When doing a turntable, "scene" for example (my light(s) keep resetting to another angle (front angle). Anyone else have the same problem?

    Cheers!

    Sharpen, and various other post effects settings (including DOF) are now set per-camera, which means you can have multiple cameras with different settings for each shot. Check the camera properties to find various things to play with.
    JL-Art wrote: »
    Has anyone found an option for backface culling?

    Not currently, this is on our todo list however and will likely come in an update at some point. As MM says, for now you can make a duplicate copy and flip the normals in your 3d app before export.
    Popeye9 wrote: »
    Does mesh no longer need 2nd uv channel for occlusion map?

    Right, occlusion and cavity maps do not need a 2nd UV set to work.
    Popeye9 wrote: »
    Yeah I got the occlusion but when exporting a fbx mesh out of max with a 2nd uv channel the occlusion is using the 1st channel. In tool bag 1 it uses the 2nd channel. I see with the cavity there is an option to use 0 or 1 set but it doesnt seem to switch.

    I believe the UV 0/1 setting is for the AO map, not the cavity map, so if you don’t have an AO map loaded you may not see a change when swapping that toggle. Let me know if you still can’t get it to work, and I’ll be happy to take a look at your files.
    Millenia wrote: »
    Gosh.
    Also some diffuse maps seem to load really bright, any idea what's causing this? it wouldn't be as big of an issue if it didn't happen to 2/6 textures on a multi textured model :(

    One thing that might be the problem. If you accidentally load an image into the normal slot, and then into the diffuse slot, the sRGB option gets stuck with that texture. So pop open the image options box and make sure sRGB is set for your diffuse map.
    fozdar3d wrote: »
    Does Marmoset 2 auto-update texture and mesh changes from external applications like Photoshop and 3DS Max? Marmoset 1 did this and it's one of my favorite features.

    Textures, yes, Toolbag will automatically update textures when you switch back (it won’t update if its not the active window).

    Meshs, no, not currently. On the todo list though.
    Fingus wrote: »
    This is all I'm getting at my work PC. :/

    These are my machine's specs. Not the greatest I know, but I'm not sure if that'd cause an install error.

    Sorry about this, we’ve got an issue specifically with some Macs having issues installing. You will need to update to OS X 10.9, it should tell you this when you try to install but it looks like that isn’t happening.
    Ballo wrote: »
    Fantastic release guys. It looks pretty neat and awesome. I really love the new UI.

    I'm playing right now, just loaded this head exported from Maya and bake normal maps from Xnormal. But the uvseam it's so pronounced and sharp. I don't remember that on the old marmoset. I changed on preferences to xnormal tangent space but it doesn't seem to affect it.

    Left image with normal map, right with default shader.

    Thats interesting, try the flip Y option in the normal map slot(or invert the green channel). If that doesn’t work, can you try baking a normal map in Maya? I know the Maya tangent space works a little better than the XN one, but neither should give you a big obvious seam like that.

    If that doesn’t help you can send me the model/textures and I’ll have a look.
    Stormfreek wrote: »
    Sorry for the double post, here is a quick shot :D
    Still can't figure out how to get the opacity on the sight correctly :(

    Currently there are two options (other than cutout/alphatest) for transparency. Dithered is order-independant (which means no sorting issues) but looks a little wierd in the viewport. It needs high sampling to work well.

    The 2nd is additive blending, which actually should work pretty well for something like a red dot scope where you want the glass to be reflective and the reticle to glow. Try loading a diffuse texture that is totally black except for the reticle, and then enabling the Include Diffuse check in the add blend options
    Ah this sucks... Makes the inner parts of my tar look horrid :/

    Yeah sorry, double sided materials are not in yet. I'm personally a little curious what you would want that for on a gun though? I mean other than the scope plane of course.
    Budello wrote: »
    Only a question: multi-layering is not an option in Marmoset 2?
    Cause in the first one there was a dedicated shader to be used through masks...

