How does it look when you load a flat 127,127,255 normal map? Don't know much about XSI, what sort of export options do you have for OBJ? Can you try FBX? Can you try importing in to max or maya and exporting from there?
since the fresnel slider no longer affects the specular sharpness, you can't achieve very glossy materials anymore unless you have a bright, washed out gloss. that gun is a perfect example, since the grip is a hard plastic, the black metal is fairly glossy, and the stainless steel is super shiny. as you can see from flat…
Apply a diffuse map, even a flat color diffuse map, when you have an empty diffuse channel it will grab a random texture from the VMEM, its a required map so you have to have something in it (this is something we could document better). In this case its probably grabbing something weird from the UI and throwing it in.
1) hmm thats odd. Try using a flat normal texture (128,128,255) in the normal slot of the glass...that should overwrite it, or load the normal for the actual glass itself :) 2)Not that I know of. AFAIK, you must reimport the whole scene (or just overwrite the mesh that is loaded, which will automatically reload it for you)…
How to not get this flat effect in marmoset tools with metal objects? I use sunlight and testing different specular settings in Marmoset, but I dont get it to look good. In marmoset: http://i9.photobucket.com/albums/a99/k0nane/1911_Test_screenshot3.jpg In 3D Max with xoliuls Shader, not the same angle as in Marmoset but…
Well two things: A. A normal map is required, if you clear that slot its going to load something random from vmem, so weird things are bound to happen. B. Specular reflection is going to show smoothing errors to a much more extreme level than flat diffuse lighting. In toolbag 2 we will have a variety of tangent space…
Ok I wasn't quite right about there being a two sided lighting checkbox - there isn't one. Two sided lighting just happens by default (though you have to disable back face culling in order to see it). What this means is that for a given polygon, the normals on the "back" face will be flipped for the purposes of lighting.…
I was having a problem where my tessellated & displaced models would turn flat black, so I didn't use Marmo for a long while. I've recently downloaded the update and it seems to have corrected the problems I was having. Yay! lowpoly vs tesselated & displaced in Marmoset 1.06 Tess & Displacement doesn't seem to make that…
Thanks for the reply. 1.I used the flat normal map and got the result like this: same issue... 2.I exported the mesh from maya and leave "normal" on. 3.I welded the uvs,and still got the same problem. Infact I got the same issue in another model but it appeared at a not very visable place so I ignored.And this time I met…
alright, so just from my findings on the new specular/gloss: -fresnel now works properly, doesn't effect specular highlight. this is good. -gloss now has a much wider range. this allows for very flat areas and very glossy areas, but it's not standard and the asset will only look good in toolbag using the edited map. the…