Not sure if this has been mentioned yet, but the ability to change the resolution of your textures inside Toolbag would be handy. Sometimes when I'm working on a source 2048 I'd like to be able to see how it would look mipped down a level or two without having to save a new size out of Photoshop.
Definitely appreciate getting feedback from users on polycount :) For license issues I got a pirated .exe, easier for me to deal with, I've paid for a license, though if it was more portable I wouldn't bother with the pirated .exe. Would love to see: Multi-material support (B option, pref read in via fbx) Saving the scene…
Toolbag 1 saves a mask into the alpha channel when you output a TGA (the default format). We plan on supporting more image formats in general though. This is something I can 100% verify we will have. Infact, the early build of TB2 is already running on OSX and the copy we were showing off at GDC was running on a Macbook…
Sorry if some things have been said already :) Which feature(s) of Marmoset Toolbag do you find the most useful? Marmoset is super easy to pick up and use to previs work for clients, pushing stuff into properietary engines or even udk or cryengine takes longer and is less performancehungry Which feature(s) or function(s)…
You already can save camera positions with a scene using the right-hand side of the UI. Hit the plus to add a camera, position it and lock it. Having them bound to ctrl 1 to 0 though would be nice, although ctrl is already used for rotate model. +1 to the rest of your suggestions, and also what ZacD/almighty_gir said could…
+1 to being able to pan UVs/textures to get some animated stuff going. I guess adding the framework for being able to keyframe stuff, and more things can be added on later. +1 to saving everything within a scene. It's still awesome to be able to save out material and mesh files separately if needed, so both of these…
Some quick ideas off the top of my head. * Emissive textures that actually emit light. * Complex refraction within complex refraction (e.g.water within a glass). * Alphas, transparency & Gloss packable into a single RBG texture rather than using the alpha of individual textures...currently it is a pain in the ass to save…
I bought Marmoset back in 2010 (If I remember correctly), so I've been a long-time user... I guess... I've generally found pretty much every-and-anything put into previous updates useful. It's difficult for me to think of specific features that I've found particularly useful. The only things I'd like to see in future…
I guess I'll toss in what I'm looking for too, in order of priority. It's also worth mentioning that even though it may be unrealistic, I'd really like marmoset to come as close as possible to the graphical prowess of Cryengine and Unreal. * Better handling of license stuff, I've had to request a new license key several…
Apologies if any of this has been mentioned or it's something already implemented that I'm unaware of :3 *More texture channels for the basic floor would be nice so I can add a normal/specular map to it as well (saves me having to import a plane). *Fog would be nice *Modules that you can add to your materials to animate…