Thanks EQ, here's a quick test asset image. Simple sphere, in the image I've got two islands in the UVs but I also tried with a single island in the 0-1 space and the other shifted 1 space to the right (mirrored uvs) Baked in xnormal x+ y+ z+ with a cage. Also tested with a conversion from an object space map to a maya2012…
Loving this tool but there is something that is bothering me to do with mesh importing. I have to set up all my materials again if I import my FBX again from max. As I had just spent a bit of time setting up my materials and saved as a .mesh file it's all good, but I wanted to update the mesh again and it put the default…
I'm working on some industrial CAD models, but I'm not particularly a CAD modeler so I'd love to try out the Marmoset Toolbag instead of Keyshot which I've been using. I've been able to export from Alibre to an STL, then use Meshlab to turn the STL into an OBJ, and import that OBJ into the Toolbag. My problem now is that…
@bloodmoon - Most likely a UV's issue. Check your UV layout for the polygon faces in that area of the mesh for any UV's that are welded or overlapping and should not be. @dwgagner - Marmoset's animation system does have a hard limit of 50 joints per mesh chunk. Be sure you meet that requirement. One quick way to check is…
Hi there, I recently bought a Marmoset Toolbag licence. Really like to play with the post effects! I had a problem with overlaped uvs and read the old and new thread's posts about displaying correctly Normal maps. I tried Swizzling, moving half the uvs (u +1) before baking, checked the .obj's normals, but found nothing…
Sorry, I should have clarified. Yes they are indeed two separate problems. So it seems that the shadows being a bit grainy is just due to my gfx card(it's on the older side) The seams are just a mipmapping thing like you said, but I was wondering how to get rid of them, I forced AA to x16 on my nvidia control panel and…
Ok I wasn't quite right about there being a two sided lighting checkbox - there isn't one. Two sided lighting just happens by default (though you have to disable back face culling in order to see it). What this means is that for a given polygon, the normals on the "back" face will be flipped for the purposes of lighting.…
@Mike5424: Looks like your laptop does not like the dynamic light shader which gets layered over a portion of the screen. Send toolbag@8monkeylabs.com your hardware info and *.log for further help. @Ironbearxl and Metalliandi: There are no tentative plans to write more Stooge exporters right now. The FBX and OBJ file…
*What EQ already said*, but also...the file name issue with the export dialog is a known issue. Autodesk switched some things around with their latest SDK which has caused the default .ma extension to be appended to all filenames from our exporter. There will not be a fix for this, so regrettably you must continue to…
@Lightweight - a few things to consider: - The lighting conditions in your photo are very different from your choice of environment light in Toolbag. You'll want to pick a lighting environment in Toolbag that is much closer to an overcast sky if you're intending to closely match the appearance in the photo for presentation…