Great demo! Might be just me whoes missing something though since i can't get the Occlusion slot working. I have 2 UV channels, one for random maps and one for AO The map is generated in Xnormal.
Excuse the silly question if it is stated somewhere already but is it possible to load 2 texture sheets at the same time? Say if I have a weapon with a silencer on a separate sheet, how do I load them both in the scene at the same time?
Show off :) Not sure if this has been suggested yet, but for Toolbag 2, a more intuitive way to set output resolution would be great. Unless I'm missing something, the only way to set image res is by the window size. Settings for 1080P, 720P, or custom would be awesome.
AFAIK Toolbag's OBJ loader calculates the same tangent basis as the Stooge exporter, which isn't a perfect match for Maya's tangent basis either way. Toolbag 2 will have selectable tangent basis though, on a per-mesh basis, the Maya TB works great in the early build I have here. :)
Yeah sorry Amadreaus not sure then :/ Only triangles exist in a poly world sir ;) A quad is actually 2 triangle as I am sure you are aware, and game engines only support triangles. To get a wire view in quads, setup a camera angle in your native 3d package that matches your view in marmoset and composite in photoshop. ;)
I got a few questions about buying a license, Is there any sort of student discount? Why doesn't the polycount discount freebeer work anymore :( http://www.polycount.com/forum/showthread.php?t=88368 And is it possible to transfer the Individual Node-Locked License to a new computer if you upgrade your computer or it…
Yep, only the glass material has alpha blend mode on and everything else doesn't. The computer's specs are: CPU: Intel(R) Core (TM)2 Quad CPU Q8200 @ 2.33 GHz 2.34 GHz GPU: NVIDIA GeForce GTX 580 OS: Windows 7 Professional EarthQuake, I sent you a PM for the files.
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)…
Hello, I'm using the skin shader in toolbag 2. Like suggested in the tutorial video, I use black in areas where I don't want subdermis scatter, however normal smoothing still effects the areas painted black. Is there another way to have separate normal smoothing values other than a separate material / mesh piece? Thanks…
@Either.Ardrey, a few things to know about using the Sky Tool: 1)As ceebee already pointed out, for maximum range of lighting you will want to use HDR images for your source. If you don't have HDR images handy, or not too comfortable generating your own in Photoshop, standard 8-bit images will work, the final exported…