Hey guys. I am using 3ds max 2010 and when I exported my mesh to marmoset I had most of my seams visible. After some reading here and there I finally flipped the green channel and it is looking pretty good now.Just one more thing it is not clear for me now: sorry if it is covered before cause I did not read every single…
Well if you have the time to setup both engines to produce the same results. The best thing on the marmoset viewer is, that its uber easy to use and very straight forward. You use it for presentation of finished models, once you created a shader like this in Unreal or Unity, well ok go for that but even then, the…
Same as Achmed : Maya export crashes everytime here using 'stooge' in the command line and the default tickboxes (maya8.0) I also have the same issue for mat creation. I think it is easier to create them all by hand really, assign them to the model inside the viewer, and 'save mesh and materials' to create the .rig once…
Hi once again :) I managed to get Maya 2008 up and runnning once more on my old PC which means I can now use Stooge, hooray! However, no matter what I do, my turntable animation animates the skeleton, but the mesh itself is immobile. I checked "vertex skinning" and the mesh vanished. I check "simple vertex skinning" and…
Hello guys, first off thanks for this awesome model viewer! I tested it with the sample objects mentioned and it looks pretty nice. Now I've been doing a tutorial from CG tuts+: http://cg.tutsplus.com/tutorials/3d-art/next-gen-weapon-creation-day-4-diffuse-and-specular-textures/ that uses this model viewer (by the way a…
I had a chance to briefly check out the editor this evening and from what I saw it was very intuitive. Probably the biggest issues I saw were these... -sliders going to max value when trying to rotate the viewport after an edit -unable to change viewport size and often times I can't even move the window, I couldn't find a…
Ok i've been testing this all weekend and am having normalmap issues. No matter what swizzle settings i've tried I get either seams or wrong looking normals. I noticed that all the examples are using Object Space. Why is this? Should we only use Object Space? Weirdly many of the tangent based maps I tested looked better…
Blending materials? like with vertex colors? Sorry that's not possible as far as I know. 20% opacity, with a opacity/alpha texture? That is possible, place your alpha texture into the alpha channel of your diffuse texture and save it as a uncompressed 32 bit tga. Then load it into Marmoset, change the Blend Mode to Alpha,…