This popcorn machine is a prop I created to work on my hard surface modeling skills as part of my journey to become a better prop artist. Tools Used: * Modeling: Maya * Texturing: Substance Painter, Photoshop * Rendering: Marmoset Toolbag 4 One unique aspect of this project was the popcorn itself. I 3D scanned real popcorn…
The one on the left is baked in Marmoset Toolbag 3 and the one on the right is baked in Handplane. The two inner rim lines are actually floaters but every time i try to bake in Marmost toolbag it always comes out horribly like this. It seems to be just floaters that this occurs on, I've tried a range of models and floating…
This is going to be a dump of wip images, and whatever I end up finishing. Constructive critiques would definitely be appreciated, but if not well whatever. Anyways as a main subject I mostly do guns, and other weapons. So if your interested in that might as well check back here. Follow my twitter to be notified whenever I…
Hi, I am trying bake normal map in Marmoset Toolbag 3.02, where whole LP is one smoothing group. Object is simple cube which I triangulate before baking and exported meshes has only smoothing group data, no more options as are etc. tangent and binormals. Problem isn't classic gradient, where is a large difference in the…
Yeah no problem, thats a good point! Ive actually been thinking about what I really want to achieve with this cyberpunk agent and for me it was kinda going to be a test of rendering and lighting in toolbag 3. So I wanted it to be current specs but Im actually thinking of just making him into a head and shoulders bust so…
Edit: Found a work around, I have to reimport back into max then exporting as an .obj again, then import it into Toolbag. Seems a bit of a long way round, so if anyone has an answer to the original problem I'd be interested to find out. Hey polycount, so I've got a bit of a problem and I was wondering if anyone had any…
Whew it's been a while since I started this project. For the last year I didn't work on it for various reasons. I also have been gathering more knowledge about PBR and now when there are plenty of information and tools for PBR texturing I decided that it is time to finish this bad boy. The texturing was done in Quixel…
The skin shader was redone for Toolbag 3, the new shader is more physically accurate, has better colors, less artifacts and much better translucency now as well. We've simplified some of the controls, blurring is no longer separated into multiple passes in the shader - the final result of the lighting is blurred instead.…
Hello! It's likely that this issue is caused by mismatched UV splits and hard edges. Below is some documentation to help you determine what the problem is and what solution may work best. Review the information, test some of the solutions and if the issue is not resolved then try posting additional information about the…
This is something we've been addressing with various free updates to Toolbag. As of today we have very good support for the engines you mention. Marmoset Toolbag 2 includes a UE4 preset material which supports the standard albedo/roughness and metalness maps, and uses GGX reflectivity. Click the presets dropdown in the…