    Layering is not currently support, this is something that will likely come in an update sometime down the road.
    Joopson wrote: »
    I've got an issue where all the shading on the model is super sharp when I use any light other than the sky lights. I'm assuming it's a glitch, anyway.
    It's kind of irritating, since it pretty severely limits my presentation possibilities.
    Otherwise, Marmoset 2 is amazing. I'm loving it to death.
    Death, I say.

    I've got an intel core i7-2600 8 gb of ram, and an Nvidia GeForce GTX 550 Ti; running Windows 7, 64 bit.

    You mean the shadows here? Try adjusting the light size/softness parameter. The bigger the light size value the softer the shadows will be. There are some scale issues here as well (sorry guys, still no scaling options) so if your mesh is very large the size/softness setting may have little effect.
    [HP] wrote: »
    Diffuse maps as you know them are going to "die" with the new PBR tech.
    Now you have albedo maps, which are basically a color map, and not a lot more.
    I haven't tried toolbag2 yet but I assume there's a slot to imput your AO map on there. The render automatically masks the AO based on whether or not the surface is being hit by light, shaded/ambient areas have more AO, so the renderer does that for you, no more putting AO on your diffuse maps!

    Yep, pretty much this. Though you can still load older style diffuse maps in the albedo slot, the shader can just do more cool stuff if you load the AO in separately and only have color info in the albedo map. Albedo map is also used for the metalness reflectivity type where it really is not a diffuse map at all.
    Panadol wrote: »
    Anyone else having an issue with the trial in Windows 8.1 64bit where as soon as you click "Okay" when it tells you you have 30 days left Marmoset just closes itself? Tried running as admin etc

    Thats a new one. Please send your account id, system specs and as much detail about the problem to [email protected]
    EmJaeR wrote: »
    Don't know if I'm missing something but is there a way to transfer the settings I had for a shader and post effects from Toolbag 1 to 2 that can give me a good starting point.

    No sorry, there is no way to do this. Toolbag 2 was completely rewritten from scratch and the post effect settings are no longer compatible.
  • polygoo
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    polygoo polycounter lvl 12
    1 more old one doing some renders for fun

    the dof is awesome

    osprey_02.jpg
    osprey_04.jpg
  • Rikk The Gaijin
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    Rikk The Gaijin polycounter lvl 6
    EarthQuake, there is till the bug when you hit play on the turntable, the background position resets to 0. It's not a major issue, but it's annoying, because you setup the sky in the best position for your model, and then, when you do the turntable, it changes back... :/

    Also, please, PLEASE add the option to hide the light icons in the viewport! If you use a narrow focal length, the icons are huge!
  • EarthQuake
    EarthQuake, there is till the bug when you hit play on the turntable, the background position resets to 0. It's not a major issue, but it's annoying, because you setup the sky in the best position for your model, and then, when you do the turntable, it changes back... :/

    Yeah sorry, this logged in our bug system, we just haven't had time to fix it yet.
    Also, please, PLEASE add the option to hide the light icons in the viewport! If you use a narrow focal length, the icons are huge!

    Hehe, I'll add another vote for it on the suggestion list. :)
  • Jonas Ronnegard
  • DRSpaceman
    I'm just having a play around with Toolbag 2 now, and I've just noticed something... Is there anyway to know which shader / material is applied to a chunk or mesh? In Toolbag 1 the UI would visually flash to indicate what the material was applied to. It might be handy to have something similar in Toolbag 2, that or highlight the meshes in the 'scene' palette.

    Apologies if it's already been posted.
  • Leb
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    Leb polycounter lvl 6
    Great job guys. Can't wait to finally dig my teeth in it.
  • stevston89
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    stevston89 interpolator
    Loving 2.0 so far! Here is a screen.
    8YsJX5L.jpg

    I did run into an issue though. For some reason backfacing geometry is casting shadows on front facing geo. It only seems to happen when I am manually backfacing alpha cards.
  • papagersi
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    papagersi polycounter lvl 12
    where is 2 side in TB2?
  • Optinium
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    Optinium polycounter
    papagersi wrote: »
    where is 2 side in TB2?

    Doesn't exist yet.
  • OniLolz
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    OniLolz polycounter lvl 9
    Noob question but, how can I duplicate a light with the same settings? I think it was possible in TB1 but I can't find any way to do that in TB2.

