Toolbag2 interprets normal maps from various programs very well. If you bake in xnormal or maya, you will have a normal map that can look fantastic in Toolbag2 without having to go through a bunch of modelling hoops. So pick your poison as to which one you want to learn/use. I suspect if you know how to model in maya then…
Hi lakimakromedia, Once loaded, the PolyUnwrapper toolbar will automatically load whenever you open the Unwrap UVW Editor. So you first need to add a Unwrap UVW modifier to your model and then open the editor. In Max 2008 to 2011 the standard toolbar will be replaced with the PolyUnwrapper toolbar. In Max 2012 and 2013 it…
Typically you would use bake groups - find more info on that here: https://marmoset.co/posts/toolbag-baking-tutorial/ In this case, it looks like your highpoly is a contiguous surface while the low poly is split into multiple objects - it won't be possible to bake a mesh like this without some sort of seam or artifact…
Heya - it pretty basic really : Toolbag2 has input fors Albedo (= color), Gloss, Self-illumination, and Specular. So basically you can just put the Dota masks in there (after converting them to separate greyscale textures of course). The only difference is that the Toolbag2 rendering tech uses either specular or metalness…
model https://www.cgtrader.com/products/c-more-red-dot-sight 3D model of the C- More RedDot Sight. Made in Blender, Substance Painter, and Marmoset Toolbag. I used 4K Textures for the scope, and 1K texture for the lens. Polycount:10194 Vertex count:5416 CGTrader: https://www.cgtrader.com/products/c-more-red-dot-sight…
The entire low poly mesh is using hard edges and the normal artifacts appear around the perimeter of most faces. Bright normal map seams that follow existing edge geometry are generated by blending extreme pixel values from either side of a given edge. This type of normal map baking error is indicative of UV padding issues…
Thanks everyone for taking the time to stop by and give some feedback! :) @lloyd - Thanks! The renders were taken in Marmoset Toolbag, my favorite rendering solution <3 . I'll post some textures up when I get in from work. @Harbinger - I agree totally. I was trying out some new methods on this model to get the cleanest…
Nope. Roughness and gloss both define the micro-surface of a material, both do exactly the same thing, but roughness usually (but not always) uses an inverted scale where white = most rough and black = most glossy. The reason some switched to roughness vs gloss, even though they do exactly the same thing, is to some people…
For rendering this you have a lot of options. You can render it as is in Zbrush, heres a pretty good tutorial I use: http://henningsanden.com/2013/05/11/zbrush-turntable/. You don't have to worry about the turntable part but you can go that far if you would like. You can just render a single shot that you want. Rendering a…
Quixel, Marmoset, and Polycount are pleased to be announcing the winners of our Petrol/Blood contest. This contest asked artists to create a depiction between a rider/pilot and their mount/vehicle as if they are participants in a vehicle deathmatch tournament. Emphasis was on next-gen PBR rendering systems and artists were…