It is with great pleasure we announce Toolbag 3’s official release. Check out our shiny new site to try, buy, and learn about the exciting new features: http://www.marmoset.co/toolbag
Animation, global illumination, and brand new, innovative texture baker headline the new version. A revamped interface, enhanced render quality, new skin shader, ArtStation upload, Unity and Unreal export, and many more features and improvements ensure that Toolbag is ready to tackle any challenge, from concept through production.
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Cus I dont remember seeing one for TB2..
There is no license transfer system to switch from stand alone to steam or vice versa at this time though.
Do you know when it will go live on Steam, roughly?
Maybe one day
But the trial version is awesome. Great work on this release!
"Error establishing a database connection"
Edit: I spoke too soon. Still having problems, looks like GoDaddy has some issues they're working on resolving.
Sorry for any inconvenience.
I'm having the same issue
[EDIT]
Nm, I just seen your response to this question higher up in the forum. Will there ever be an option to get it transferable to stand-alone in the future?
I'm unsure where to put the Libs folder from the 4.14 file? The other plugin folders have corresponding folders in Epic Games/ 4.14/ Engine but the Libs does not?
For UE4 import I dont get any light option on the importer. Is this to do with the Libs in the wrong place?
I will echo, that license transfers in the future would be great. I like having everything in Steam, so formatting etc is easier, but my TB3 is stand-alone.
Well I guess it's worth mentioning +1 for the license transfer between stand-alone and steam in the future
Since I normally pack my emissive mask with other masks, I can't really test it if I don't export it as a separated texture...
Will Mac users be able to also take advantage of the 20% off when its released?
Thx
If you can post some images of the problem, and/or send me the scene I'll be able to give a more detailed response. Thanks
Thank you! Did not know about this. I just assumed that noise was just part of the results from Marmoset. That got rid of the noise in my renders thanks!
Relatedly, is there a way to bake bump or normal map detail from highpoly (like, bake a highpoly's normals _including_ a normal map applied to it) or is that too much to hope for?
Currently normal maps applied to the highpoly materials don't bake down to the final lowpoly normal map. I'll add that to the suggestion list.