    Loving it so far! :)
  • low odor
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    low odor polycounter lvl 13
    iPljfpO.jpg another quick one..been playing with this all day..definitely going to pick it up
  • Rikk The Gaijin
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    Rikk The Gaijin polycounter lvl 6
    just having a play around with Toolbag 2 now, and I've just noticed something... Is there anyway to know which shader / material is applied to a chunk or mesh? In Toolbag 1 the UI would visually flash to indicate what the material was applied to. It might be handy to have something similar in Toolbag 2, that or highlight the meshes in the 'scene' palette.

    Apologies if it's already been posted.
    I miss that too, hopefully it will be re-implemented in the near future, along with the 2-sided material.
  • BarnabyJones
    MM wrote: »
    here is a turntable render


    tt.jpg
    ^CLICK^

    That is an awesome render. I can't find anything in documentation about exporting interactive turntables did you write that html yourself?
  • radiancef0rge
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    radiancef0rge Polycount Sponsor
    its jquery reel @barnabyjones,

    looks sick mashru
  • MM
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    MM polycounter lvl 14
    That is an awesome render. I can't find anything in documentation about exporting interactive turntables did you write that html yourself?

    nope, i got it from here:

    http://jquery.vostrel.cz/reel

    it might seem a bit confusing at first so let me show you what files and what code i am using.

    files needed:

    1. series of image sequence rendered out of TB2, i used 90 frames and batch renamed sequence to botA000.jpg ---> botA089.jpg

    2. index.html file with following code:
    <!DOCTYPE html>
    <html data-type="example" data-id="sequence-direct">
      <head>
        <title>botA</title>
        <meta charset='utf-8' content='text/html; charset=utf-8' http-equiv='Content-Type' />
    
        <script src='http://code.jquery.com/jquery-1.9.1.min.js' type='text/javascript'></script>
        <script src='http://code.vostrel.cz/jquery.reel-1.2.1-bundle.js' type='text/javascript'></script>
        <link href="../style.css" rel="stylesheet" type="text/css" />
        <style type="text/css">
    <!--
    .style1 {
        font-family: Verdana, Arial, Helvetica, sans-serif;
        color: #999999;
    }
    body {
        background-color: #000;
    }
    -->
        </style>
    </head>
      <body>
        <h5 align="center" class="style1">click and drag to turn</h5>
        <div align="center"><img src='botA000.jpg' name="image" width="600" height="900" id="image" />
              <script>
          $(function(){$('#image').reel({
          frames: 89,
              images:      [ 'botA###.jpg' ]
            });
    
          });
          </script>
        </div>
    </body>
    </html>
    
    3. "jquery.reel.js" file which you can download from their site, no need to alter any code in this file, unless you want to customize it further.


    4. js.js file with following code:
    $('#botA000').reel({ frames: 89 })
    
    not the naming and frame numbering and put all frames, html, and javascript files in one folder in your host and it should work.
  • imb3nt
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    imb3nt polycounter lvl 8
    So far I'm loving everything about it. <3 you guys

    TB2_ColtPython_01.png
  • ENODMI
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    ENODMI polycounter lvl 10
    This is awesome, great job guys! Ill tell you what I hate about it in a day or two:poly124:

    Test on my very unfinished droid...
    tb2_enodmi.png
  • Hotcreat
    Amazing update guys ! We're loving the new shaders, features, everything ! Still studying it ! I'll update an environment later ! 5DDq5.jpg
  • Bek
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    Bek greentooth
    twinbow-tb2.jpg

    From reading the stuff about secondary specular for carbon fiber in the tb2 beta thread I'm curious as to how that might look. I might give it a go sometime, although I'm not entirely sure how I'd go about the anisotropy stuff. What's a good source to get info on real-world materials and how they behave (Or is looking at pictures and extrapolating from that the best method we currently have?)

    +1 to double sided materials (for the lens on the Kobra sight in the above model)
    +1 to being able to toggle lights

    Mesh scale is obviously something you're looking at which is nice.

    Is there a way to set a global default anisotropic filtering level for textures?

