I want to render a turntable .MP4 video, not frames out of Toolbag. I am running v3.05. I have a turntable animation setup, output folder selected and all other preferences I believe I need are setup correctly. Then I go Capture > Video setup my desired export settings, hit export, Toolbag then asks where I want to save…
In light of recent Mars-related discoveries and also as a fun exercise I made this small scene titled, Jezero. I wanted to limit myself to using primarily Quixel Megascan textures and Marmoset Toolbag 3 as my renderer. To get more in-depth with my process please check out my accompanying blog, The Making of…
Hey everyone. I need to put together a short animation. It has to do with airplanes and video games. Fast paced and exciting, but also with a message and leading to a much larger project. I don't mind making it pre-rendered or done in a game engine, I just need it to look good. I will provide all the models and textures…
Shadow's Spider is a cross platform realtime 3d rendering application. It's built around OpenGL 4.5 and Qt. FEATURES* intuitive, fluid interface * multiple page attribute editor with radial popups * translate, rotate, scale gizmos * PBR-ish IBL workflow * Up to 3 lights Video demo at https://youtu.be/ll6h43GsIdM Git at…
Orc Head Render Test Using the new Corona 1.7 Skin Shader and Hair and Fur (Ornatrix).Other Work: https://www.artstation.com/occultart 4K Image: Older Versions / Tests:
Sci-Fi Crate inspired by a concept from Vitaly Bulgarov: https://vitalybulgarov.com/3d-kitbash/25-sci-fi-crates Started out as a practice for Hard Surface design but i decided to take it one step further. All SubD modeling with quads ( except maybe 1-2 triangle somewhere ) and proper topology. No Uvs. Decals are alpha…
For a while now I've been trying to figure out a way to get a PBR shader working inside my Max viewport. Whenever I use the ShaderFX Stingray shader however, my roughness map always becomes splotchy and pixelated. I've read that the stingray shader doesn't support grayscale roughness maps so I've went with the ORM…
Hey all! I am working on a cel shader and wanted to add Sobel edge detection. For this, I need access to depth information. Is it possible to access the depth texture used by something like the DoF post effect? If not, is it possible to use a fragment shader to render all objects in the scene to a depth buffer? I'm having…
So our team is also working on a similar style pre rendered game, and we have just not been able to figure out how shadows follow the projectiles in the game, or units without the shadow overlapping other units if we use the shadow and unit as one sprite. Anyone know how they achieve this?
Hi all, I have a question regarding a stylzied character i want to render. (NOT A GAME CHARACTER) I don't want to UV the low poly, but instead use a more mid/hi poly mesh. The mesh has polypaint and I have noticed I can turn this option on in marmoset. This way I don't really need any normals maps or other texture baking…