I'm having material loading errors. am I doing something wrong here?
the other weapon in the sample set loads just fine with materials. . .
Try the cure-all "Clean Mat List" button and/or restarting the app. You can also open up the .rig file associated with your mesh in a text editor and bind materials manually.
love the app, making this for a mine shaft scene for a class, so is there a way to load a opacity map, and a spec color map????
*edit* sorry new to posting pics, how to i get it to resize? and it the glass looks like poo with out my opacity map
Spec map is full color, no need for a 2nd map for spec color, and you can have opacity in your alpha channel of diffuse, read the tutorial.txt for more info.
kk so i got most of the opacity working minus the glass, thanx for the tip earthquake, had a brain fart on the alpha in the diffuse, second one i played with the blending modes, is there an option for 2 sided???
twosided tends to get artefacts from what I have tested, best way it to double the polys and invert them, that's what I did on aayla (check my sample files in first post for this)
just tried it out for the first time, took me 30 mins to just get used to it but I have to say its really nice and easy to get models in there, possibly alot easier than ut3 so this seems a good option for model viewing while creating textures as well as final shots, can we render big images like those massive ut3 screenshots?
Yeah I ment, composing a scene within the tool, so moving objects around, scaling, rotating etc.
Ah I see. Personally I like this better, as I'm always more at home in my 3d app than I am in some (often crash-prone( 3rd-party editor. New controls, new shortcuts etc just slow me down. Being able to build it all in max then get it really quick in engine? That's sweet. Far faster than unreal and WAY faster than the last place I worked (required a minimum 6-10 minute rebuild of the game).
so im still lovin this love how it has spec color, but i still wish it could take spec color maps, sometimes i have more than one color in my spec color maps. simple pickaxe i busted out quick for my scene for class
so im still lovin this love how it has spec color, but i still wish it could take spec color maps, sometimes i have more than one color in my spec color maps.
Spec map is full color, no need for a 2nd map for spec color, and you can have opacity in your alpha channel of diffuse, read the tutorial.txt for more info.
im just saying it would be nice for a spec color map for better accuracy, like i said my spec color maps have more than one color, normally just 2 colors. still love this faster and easier to view models in than ue3
kite212: not sure what you mean... how can you get "better accuracy" by having multiple coloured specular maps? What's wrong with a single map containing all the colours you need? o_O
Mop I think he means a map for specular value (black and white, shades of gray...) and a map for flat specular hue (no shade, just big flat colors per material)
the app opens up with a dialog box for me, titled "darkest of days", no text, just "yes" and "no" buttons. clicking "no" quits instantly, a "yes" brings me to the blue menu screen.
so far i didn't manage to display a model in the viewport of the mat editor - no matter if self-imported obj or one of the example weapons - screen stays empty at all times. applying materials to surfaces, rotating around, loading a sky, changing mesh scale, playing with output parameters in the "render" tab don't change that. log window doesn't show anything out of the ordinary.
the skylight editor seems to display and work fine on the other hand.
im just saying it would be nice for a spec color map for better accuracy, like i said i have a few spec color maps with more than one color, normally just 2 colors. still love this faster and easier to view models in than ue3
Two maps doesn't give you any more accuracy, you just have to get used to doing it with one, really, its a lot more convenient when you get used to it.
just tried it out for the first time, took me 30 mins to just get used to it but I have to say its really nice and easy to get models in there, possibly alot easier than ut3 so this seems a good option for model viewing while creating textures as well as final shots, can we render big images like those massive ut3 screenshots?
heres a pic from me testing it with an old model
Yes, there is a huge screenshot feature. By default i think screenshot is bound to f12
If you do "setscreenshot res 4096" in the console(~), you can set the output resolution. This is also limited by your graphics card, i've had problems exporting 4096's with AA and AF on(just exports a black image sometimes) so test it out, and see what the max you can export is. It doesnt have to be 2048, 4096 etc, it can handle any res, usually when i cant do 4096 i try stepping down to 3500, 3000, 2500 etc until i find one that works.
the app opens up with a dialog box for me, titled "darkest of days", no text, just "yes" and "no" buttons. clicking "no" quits instantly, a "yes" brings me to the blue menu screen.
so far i didn't manage to display a model in the viewport of the mat editor - no matter if self-imported obj or one of the example weapons - screen stays empty at all times. applying materials to surfaces, rotating around, loading a sky, changing mesh scale, playing with output parameters in the "render" tab don't change that. log window doesn't show anything out of the ordinary.
the skylight editor seems to display and work fine on the other hand.