    Similarily, is there a way to edit the 'default' post-processing? I assume no since it isn't in the directory with the other presets. Alternatively I could just create a custom 'default' and load that every time. Mainly I'm curious as to why grain is enabled by default.

    Z-fighting is still apparent on some (admittedly poorly constructed) meshes.

    Is snap camera still a thing?

    Would be cool to have tri (and possibly real vert?) count displayed somewhere?

    Derivative Normal maps? They seem interesting.

    I'd like to be able to duplicate/lock cameras like in toolbag one?
    Out of curiosity how likely would a linux version be in the future? Is it something remotely possible?
  • Zarakun
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    Zarakun polycounter lvl 7
    I think I'll make new portfolio screenshots after I optimize my old texture for the new PBR system. Thanks for the release! :)

    Prussian_musket_02.png
  • ahtiandr
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    ahtiandr polycounter lvl 10
    Stormfreek wrote: »
    Same, need to manually tweak textures that were fine in marmoset toolbag 1. Having a blast, I'll upload pics soon!

    What if you just readjust the scene lightning to much the textures brightness?
  • EarthQuake
    ENODMI wrote: »
    This is awesome, great job guys! Ill tell you what I hate about it in a day or two:poly124:

    Test on my very unfinished droid...
    tb2_enodmi.png

    Now lets see that fantastic hair you've been working on! With the anisotropic reflection model and everything. Doooo it.
  • keelhauler
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    keelhauler polycounter lvl 11
    That moment when you realize that you Are going to use it for your high poly renders. Loving pretty much everything in Toolbag 2!

    marmo2_hp_testrender1.jpg

    marmo2_hp_testrender2.jpg
  • Stormfreek
    EarthQuake wrote: »


    Yeah sorry, double sided materials are not in yet. I'm personally a little curious what you would want that for on a gun though? I mean other than the scope plane of course.


    I used to enable backface culling in TB1 for the inner holes of my gun:
    yisu.png

    I can get away without using it :D cheers for the transparency tip, will try it out!
    ahtiandr wrote: »
    What if you just readjust the scene lightning to much the textures brightness?

    It is cool, Kosai told me how to fix this:
    Kosai106 wrote: »
    Make sure to turn on sRBG Color Space in the options. That seemed to do the trick for me.
    5DmHw
  • joeriv
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    joeriv polycounter lvl 7
    Are the options to turn off the watermark greyed out for anyone else?
  • Christian Fischer
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    Christian Fischer polycounter lvl 5
    Ive got the same freezing problem of the computer.
    Have to press the power button to restart the pc.
    I already sent a mail to [email protected]
    Hopefully you can fix it soon
  • PsychicFreak
    amazing stuff. Tested with one of my older assets. I couldn't see any but are there any depth of field options with toolbag 2? I love the ones in skyshop with ddo for renders :)
  • ahtiandr
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    ahtiandr polycounter lvl 10
    amazing stuff. Tested with one of my older assets. I couldn't see any but are there any depth of field options with toolbag 2? I love the ones in skyshop with ddo for renders :)

    select camera and you will find DOF there
  • leoartz
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    leoartz polycounter lvl 10
    Thanks for the lovely tool :)

    leoartz-survivor.jpg

    555_max.jpg
  • BARDLER
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    BARDLER polycounter lvl 8
    Woooot made a quick and dirty bronze texture to test the workflow.
    xg1e.jpg

    I noticed a few problems.
    1) I had this weird thing where my mesh went invisible even though it was still in the scene. This happened after I was bouncing around a few of the secondary specular and reflection options.
    2) The toolbag logo moves when I hit space bar so it takes a few guesses and checks before you can get it where you want. On a side note it would be cool to be able to put in our own watermarks so we can quickly brand renders with whatever we want.
    3) Being able to lock the camera would be cool so you don't accidentally move around your perfectly lined up render angle.
    4) A saturation slider on the Sky would be nice so you could quickly get a black and white lighting setup in there to check a texture really quick, or on the opposite end get a crazy stylized lighting setup.
    5) Eye dropper for picking colors on anything in the scene. Would be helpful for secondary spec and fresnel.
    6) Ability to duplicate lights, or anything in the outliner or scene would be awesome.

