I got some weird forms when I tried to import my mesh into toolbag today (and 3ds Max). Only in Cinema 4D it looks normal. Can anyone of you help me? Toolbag 2 (weird formes): Cinema 4D:
Hey, Apologies if these issues have been covered elsewhere, but I figured this would be a good place to report some issues I've come up against in 3.04 (and maybe find some workarounds/answers). It appears that any change to the FBX that contains my high and low poly (all named for baking groups), results in the colours in…
People can create photo-real renders of wooden objects in Toolbag. It's not the limitations of the tool, it's the accumulated knowledge of the user. https://marmoset.co/posts/creating-and-rendering-photorealistic-environment-art-in-toolbag/ More learning material about lighting: http://wiki.polycount.com/wiki/Lighting
That is a really good idea. Marmoset has some good info as well: https://www.marmoset.co/toolbag/learn/pbr-theory https://www.marmoset.co/toolbag/learn/pbr-practice Can you post your maps? Something isn't looking right in your metal.
Continuing what sltrOlsson said, it doesn't look like you understand the PBR workflow. Check out these posts on Marmoset's website, as well as the reference links they post. http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice
Have you UV unwrapped this? Some of these materials might be hard to get without properly texturing (which is still done in an outside program even with Marmoset). Additionally. http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice
Marmoset Toolbag is excellent for rendering models like this. http://www.marmoset.co/toolbag/learn/skytool XoliulShader has some great examples of using a reflection map with fresnel. Laurens also provides some good cubemaps you can download. http://www.laurenscorijn.com/viewportshader
No problem, man, good luck. :) And yeah, Toolbag 2 is great for props and stuff but for larger environments I'd second using UE4 even just based on the fact that the presentation options for scenes in Toolbag are limited (no flythroughs or simple animations being a concern for environment presentation).
Here goes full character prototype. Model done in Marvelous, ZBrush, 3dsMax. LOD0 - 62 838 tris Textures done in Substance Painter, for baking I used new tools in Marmoset Toolbag 3. Screenshots from UE4, Marmoset Toolbag 3 and ZBrush.