Well, i'm not using fancy smoothing group method.. just the usual way. Can you just please mail me back the corrected mesh :D Conclusion i can draw so far : 1. If the corrected mesh rendered on my PC looks the same with screenshot above, then probabbly something wrong with my export setting on 3dmax. 2. If it still looks…
Yeah, turn off the weighted normals thing, its really weird that they enabled that by default (and it even breaks some compatibility inside Maya). This is a simple triangulation issue, the problem is that Maya thinks a quad will triangulate on way, and Toolbag thinks it should go the opposite way. What you can do to avoid…
Two questions I can't seem to find the solutions to. When it comes to AO rendering in Marmoset I change the background to white, set a floor and change the VIEW to AO under the RENDER tab. 1. So I created a turnaround for my model in Marmoset and wanted an AO turnaround as well. Yet when I clicked the 360 save it doesn't…
1) Do any mesh chunks imported with the .mesh file not have vertex weighting? If you're using the animation functionality in Toolbag, all mesh chunks in your .mesh will need to have vertex weighting. 2) Is the 'Vertex Skinning' check-box enabled on all materials? 3) Was your .mesh and .rig file exported in the bind pose?…
What file type are you saving out? Does it happen when you try different file types? To get around this: 1. Open your image in photoshop. 2. Go to: ..\MarmosetToolbag\base\interface\toolbag\ 3. Open watermark.tga in photoshop 4. Copy and paste watermark.tga (after you've resized/edited/etc) onto your image. 5. Set the…
Not currently, though we do provide discounts for bulk purchases to Universities and the like. Sorry, this discount code expired a while ago (I've removed it from that post, thanks for letting me know). We run sales fairly regularly though, keep an eye on our Facebook page for details on sales and discount codes:…
Not sure if this should be in here, but since this is a question dealing with Marmoset, I figured I'd try here first. I've got a character with UVs and a separate weapon with its own UVs. When I go to attach the weapon to the character I see there are separate Materials and the exporter tells me there are 2 materials, but…
hello! im pretty new at using marmoset and im simply trying to take nice pictures of my 2 of my 3D models. But i am having the most difficult time with the spec, it looks ridiculous and im trying every thing that come to my mind and i cant seem to find the answer... its probably easy so im hoping you guys can help... every…
Ok, thanks. But I get this problem: Both the alpha and the color of the map are the same - gray. The object is unwrapped as flatten mapping. It looks as if the normal map from the ladder is somehow showing on the glas. The normal map from the ladder: Why? EDIT: It looks as if the normal map of the plane is at the inside of…
Except uvs are always 1:1. Uvs are saved in 0-1 vector space, while textures are made up of rigid square pixels, thus the texture defines ratio, not uvs. Not to be a dick, I know/understand exactly what you're trying to say, but the way you're saying it isn't really correct and may be confusing. Even if you set up max/maya…