    Thanks for the awesome tool!
  • Sugus
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    Sugus polycounter lvl 7
    Hi guys. Just downloaded my version and started playing with it. Just a general question: Is it better to keep things in one material or to create several materials?

    What i mean by this is I have a vehicle I want to render out. I've textured it so that the materials are defined via the texture maps so in theory i should be able to get everything out of one shader. However, would it be better to have multiple materials assigned to this same object?

    Hope this makes sense.

    Thanks for the awesome tool! :D
  • Shrike
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    Shrike interpolator
    I just loaded one of our weapons into toolbag 2 just to compare, cannot show cause NDA however, and its absolutely ridiculous how they look. I mean jesus christ, this shouldnt be possible, especially not with that effort. I did literally nothing but load in the maps and it beats the best rendered weapons in my inspiration folder hands down.
    Im doing offline stuff for years, and that feels so obsolete now.

    Fantastic job however, Wow.
    Am I really stupid or is the demo version heavily cut ?
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 11
    this is really awesome! the quality is superb! great release marmo guys!
    cant wait to play with this over the weekend!

    edit, doh, nm
  • Kosai106
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    Kosai106 polycounter lvl 11
    Just messing around still; This is simply too much fum!

    Rusty_Metal2.gif
  • Gheromo
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    Gheromo polycounter lvl 9
    So here is my take :) Had to repurpose my textures for PBR, but quite pleased already.
    BasaltFloorTexture.jpg
  • SA_22
    loving toolbag 2!.. once it has the rest of the features and fixes in its going to be amazing!!

    11234572585_4291d1821d_o.png

    more here...

    http://farm3.staticflickr.com/2832/11234581126_98a538dd39_o.png
  • free-willy_PB
    cool update, gotta admit the diffuse map/albedo thing confused the hell out of me at the start, along with options now being in different menus..bit more playing and that should become second nature.

    Loving how silky smooth it is when you import high rez meshes, i get no lag at all (GTX 460). As previously mentioned, some sort of tri count would be good to actually see what kind of a beast toolbag is.

    Depth of field, SSAO seem alot better than toolbag 1, I havent really played with many other new settings so cant comment on them.

    Not really an issue but i kinda miss the floor tab, yes i can just import a ground plane into the scene,....but thats a step i previously didnt have to do when just doing test renders etc in the old toolbag.

    Unless im missing it, it would appear the 'outlines' feature isnt in this version. I will be updating my folio with some new work soon that i would of used the outlines on...again, not a huge issue, i'll just render in toolbag 1, but still a shame to see it gone.

    Once i get time i'll have more of a play, but for now,cool stuff :).
  • Froyok
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    Froyok Polycount Sponsor
    I was just playing a bit but I met a little problem. I have the high-poly mesh of the body of one of my character that crash Toolbag 2 while it loads it. Any ideas why ? The file weights 1GB, so if you prefer I can send the ztl file.

    I exported the obj from zBrush 4R6 P1 and xNormal/Substance designer load it fine.


    Other than that the software looks wonderful, I'm currently playing with my other assets ! :)
  • JohnnyRaptor
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    JohnnyRaptor polycounter lvl 11
    tried importing it in to max/maya ?

    sometimes when i export my meshes from zbrush as obj they dont work straight away in maya. i need to re-import the obj in to zb and export it again for it to work. could be this.
  • Tairow
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    Tairow polycounter lvl 7
    My first try on Toolbag 2! And its quite impressive!

    Wm5QQ0C.jpg
  • DougClayton4231
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    DougClayton4231 polycounter lvl 3
    Can't wait to try it! Congrats on the release!
  • Froyok
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    Froyok Polycount Sponsor
    tried importing it in to max/maya ?

    sometimes when i export my meshes from zbrush as obj they dont work straight away in maya. i need to re-import the obj in to zb and export it again for it to work. could be this.

    Yeah, I know this trick, I have sometimes this bug too.
    In this case here however Maya imported it fine too.
1356727
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