Light baking was supported in Toolbag 3. Unfortunately, there were fundamental changes to the ray tracing backend in Toolbag 4 that made it no longer possible to support. This is something that we may be able to add back in the future, however, R&D will be required and we do not have an ETA at this time.
All Marmoset products are on sale too! Toolbag 3 is 25% off and Hexels and Pano Packs are 50% off. https://www.marmoset.co/shop/ Toolbag and Hexels are on the Steam Summer Sale as well: http://store.steampowered.com/app/550060/Marmoset_Toolbag_3/ http://store.steampowered.com/app/428340/Marmoset_Hexels_2/
We do not plan to bring Toolbag 4 to Steam. If you own Toolbag 3 on Steam, you can email us a PDF or image of your Steam purchase receipt and we'll send you a coupon code to upgrade on our website. Please email: support@marmoset.co
Marmoset Toolbag does not average the mesh normals on import, it simply loads the mesh normals as saved in the OBJ/FBX/etc file. You can set up your mesh normals up however you like in your 3D modeling app, and Toolbag will load them.
Hey Nick, thanks a lot for this! Once I was done I brought the mesh to Toolbag and somehow it would show the normals as completely non-averaged - I had to tick Invert Y in Toolbag to make it work (and switch tangent space to MikkT, but this one was easy to figure out).
sounds like the work you have seen was done previewing in toolbag 1.x. that one doesn't use PBR. output looks similar to what i've seen of skyshop. downside is they are no longer selling that one. i don't know toolbag 2. is there no choice but to use PBR in there?
i think your only real choice would be to use something like XoliuShader in Maya. since both toolbag and UDK are windows olny. But personally i would recommended you just install windows and use toolbag and the ton of other great win only tools.
Marmoset Viewer cannot completely bring over the scene set up in Toolbag. For example it can only take up three lights in Viewer. I recommend, if you want a one to one set up between both to keep your Toolbag scene as efficient as possible.
Progress Update Low-poly and UVs are done 7433 tris used with a 2K texture at about 32px/cm pixel density. Normal baking in Toolbag went pretty smoothly! Next, I’ll finish baking the rest of the essential maps, then it’s off to Substance Painter for texturing! Any feedback or suggestions are always welcome! model