Thanks, I take only 0,09% of specular in marmoset so i could be reason of low specular. http://wiki.polycount.com/Normal%20M....26_Hard_Edges - it's really useful, thanks ;)
sounds great, I'm all over those threads, and I love the idea for Rendering and Composition, though I do think 99% of the renders will be in Marmoset or UE3 :P
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Hello, I have a problem with sp baking. It is the first time that I make a bake with the match by name mesh. I have a low in fbx with multiple objects from Maya and a series of multiple high .objs from zbrush, and each respective object with its name and prefix. And the bake comes out with a huge error. I tried in marmoset…
Ok was able to finish off the model . Was a fun little exercise! Blender, Substance and Marmoset were the software used for the piece. @ItsReasonArt Thanks man . Yeah the wheels are there . Just hard to see in most angles
it is strange!。I never get this issue.I import fbx to marmoset .And give a normal tex to the modle.Something strange has happened. It sholud be like this in substance painter .same modle and same textures. I dont known what happened.
Hi, I'm working on a Substance material for Chinese plates with cracks. I have cracks on the material but I wanted to add a clearcoat layer on top with something like this cracks. Should I add these cracks in the Microsurface Roughness ? Or add a clearcoat and do the cracks there? thanks
Hi, does anybody gets the similar issue on the mesh in unreal? The normal map looks fine in Substance painter or Marmoset, but not in UE4. How to get cleaner mesh without this black artifacts in UE4?
I actually ended up achieving the result using substance painter but im still not really sure why it didnt work in marmoset, it seems you cant change the length of the internal facing rays in marmo but not sure if thats it.