hey guys trying to figure this out, I baked my model in xnormal and this is the first time I'm having this problem. This is what my model looks like with normal map which is fine. http://gyazo.com/4c903c4e48b6e77c3068ea421aab62f8 This is what marmoset is saying my alpha in the normal map is which is incorrect.…
Hi, I'm a little confused by your post here. What exactly are you trying to do? Your alpha channel looks like a mask of your UV layout. If you don't need transparency, you don't need to use an alpha channel and can simply delete it from your textures (save as 24bit). If you do need transparency, you need to mask it in your…
Hello everyone I was wonder if anyone knows if there is a way have mirrored and or duplicated objects to have the correct lighting information without giving each object it own UV space. I’m trying to save UV space and also use object space normals but this doesn’t seem possible. I’ve searched to find as solution but all I…
There is no hard set limit, but in practice the limit will likely be something in the neighborhood of 100M+ triangles (just for memory reasons). A 1M poly model should load, and my guess is that it *is* loading, but if you're using the .obj loader it can be quite slow (obj files are text, which is slow to interpret, and…
It didn't occur to me until now but I suspect the entire program is subjected to a fade because it is a trial version? I went and found a screenshot of the marmoset interface and I now realize that the whole interface is faded! I just downloaded the 30 day trial to see if using marmoset is convenient enough to justify…
@ceebee: There is a dominant sun. Also, does that mean that 24 bit is the worst for this? They are currently 24bit Targas. @getawesome13: The shadow direction widget shows that it is reading the sun light direction correctly, and I do have both shadow and light images. Can any full version of photoshop generate HDRs (I…
I was just helping my girlfriend with some shots of one of her models and I was using the "Take Shot" feature. The model has some alpha pieces that were coming out weird in the screen shots. It seems that it saved the alpha information from the material in the alpha channel of the targa, and if you use that alpha channel…
But doesn't this then save the current model as a .mesh file? Meaning if I update the FBX from max, it doesn't get read in? Unless of course I delete the mesh and load in the FBX, but then that requires me to assign the materials again. Doh! What I mean by auto loading in diffuse map is that when I open and new mesh, there…
>> VERSION 1.02 UPDATE << As Jeff already mentioned, the next point release is now here. Here is the rundown of all the fancy new features and bug fixes: Feature Additions:* Sky Tool generate custom lighting environments * Skin Shader 2.0 new controls for skin tone, translucency, and masking * Built-in Video Capture…
I'm trying to apply a gloss map to a model - on my texture alpha I've made the parts I want glossy a mid grey, everything else black. However, when I save out the spec map as a 32 bit targa and bring into Marmoset, the whole model is made glossy (when I just wanted only certain parts to be.) Any idea why? Thanks :) EDIT:…