I'm having a bit of a problem with marmoset. I'm working on a scene render of a model using spotlights. When I am at any usable distance from the model I can see the outline of all the meshes. For instance, I can see the outline of the models eyes through the models face, or the outline of the models shoulders through the…
If your map is tangent space, then ignore any results that you get by selecting object space in Marmoset as you shouldnt be using it anyway ;) It looks like you have overlapping geo due to duplicated verts/faces to me...is it on your bake? The current .obj exporter in Blender 2.5 is Beta so its not yet 100%. Make sure you…
Hopefully this is the right thread to post this. I've been having some issues where mirrored normals are inverted. They appear fine in Max and UDK, just marmoset is giving me problems. I made the grip and used the symmetry modifier in Max to flip it over. I then stacked and offset the UVs for one part. Bake came out fine…
That is your video card not filtering individual cubemap faces across the cube's corners or edges. Apparently all drivers have this problem because of how much simpler it is to implement. Since Toolbag uses precomputed cubemaps for environment lighting, you may see some hard, "Y-shaped" edges when rendering perfectly…
Hey guys, First off, I want to compliment 8 Monkey Labs for this awesome tool. I have just started using but ran into an issue with the lighting. I'm not if someone on here can help me with it. My model shows up in the viewport fine, even with a snapshot IF I use the sky lighting. As soon as I create point/spot lights,…
Aloha counters! I'm having an issue that's somewhat annoying. I'm getting strange shadow artifacts that change based on where the lighting it facing. I believe it has something to do with the alphas on the hood fur, but the artifacts only show up in marmoset. They also only show up when my camera is zoomed in as well.…
@bloodmoon - Most likely a UV's issue. Check your UV layout for the polygon faces in that area of the mesh for any UV's that are welded or overlapping and should not be. @dwgagner - Marmoset's animation system does have a hard limit of 50 joints per mesh chunk. Be sure you meet that requirement. One quick way to check is…
Have you tried flipping the normals? Only time I've encountered this is when I've got the normals facing the wrong way. And now, for a problem of my own. Wanted to try out displacement mapping to get a little more familiar with 'Next-geny" techniques. Working on this duder, and here's how it is with displacement turned…
It would still be helpful to see what the texture looks like on the model. You should also try another format other than PSD, its possible that the PSD loading is coming in wrong. Try TGA. If you had something in the alpha channel, the image preview function isn't all that helpful (it includes that alpha as well IIRC). The…
>> VERSION 1.02 UPDATE << As Jeff already mentioned, the next point release is now here. Here is the rundown of all the fancy new features and bug fixes: Feature Additions:* Sky Tool generate custom lighting environments * Skin Shader 2.0 new controls for skin tone, translucency, and masking * Built-in Video Capture…