Hey guys, I recently finished a fairly complex scene inside of Marmoset Toolbag 3 (the project post is here) and thought I would give a post-mortem of issues I had and mention features that would have been helpful to have. As I was working I took notes of problems or workflow issues that kept recurring. I spent so much…
Cat was never all that stable before they stuffed in max but ever since they decided to include CAT in max and have been tinkering with it, CAT has gotten more and more unstable, I can't trust it and won't use it in production. I think there are a few scripts that convert CAT rigs to biped so that might be an option, check…
The cage determines ray cast distance so there shouldn't be any issues of portions of your model interfering with other areas unless your cage is clipping into itself, so adding a plane is not necessary. Personally, I would recommend making your cage inside Maya. xNormal works fine and all but in my opinion it's just…
I really dig the transforming car - its real nice, I also like the flying piece. I feel like the very first clip needs work, he doesn't quite get high enough on the flip for the rotation to be believable, he's a little guy so you've really gotta exaggerate that flip for him. Also I'd say rotate the torso more when he flips…
I don't doubt for the time being you guys are going to be doing some great things. I'm always rather impressed with your updates and the features y'all implement. What i don't trust, adobe. I don't trust the monopolization of tools like this. Same thing with autodesk. They own too much and now they just whirl around and…
So you have a tree full of planes and you want to replace the planes with other planes? I'm guessing because the original planes where not UV mapped and you want to unwrap new planes and replace the old? If that's the case, you could probably unwrap the planes with the "UVW Map" modifier (not the same as UVW Unwrap) and…
The high poly does not have to be UV mapped to bake a normal map. There are very few situations where you will ever need to UV map a high poly mesh. A normal map is a 2D representation of the high poly's physical surface curvature in relation to your low poly's surface curvature and vertex tangents baked into the UVs of…
Here's my Maya to Xnormal workflow using custom cages. It should work every time. 1. Export your highpoly mesh as an .OBJ file. An export straight from Zbrush is fine. 2. Export your lowpoly mesh from maya as an .OBJ file. Check that the .obj export settings have both normals and smoothing checked "on" before you export.…
Well if you froze transforms that is pretty much the same as reset Xform in 3dsmax. Still you might want to export the mesh as obj and import it into a new scene then export it to .smd just to make sure its not a transform issue. Going back to the .qc file you might want to try it with these changes:$cd "C:\Commander's…
thx Drew++ for your explanation :) During my work on that specular lighting I've found a bug in my shader, whenever I put a light between my models the outer one will be lit like the inner one? I think a picture describes this better: and my lambert shader:////////////////////////////////////////////////////////////////…