Yeah no problem. The UVs were a bit hard to figure out. First I noticed that some faces were transparent (or inverted) in Marmoset which is strange because there was no alpha applied. Next I started looking at the model in Modo and all the faces normals seemed to be pointing outward correctly, I ran Senecas's cleanup…
MARMOSET TOOLBAG RELEASED Hey gang, Just in-time for the Main Challenge of the Dominance War IV, starting March 12th 2009, is the FREE release of 8 Monkey Labs' 'Marmoset Toolbag'. As many of our regulars will know, some key members have been using Marmoset privately to help 8monkey Labs develop this awesome toolset and…
Ok i've been testing this all weekend and am having normalmap issues. No matter what swizzle settings i've tried I get either seams or wrong looking normals. I noticed that all the examples are using Object Space. Why is this? Should we only use Object Space? Weirdly many of the tangent based maps I tested looked better…
O hai guise, I just tested a new model I'm working on with the toolbag, and I'm encountering a small problem: The more I zoom out of the model, the more the eyes bug out and seem as if they're sticking out of the sockets. I haven't tried exporting to .mesh yet, so I'm just using the model as an obj file exporter from Max…
mikezoo: Did you install the PhysX_9.09 and the oalinst.zip file? I'm running vista 64bit with nvidia 8800 gt card myself. Everything works fine but it crashes if I open the Particle Editor. I almost gave up on this because my characters were turning up wacky but I tried some of the test files from EQ and Val and I knew it…
You need to set up the material on the ref mesh first. But really there isnt much reason to do this, just have the meshes you want as separate objects in your app of choice when you export(a quick way to toggle mesh visibility is to drag the alphatest slider to max). You really would not want to rely on the reference mesh…
I never bake in Max, using Silo and xN which both treat Y as up. To convert my baked OS normal maps so they'll preview correctly in Max and engines that treat Z as up I usually just copy/paste the channels as you wrote. I find it's a lot easier to understand the order if I look at the manipulator, because the color of the…
Chaos, a few things you need to remember: When dealing with obj, its is common sense to not just look at your original max file and scream it's right - instead, make a new scene and import the obj back in to check it out, or even better, import it in another program or in a 3D viewer like 3Dexploration. This way you will…
There are multiple ways to control specular intensity. 1. You can use an image to dictate intensity and color 2. You can also tweak the specular color, if you have no specular image, this is your specular value, if you do have an image this color value will multiply your image. 3. You can use specular intensity to multiply…
EQ: Some weird stuff in the samples pack you released, for example why is the normalmap 4096x4096? It was clearly baked at 2048x2048 and up-scaled... Also, why do the normals for the little painted thingy look like this: Those normals don't make any sense, surely they should be a perfect match with the underlying shape and…