Except uvs are always 1:1. Uvs are saved in 0-1 vector space, while textures are made up of rigid square pixels, thus the texture defines ratio, not uvs. Not to be a dick, I know/understand exactly what you're trying to say, but the way you're saying it isn't really correct and may be confusing. Even if you set up max/maya…
hey guys.. is there any way to have the automatically generated alpha channel in tga files include all chunks? for me, it seems to only mask the last chunk in the list. the grey background is easy enough to select and delete in photoshop, but it might pose problems somewhere down the line. also, please grant us users…
It would still be helpful to see what the texture looks like on the model. You should also try another format other than PSD, its possible that the PSD loading is coming in wrong. Try TGA. If you had something in the alpha channel, the image preview function isn't all that helpful (it includes that alpha as well IIRC). The…
After last year's positive reception to 8monkey's release of Toolbag, we've decided to make some major additions and updates. Behold, version 1.0: http://www.marmoset.co/toolbag For those of you who don't know, Toolbag is a realtime material editor and presentation tool, based on our Marmoset engine. It's a quick way to…
Hello, I'm having exactly the same issue as JONNYquid was. My textures get all pale and washed out when they are in the marmoset material texture slots. Previewing them shows these pale washed out versions of the texture flats. I have tried saving the textures out as .psd and targa in 16, 24, and 32 bit versions but they…
I don't see the issue with this tool costing 50 bucks. Should Crazy Bump be free too? I feel like the same people that are complaining about this costing 50 dollars are the same people complaining they got ripped off when they spent 99 cents on an iphone game and didn't like it. In the grand scheme of things if you use…
EarthQuake: Ah okay didn't know that. I'm hoping 8monkey adds in a feature for making paths relative to scene files.. Right now I'm doing some contract work where the client just has me save stuff on dropbox. I know if they can't just open the file from the dropbox folder they won't even bother.. instead they'll just open…
I think performance wouldn't be an issue as long as you only wrote 1 image at a time and then proceeded onto the next only when the previous image had been created and saved. It wouldnt matter if it took 30 mins to render 30 frames as they could be stitched together in a sequence with a video editor at the correct speed…
So here's a question for those of you who like to tinker with marmoset. It's about dynamic light creation. What i've tried is import an HDRI into hdrshop, create a vertical cross from the original panorama, save it out as a pfm, and do the same for the original HDRI ( minus brightest pixels.) So far so good. In the skytool…
I have a intel core 2 Duo processor P7450 (2.13 GHz, 1066 MHz FSB), 4 Gb memory, 500 Gb HDD, Nvidia Geforce GT240M. Maybe the problem is that the maps are too big and slow down and bug the render? The maps are 4k each exeptfor the alabard texture, normal and glow(the spec/gloss map of the alabard if 2k doesn't work right)…