Toolbag only supports skeletal and object animation via FBX. However, Toolbag supports Alembic geometry caching as well, so for things like cloth simulations that is format you should use.
Pine Tree Trunk 3D Scanned Tileable Texture. For use in RealTime Game Engines. Rendered in Marmoset Toolbag. Software Used: Substance Painter & Designer, Zbrush, Maya, Photoscan, Marmoset Toolbag. See ya.
The maps in Substance Painter are not calibrated the same way as the one in Toolbag 2. Try to use one of the map from Painter directly into Toolbag 2 (you can find them in the shelf/algorithmic folder).
Ok good. Couldn't really tell from your posts. Keep it up then! Also take a look at these: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice
There is no system currently in place to create this kind of material / shader in Toolbag. However, you may be able to create a Substance file hooked up to your inputs with some adjustable parameters that you could use in Toolbag.
Yeah baking AO into the diffuse is for the 'old' non PBR workflow. http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice http://www.polycount.com/forum/showthread.php?t=146677
I've got this object in 3D Coat and it renders thusly there: and wires: but when I bring it into Toolbag (with all maps) it doesn't smooth correctly. There are serious smoothing artifacts. Is there a way to set the smoothing angle in Toolbag or is there some other way I can fix this? TIA.
Hi, I'm the guy from Toolbar Creator here: http://forum.tabletpcreview.com/software/63014-toolbar-creator.html It was mentioned in this thread but I'm wondering if anyone tried it as it seems to solve many of the problems that have been reported for other toolbars:- it's fully customizable, basically everything can be…
Shotgun I started working on right before the suite was released. Textured it today. Love the new Ddo workflow. (3DO needs some work to compete with Toolbag though. Ended up rendering this one in Toolbag).
I'm calling this project done. I rebuilt it in Maya, textured/created materials in Quixel Suite and rendered in Marmoset Toolbag 2. First time using Quixel and Toolbag, so this was a crazy learning experience for me.