Alright, I'm calling this done. Spent way too long on it and I need to move on! This was a fun project! Marmoset turnarounds and more renders here: https://www.artstation.com/artwork/3oe3Ko
Crossposting from my own thread :) still working on this guy : And a shot with some Marmoset postprocess : trying to get those textures to look better, any suggestions much appreciated
Working on a system in UE4 to render quick HDR beauty shots of models kind of like Marmoset. Testing that system out, here are some images of the beetle I made for this scene:
First test in marmoset. Not sure about the camera yet, but I like these so far. Next up is some smoke/particles or something to make him look hot and sexy.
At least Marmoset Toolbag 3 can bake with infinite padding, and that's the best way, IMO. No one should ever worry about how many pixels to dilate. Infinite is the answer.
Guidelines are a bit vague on this, and the engine I'm using for renders is Marmoset. I know it uses the alpha channel for it's gloss map but don't know if it can use the setup you mentioned...
I have also updated the marmoset scene to include the final model with the weapon. Feel free to check it and please share it if you find it useful. https://gumroad.com/l/Jadj
Cool, that's fair enough. The main point of taking these to a finished state still stands. I'd also suggest rendering in-engine for these, or in Marmoset Toolbag if you have that. Realtime renders are good!
Have you applied these textures in engine or in Marmoset? This just looks like the padding Substance uses to get rid of seams, within your UV islands the textures look as they are supposed to.