First of I must say I love the toolbag 3 so far! even better then I expected, marmoset have always been a big part of my workflow, from rough renders of firs-pass highpoly sculpts to final presentations.
I absolutely LOVE the shadow catcher! Ive just started playing around with the baker and so far its looking like its gonna replace xNormal for me.
some questions and thoughts about the future.:
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Question: what, if any, are your prize plans for upgrading from toolbag 2?
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Feature request: something that would be really cool is if you could view the different texture channels on your model in the viewport pretty much like in the marmoset viewer. Marmoset is a big part of my texture pipeline, and being able to check how for example the diffuse looks on my model would be a really awesome thing to have.
Feature request: having wireframe as a shader checkbox instead of in the render tab. I dont know if this is just me, but a lot of times I have both high and low poly models in my scene at the same time, and being able to have wire frame visible on the lowpoly model without a giant spider nest on my highpoly would be kind of sweet
in any case, toolbag 3 is awesome! thank you for
Replies
More information on pricing will come out a little closer to release, sorry I can't tell you anything more about that yet.
- Set a hotkey for creating Bake groups
- Toggle show/hide high polys with a hotkey or function
- Bake polypaint from ZBrush sculpts, similar to Vcols in XN
Thanks
You can even bake from an Albedo Texture, thus doing texture transfers! which is super mega awesome Thanks @EarthQuake and the guys at Marmoset!
you guys are the awesome!
(can also be from tb2) that would be nice.
the one on Marmosets homepage didn't really help, was mostly stuff i also got after playing a day around ^^'
but still it is really nice and I like the baker and turntable (for Breakdown) quite a lot.
Yes, I know this could be done in PS or any other image editing software... but seriously, TB is so good now that I don't really need to visit PS to touch up my renders, so might as well save the time!
Just a thought :]
so we dont have to do THIS is Photoshop any longer
View Map on Model: try the button to the far right of the desired map in the Maps dropdown
Really wish there was a easy way to make the viewer run offline, so sharing files for feedback would be simple instead of hosting it online. So just a .exe you click and it shows up. (Plug and play :P ) or even drag the .mview into chrome would work.
Also a bit disappointed that there's no animation support in the viewer.
A last thing is, that i kinda feel like a sucker that i didn't buy it on steam, since i want it to run on both of my computers, and it only supports one seat on the none steam version.
Some smaller changes - I liked the sliders for object rotation in M2. I was using them especially for quick setup of lights position (mostly directional lights).
Its one of my test bakes, it was quite easy, fast and had a good quality in normal baking ^^
well somethimes thought i have problems to move my cam right in the scene ^^'
I'm working on making some new ones but these cover the basics of the new features, baking, animation, skin shader, etc. Checked the pinned post, there are two videos linked there.
Animation support is something we've talked about, but it's still at the R&D stage at this point.
The standalone license works essentially the same as the Steam version, it is not hardware locked to one computer. You can use multiple computers, when you switch from one computer to another we send out an automated email, all you need to do is click the link to verify the swap.
Thanks for the feedback
Is chrome support coming? or explore/edge?
Chrome support is not planned, the problem is how chrome handles local data, it's not something we can make work on our end without some sort of additional program/plugin/extension or something like that, as far as I am aware. It's something that has been suggested before, and we've discussed our options, but there is nothing imminent planned on that front.
I have a question/suggestion.
I am trying to add a custom UI into the scene that is parented with the camera (so it follows the camera instead of hovering in space)
It works great inside the toolbag. but when I export it the hierarchy gets collapsed or ignored and the UI (which is just a transparent texture on a plane) Becomes a floating object in space.
Is this something that is achievable when exporting? am I missing something?
thanks!
I assume you mean exporting to Viewer? If so, try enabling Export Animations, I believe this is required for parenting to work in some cases, even if you don't otherwise have animated content.