i was wondering if the bake feature in marmoset is just like baking in other 3d software such as Blender or Substance Designer, for example, normals of high poly to low poly etc, or is it for something else?
at the moment I only use marmoset for rendering stuff after I've baked things in different software. or am I missing something?
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Here are some notable features:
- Real-time 3D bake previews. As you adjust bake settings you get a preview of your bake on your model in real-time, which greatly speeds up the workflow. Small changes will only update the area you're working on, which means instant preview. With most other bakers you're "flying blind" and have to wait for the bake to finish before spotting errors, which can make the process very slow.
- Skew map painting, you can paint directly on the mesh to fixed skewed detail.
- Cage sculpting, you can sculpt your cage in and you with a easy to use brush to make sure the cage covers the high poly. The Estimate Offset feature can automate this process as well. Custom cages are supported too
- Texture set support, bake maps to multiple texture sets (body, head, armor, etc) all at once.
- Bake groups provide you a way to isolate groups of high and low meshes to prevent intersection errors. There's no longer any need to explode your meshes or bake objects individually.
- AO is cast from group to group as well, so you don't need to mix in a low poly AO map bake either. This feature can be toggled off per group too, so you can turn it off for moving parts or other areas that shouldn't cast or received AO to / from other objects.
- The Quick Loader uses name matching to set up bake groups, making the whole process very simple and easy.
- Layered PSD support, you can export all bakes as a single PSD, with layers set up with automatic masks based on material IDs. This is really useful if you're using a PS-centric texturing workflow
- Many, many map types.
https://www.youtube.com/watch?v=9_2LlmbFBbcMore info here: https://marmoset.co/posts/toolbag-baking-tutorial/
Check out some of the latest features here: https://marmoset.co/posts/free-update-toolbag-3-05/
If it's two unique objects, you can separate them into different bake groups and that will solve intersection errors as well.
fast
beautiful
Seriously, after your first bake you won´t ever want to use another baker.
like when i have then meshes..and i change only the cage of one mesh..than all others get updated too which slows all down.
But it's ok when you have pretty simple hipoly - 10-30 ml polies. On heavy things - 40-50 or higher - you will suffer, Even if hide hipoly mesh - it starts to run super slow. It's hard for me to use it on such things even on good rig - I7, 1080, 64 GB ram
So on heavy models and when client is ok without Marmoset (some AAA projects requring bakes in Marmoset) - I will prefer Substance Designer - UI is much better, no lags, all other features - same. On simple stuff - Marmoset is little bit faster
Marmoset is also having problems with bug fixing - it taked about 8 months to fix Vertex ID bake issue wrong colors with and no padding.
Also - it has problem with baking somthing with deep holes - cuz it use same rat distance for inside ray, wich often needs to be deeper
One thing Toolbag can't do is generate baked data maps (like AO and curvature) from the high poly's normal map - but it's very easy to transfer albedo / diffuse maps and such.
I'm not sure I fully understand why you would want to bake in two different applications. Are there maps that you're not able to bake in Toolbag?
2021 and we have Substance Painter 2021. Still not able to combine all the maps to one. If you have multiple meshes setup you will end with "number of meshes * number of baked maps".
So you have a simple knife model with "handle" and "blade", and you need base color, roughness, metallic and normal. You will get 8 texture files in the end. 4 for "handle" and 4 for "blade". And Painter unable to automatically combine all normal maps to one, all base color to one and so on. Imagine 10, 13, 20 parts model where you also want to bake AO...
There's some utility, not even from Allegorithmics/Adobe - https://www.artstation.com/artwork/DgBDo
Kind of do the job, but i sometimes get artifacts from it, maybe thats my fault, i m not sure. Anyway its not fun to deal with third-party unilities, tons of files, and so on, for such simply (generally) task which indeed should be implemented in Painter right from start!
Edit: i might be mis-reading what you posted.