Yeah, I think you need to bring in your own ground. Just have your mesh and ground mesh as separate objects in your 3d app of choice. Select them both at the same time and export as a single OBJ file. Then you will end up with multiple "chunks" in Marmoset which you can apply separate materials to.
Hey awesome to finally check the toolbag you've been working with EarthQuake. Really great model viewer, everything is super simple and slick. I tested it with object space normals which worked well, but when I loaded my tangent space ones didn't seem to work right, I guess I'll have to look into it it when I get more…
Hello. I am trying to figure out, how to export multiple obj's without combining them. I need two separated objects in marmoset, each of them with its own texture. Character and pedestal. I tried installing export plugin for maya, but the current version is older and I can't run it under maya 2009. I would be very grateful…
okay... i read the previous posts about this thing, don't throw stones at me but i can't seem to understand how come it renders other meshes correctly yet the program refuses to render this one. i am using 7600 GT. i have rendered other objects and they worked out ok. any explanation/solution to this problem is welcome.…
Hmm, ok thanks guys. I'll look into that then. The mesh isn't huge in 3dsmax but I guess the objects size properties are dramatically different between marmoset and 3dsmax. Oh, also I don't have a pic on hand but I'll get one if need be. Another problem I have is the shadows are very odd. Like, they get all spongy and…
Do you have any OBJ optimize options checked on? If so, turn those off and export again. Also if that is the problem I've got a feeling like your scale is off of what Marmoset likes to work with. Go to the render tab in Marmoset and toggle the box labeled "show scale reference" on. Now you should see a human figure which…
OK I am having a problem where my textures are not saving to the material or rendering. I open my mesh add a new material, add my texture, then apply the material...and nothing. When I switch to one of the materials that came with the engine they load fine. When I go back to the material that I created the textures are…
THERE ARE SOME NASTY SHADOW ARTIFACTS WITH THE SKIN MATERIAL, sad but true, not really anything that can be done about it. Some other things that will give strange results: Unwelded UV's (modo's OBJ exporter loves to randomly do this). Objects that are way huge Turning off culling. If you need to turn off culling, manually…
I only have one mesh loaded with one UV assigned to it. Here is an example; although the correct normal is assigned, its not loaded into the normal map slot. Yet it shows up on the mesh. And any other object I import in displays the same map from whatever meshes normal map was assigned previously. I tried assigning a new…
@leon huo: I've never seen that problem before. It's a really strange looking error. Have you tried loading a specular map as well as diffuse and normal on that object, turning on "use specularity? Sometimes Marmoset doesn't work right until you load all 3 types of texture maps. @janice walton: Also make sure your channel…