I'm new to Marmoset, and I'm still grappling with texturing, in general.
I have a basic OBJ file for the walls of a room imported into TB2. But any of the presets I use lay the textures horribly wrong. This is something probably pretty basic. What am I missing?
This happens when exporting the walls mesh as OBJ or FBX.
See screen shot.
Thank you in advance if you have time to respond.
Edit: I've read through the manual but haven't found an answer. Granted, the manual is for v1.0.
Replies
Looks like that was at least part of it. I did a test of just a single wall, with UVs.
Exported as OBJ.
Imported to Marmoset, and put the Quixel Brick material on.
Where do UV's show up in Marmo?
Where can I adjust how big/small the images appear on the meshes?
Thank you.
By resizing UV's in LW I can make the brick texture in Marmoset larger/smaller, but two more questions arise:
1. The Quixel Brick tex is smaller, but now you can see the tiling. How can I correct that?
2. Circled in the attached screenshot is an option to pick UV Set 0 or 1. What does that mean?
Does it apply only to the Occlusion Maps section?
Thank you.
If I have a plain poly cube (elongated as a rectangle), not subpatched, just regular polys, so to speak, and straight edges, the textures in Toolbag work well.
The wall has no chamfers or rounded edges.
If I try subpatching the wall, or chamfering the edges with only one poly, the textures are a mess.
I have tried a simple planar map along the Z in LW, but with a small chamfered edge the textures in Marmo are a mess.
What am I missing?
To your second question: It looks like lightwave is saving out bad UV data. Be sure to delete all extra uvs sets as the OBJ exporter only supports 1 uv channel (IIRC) and if you have multiple uv sets it may grab the wrong one. To verify this, load up the file you're exporting and double check the uvs.
Thank you for the reply and information, EarthQuake. I appreciate it, as Marmoset is still new for me, and as I mentioned, texturing is a challenge I'm working on
Unfortunately, this seems to be another mark against LW. It seems there are so many issues that keep coming out that are never fixed. Might have to move over to Blender completely.
Thanks again.
Btw, I have to say that thus far I'm really impressed by Marmoset's support. This is a small app, and if I'm not mistaken, a very small company. But your support is more responsive and quicker to reply than several huge 3D companies I've worked with.
Thanks again.
If anyone has a similar issue I attached a screen shot of the settings I used.
Basically, open General Options in LW.
Under OBJ tab, check mark these:
- OBJ One Layer
- OBJ One VMap
- OBJ Write Normals
- OBJ Merge Points
Thanks.
I have a room with two booleaned windows. There's a separate mesh of a table and chairs in the room.
But the rest of the room doesn't block the HDRI lighting. It still looks like light is coming from everywhere. Everything is set to cast shadows.
What am I missing?
Thank you.
I did try that a little while after posting, but it really didn't do much. I also tried several ways of building the room in LW, and exporting. None of them worked.
I can't believe that there wouldn't be some way to do this, even a workaround. Do you know how images such as this, from the homepage gallery, are created?
http://www.marmoset.co/toolbag/gallery
Thank you.
One thing you can try to do is load a light preset that represents and interior space rather, and as Lee suggests, turning down the ambient image based lighting and using the dynamic lights primarily is currently the best method for lighting interior spaces.
Okay, thank you.
Out of curiosity, you mentioned down the road you might implement a radiosity feature. Doesn't Marmoset currently do Global Illumination? Isn't that the same as radiosity?
Thanks.
We support image based lighting, which is not really the same thing. IBL allows you to load a HDR, 360 degree panoramic image for lighting information, while radiosity/GI are complex rendering algorithms that calculate light bouncing off of objects.
We do support screen-space ambient occlusion as well, but this is not nearly as complex or powerful as full on radiosity/GI, and is similar to the type of SSAO you will see in many games.
I had always thought that IBL was tied to GI, in that you need GI turned on for IBL to work. At least that's how I remember it in LW and Maya. But maybe I was doing it wrong.