You're right that the baker interface in Python doesn't support the use of the quick loader. We'll go ahead and expose the functionality for it in the next patch: import mset baker = mset.BakerObject()
# Use Quick Loader
baker.importModel("E:/MyModel.fbx") Currently Marmoset Toolbag does not support using the quick loader…
Nearing completion of the sculpt. First my low poly in Maya: And Zbrush. Some things didn't work so well in the transition from low poly to high (I can now see why quads are so important, among other things), so next time I will hopefully be able to avoid the same issues. I'm also pretty new to this so it's been a slow…
I am just going through the list, this weeks progress - Just brought it into zbrush from marvelous, did a bit of clean up, but more to do. Got myself into a character gig, so progress might be slow for the next few weeks ;)
The site is kind of hard to navigate. The home button loads a blank page. The contact page take you to text of your name and no link or way to get a hold of you? Should we google your name and hope we contact the right person? Black background = not able to see the models silhouette. It's like a polar bear in a snow storm…
Thanks for your replies guys! Somehow I didn't get notifications that somebody replied to this thread. Will have to check my settings. Yup, there are some wasted polys there. UVs didn't lay out as nicely without those few extra tris in the front so had to add them. I guess the lack of experiene in low poly shows through.…
Thanks you for the feedback! Yes I mainly perform on iOS during the past 2-3 years. That is a very good platform to work on and I love it! Well, I can say that clients are cheaper month after month. It seems the iOS market is overloaded of app and starting to be difficult to get good income. If you check freelance website…
Yeah that movie gave an odd impression for sure but I am talking more about art style the games pretended to be "photo real" starts to give you. Certain detail fatigue you eyes are getting . I blame too much of procedural approach and increased sampling in PBR shaders. Few years ago the shaders looked like what Substance…
I'm a enviromental artist and I use max8. Here is a brief run down of my workflow. Most of my enviroments end up being large outdoor places. We do pre-rendered work but I always keep my scene low poly since it effects my render times. If you are new to max then I would say stick with the off the shelf packages they have…
hi there folks, so a project we have (that's finally out development hell) is launching and for it, we need a 2d artist capable of doing show style anime drawing for ongoing commission work. attached are some examples, we really just want something that's not over-detailed or under detailed, something that can be looked at…