Hmmm might be the quadro, there hasnt ever been any testing on quadros. Seems like a couple people have gotten that DoD error tho. No idea wtf that is about.
Yeah. Awesome. Really easy to use. But all my models look like crap in it Textures are not at all tweaked ^^ But I will definatly try to use it EQ, your guns looks so awesome *fondles guns*
Hmmm might be the quadro, there hasnt ever been any testing on quadros. Seems like a couple people have gotten that DoD error tho. No idea wtf that is about.
i was testing this on the computers at school, and i got the darkest of days error as well. the computers run quattros . . . hum . . .
Mop I think he means a map for specular value (black and white, shades of gray...) and a map for flat specular hue (no shade, just big flat colors per material)
But yeah a RGB spec map contains both hehe :P
yeah i use spec level, and color maps, whats an rgb spec map, you have an example, i might be way off on this, but for the apps spec i put my spec level map in, the theres a box for color of the spec, i change that it adds the flat color, but from what youre saying i can use a rgb spec map to get the results i want
i was testing this on the computers at school, and i got the darkest of days error as well. the computers run quattros . . . hum . . .
I get the error also, but I'm running an ATI Mobility Radeon HD 2600 512mb(1028 hyperthreaded) version with T7500 Core 2 Duo at 2.2ghz and Vista 32-bit. Maybe Those specs are just too low for the tool? Although I wouldn't assume so, since it is a dx10 card with shader 2.0 support, but maybe I'm wrong?
Oh wow. Just noticed this thread. Awesome stuff guys, thanks for sharing this.
I'd always seen those Marmoset renders in the past and thought how sweet they looked. When I get a spare moment I look forward to really trying it out!
can you tell what operating system is supported by the Maya exporter plugin.
i tried exporting with the maya 7 plugin in xp64 and maya crashes
also, is the "stoogeExport_maya80.mll" for maya 8 or 2008 ?
i tried that on maya2008/xp64 and the plugin didnt load.
exporting obj doesnt seem to create material chunks.
test:
Should work fine with xp32 and xp64, havent tried on vista. The thing is you need maya 32 bit. 7 is 7, 8 is 8, and 9 is 2008 IIRC.
Any more info on the problems with OBJ and material chunks? I havent tested this a whole lot yet my self, but its not surprising there would be issues. Different apps seem to export object names differently. Make sure you're seperating objects, not just applying different materials to different chunks. Tho i dont know if that would make any difference to an OBJ.
I get the error also, but I'm running an ATI Mobility Radeon HD 2600 512mb(1028 hyperthreaded) version with T7500 Core 2 Duo at 2.2ghz and Vista 32-bit. Maybe Those specs are just too low for the tool? Although I wouldn't assume so, since it is a dx10 card with shader 2.0 support, but maybe I'm wrong?
That system should be perfectly fine. The only cards we have really thoroughly tested are nvidia gforce, namely 6800-8800 series. Also vista was never tested much, so that could be an issue as well.
Great pics guys!
But after small test I'm wondering if it is possible to have specular color map and specular power map simultaneously?
edit:-> my bad i already found tat info in tutorial.txt
And is there any way to add a glow map?
just to post info:
works solid on my Vista 64bit machine, however the .mll exporter didn't load in maya 2008 64bit. Installed 32bit maya and it works perfect!
Replies
I'd also like to know how to get higher resolution renders, beyond my screen resolution? If there's no such option, do you plan adding it?
Try the cure-all "Clean Mat List" button and/or restarting the app. You can also open up the .rig file associated with your mesh in a text editor and bind materials manually.
