@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…
There is no support for emmisive textures. If you read the TUTORIAL.TXT file it runs over the basics of what can(and can not) be done. One work around is to use a bright color in both the spec, and diffuse, with bloom on. Another thing would be to use a bright color with the FlatEnvironment material, but you would need to…
The AO slot thing can be quite a debate, but yeah there can be benefits in having it as a separate slot altogheter (see Luxina engine for a great effect) Ragarding the shadows in Toolbag - it would be soooo nice if the shadowed areas were not just darker than the lit ones, but were displaying a darkened and tinted diffuse…
Thanks Ben. I was afraid that sometimes you can not separate some parts of the mesh at the exact border but I don't really have this problem now, just trying to understand how you guys do it. Thanks a lot @ hellkt I believe you need to have a diffuse map in the slot in order to see the normal map correct. Not too sure…
Ok it worked for a while then it stopped. I know when it won't work for me and it's on the loading screen I load up my model the diffuse then normal map <and then the FPS start to crawl to 0.237 fps after I load the normal map it doesn't get projected and then it says my tga's are probably compressed but they are NOT. I…
Odd, I can't tell what I'm clicking on as my cursor seems to be offset somehow. I think I'm clicking on the diffuse button in the mat editor, but no luck. Only when I click about two inches below the actual button does the open dialog box show up. I tried added a spec map, but ended up moving the sliders just above it.…
I can't get shadows to work either. I've been running some tests. If I import 3 boxes, 1 stand, 2 shadow casters then I can get shadows to work just fine. Flat blue normals, flat gray diffuse. That works fine. I place a character in with the same textures and I can't get him to cast shadows on the ground. He will cast on…
hey eq i does look the same with our without diffuse .. you can just see it better.. i could also have just applied a plain grey diff (viewing it here.. no visible difference) i´ve tested a tangent AND an object space normalmap.. (haven´t added the detail-pass to the o-nm though) the model + the t-nm does work in max very…
Thanks for the reply Ben. I guess I've found out where the main problem was: I exported the obj file from max with a directX shader. After I exported the object with a standard grey shader it worked fine. After that I added the normal, diffuse and spec maps in the toolbag. Was a Noobish mistake I think. :-) I also fixed 2…
@CharlieD: The new Marmoset does support opacity maps. You need to: 1. Place the opacity map in the alpha channel of your diffuse texture and save it as a 32bit TGA. 2. Turn on either Use Alpha Testing and slide the Alpha Threshold to the right until it works. or Turn on Use Alpha-to-Coverage. 3. (possibly optional) Change…