It did work for me when I changed the enlargement value but it was kinda small. But thanks a lot I did not know. How can i easily merge multiple images together? For example the 360 version. My images saves out as a TGA and dont seperate from the background. Are they supposed to? when i open my images in photoshop the…
The material you're having trouble with, is it saved in a different directory than the others? Do you have non-English characters in the file path or file name? The alpha sorting issue, alpha sorting sort of sucks in Toolbag currently, however the turning black thing does seem strange. If you want me to have a look at your…
Hey guys, Recently encountered an issue. I'm rendering out HDR images in Marmoset. But when I try to convert them to 16 bit images in Photoshop, PS crashes. Seems there's something in the file PS doesn't like. Even when I save it as a .psd or .tiff, it crashes PS when converting. This workflow has worked fine for me in the…
Hello, You place your gloss map in your specular map's alpha channel, and then make sure to save the texture as 32 bit. The gloss map will load automatically. Set the specular sharpness to max (256) so the gloss map will have full control of the values. I wrote a more in-depth tutorial about the material system, which you…
I've seen this asked a few times but from what I can tell no one has replied (sorry if I missed the answer). I've just downloaded the 1.05 trial version. The alpha on my character (hair) works in the viewport but not when I save out a screenshot. I remember this happened way back in version 1.02 and it was said that it was…
Move any overlapping UVs out of the UV grid by 1 unit. That should fix it. :) Marmoset already automatically updates meshes and images of the same name. Is that what you need? You can't edit meshes within Marmoset, but if you save over a mesh once you have made changes in Max or textures in Photoshop or whatever, it will…
Thanks. So in Max speak, if I have one object that is comprised out of several elements, I can assign different materials to it in Marmoset? Is that right? That sounds like a good work around, but for the sake of vertex count, is it possible to use seperate materials IDs in Marmoset? I guess it doesn't really matter, as…
First off, make sure your UV map is correctly set up. All faces must have corresponding UV faces. Make sure you don't have an extra uv map with garbage data hanging around, as that may be the uv channel that is saved on export (so delete any extra/unused uv channels). If that doesn't help, please send an email describing…
Hmm yeah, you could try making the BG color white, and the floor color white, and make sure your lighting is bright enough so the floor gets to 100% white, and then try composting in a difference background color. Maybe save a shot with alpha with both the floor on and off, might make composting a little easier. What you…
Sorry if this has been answered already, but every time I re-import my .fbx I lose my material assignments. Ordinarily this is no big deal, but I'm doing some heavy iteration with hair cards. It seems like the only way to keep mat assignments is by using the proprietary .mesh format, even if I'm saving a scene. Is this a…