Is there going to be updated versions coming out for us to try? Possibly in the next few months?
Spec map is full color, no need for a 2nd map for spec color, and you can have opacity in your alpha channel of diffuse, read the tutorial.txt for more info.
Oh, im an idiot. I forgot to include the mat files.
I uploaded a new sample_assets.rar file, feel free to re-download(this has the fixed CGW normal map as well).
heres a pic from me testing it with an old model
Yeah I ment, composing a scene within the tool, so moving objects around, scaling, rotating etc.
Cheers!
But yeah a RGB spec map contains both hehe :P
so far i didn't manage to display a model in the viewport of the mat editor - no matter if self-imported obj or one of the example weapons - screen stays empty at all times. applying materials to surfaces, rotating around, loading a sky, changing mesh scale, playing with output parameters in the "render" tab don't change that. log window doesn't show anything out of the ordinary.
the skylight editor seems to display and work fine on the other hand.
happens on: xp-32 SP2, quadro fx, dual xeon's, dual screen config.
how do the skies work?
are they hdr images?
Two maps doesn't give you any more accuracy, you just have to get used to doing it with one, really, its a lot more convenient when you get used to it.
Yes, there is a huge screenshot feature. By default i think screenshot is bound to f12
If you do "setscreenshot res 4096" in the console(~), you can set the output resolution. This is also limited by your graphics card, i've had problems exporting 4096's with AA and AF on(just exports a black image sometimes) so test it out, and see what the max you can export is. It doesnt have to be 2048, 4096 etc, it can handle any res, usually when i cant do 4096 i try stepping down to 3500, 3000, 2500 etc until i find one that works.
Hmmm might be the quadro, there hasnt ever been any testing on quadros. Seems like a couple people have gotten that DoD error tho. No idea wtf that is about.
set screenshotres 2048 or 4096 etc.
doh posted same time as EQ !
set screenshotres 4096
doh posted same times as Johny
i was testing this on the computers at school, and i got the darkest of days error as well. the computers run quattros . . . hum . . .
yeah i use spec level, and color maps, whats an rgb spec map, you have an example, i might be way off on this, but for the apps spec i put my spec level map in, the theres a box for color of the spec, i change that it adds the flat color, but from what youre saying i can use a rgb spec map to get the results i want
I get the error also, but I'm running an ATI Mobility Radeon HD 2600 512mb(1028 hyperthreaded) version with T7500 Core 2 Duo at 2.2ghz and Vista 32-bit. Maybe Those specs are just too low for the tool? Although I wouldn't assume so, since it is a dx10 card with shader 2.0 support, but maybe I'm wrong?
i tried exporting with the maya 7 plugin in xp64 and maya crashes
also, is the "stoogeExport_maya80.mll" for maya 8 or 2008 ?
i tried that on maya2008/xp64 and the plugin didnt load.
exporting obj doesnt seem to create material chunks.
test:
I'd always seen those Marmoset renders in the past and thought how sweet they looked. When I get a spare moment I look forward to really trying it out!
Should work fine with xp32 and xp64, havent tried on vista. The thing is you need maya 32 bit. 7 is 7, 8 is 8, and 9 is 2008 IIRC.
Any more info on the problems with OBJ and material chunks? I havent tested this a whole lot yet my self, but its not surprising there would be issues. Different apps seem to export object names differently. Make sure you're seperating objects, not just applying different materials to different chunks. Tho i dont know if that would make any difference to an OBJ.
That system should be perfectly fine. The only cards we have really thoroughly tested are nvidia gforce, namely 6800-8800 series. Also vista was never tested much, so that could be an issue as well.
But after small test I'm wondering if it is possible to have specular color map and specular power map simultaneously?
edit:-> my bad i already found tat info in tutorial.txt
And is there any way to add a glow map?
works solid on my Vista 64bit machine, however the .mll exporter didn't load in maya 2008 64bit. Installed 32bit maya and it works perfect!
I like it a lot, very easy to use. Some of the skymaps are just useless though.