i want to have these maps as it is in marmoset toolbag. Nice and neat, why is arnold complicated like this. my normal maps are set to tangent space normals, RAW image flipped G channel and still have this problem
RealTime eye for the character The Merchant I wanted to learn more about eye creation, so I decided to do the full pipeline myself. The iris base is from Texturing XYZ multi-channel irises that I reworked in ZBrush. The veins are from the Meta-Human eye's texture. This eye is made to be rendered in Unreal Engine 5, but is…
Final result of my project created for ArtStation Challenge 'Medieval: Back and Forth'. Presented in Marmoset Toolbag 4, with some post-processing done in Photoshop. Except for the pants, all cloth was sculpted from scratch. HP Breakdown - https://www.artstation.com/artwork/LRl1Q0 Concept by Yuhong Ding
Hi! I have a problem with visible seams that I can't find any solution on YouTube and google even if I have tried hard and the problem seems basic. I have baked a normal map in substance painter but the seams are too visible. The seams are even visible in the marmoset toolbag after importing the model to the scene. I have…
Mammut Tank Head Redeploy #hardsurface #mech #weaponized I revisit the model, fix the low/high poly, proper (sort of) Uv, bake and texture in subtance and render in Marmoset
The thing is that cutting of the search distance is giving a 'false' result, while what is needed is a different curve on the black and white transistion Here you can see that its a really big difference in quality: (Default, Photoshopped default, cutoff) From my knowledge is my photoshopped version closer to ground truth…
Thank you. I made the effect in Marmoset an using emissive property, so I'm going to have to experiment. What sort of method would you use to achieve that effect?
Hey Oni - I hear ya. I'm sure that will change when it has a diffuse and spec map. I'm only displaying normals in this shot (with a general spec setting in Marmoset).
this is true and something i didn't really think of. PBR seems to be a little tricky and i am not too hot on Marmoset 2. Was just going strictly from the screen shots.
oh, have forgotten to update this post.. ^^ low poly done, working on the textures, did some test renders in marmoset.. deadline tomorrow.. but will kep working on the textures afterwards.. cheers