@Yogifi There's a lot to unpack but the answer to most of these questions is: it often depends. There's a significant amount of overlap between poly modeling and subdivision modeling but they are still distinct processes that require slightly different approaches. What's "right" or "best" depends entirely on how a model…
In the following project I was testing the Marmoset Toolbag 4's a texturing capabilities: [Marmoset render] [Marmoset Toolbag texturing project] The original concept could be found in 3DEX tutorial... though I decided to not follow the tutorial, and see how can I do somethig original.
I decided to do a small comparison of the new Toolbag 4. Unfortunately the Interior Cathedral skysphere is removed so the color is not identical but the lighting/camera set up is duplicate of Toolbag 3. It definitely makes all that micro detail pop out way more. Pretty neat!
There is no way to load Marmoset Viewer files directly into Unity. However, as Chimp explains, you should be able to set up your meshes and materials in a very similar way in Unity. Something we're working on is a feature to export Unity packages from Toolbag, that should ship with Toolbag 3.
Normal/debug view display is not currently supported in Toolbag 3. Toolbag 2 was a full rewrite of the app and there are a few things that are different or missing from the original version. Saying that, debug views is one of the most common feature requests, so this is something we will likely add in a future version.
Hi everyone, this is my first post here. What do you think about my last work? - Draft/Lowpoly: Blender - Highpoly/Sculpt: Blender, Zbrush - Retopology: SpeedRetopo - UV: RizomUV (Texel density: 7.8-8.2 ppu) - Baking: Marmoset Toolbag - Texturing: Substance Painter - Render: Marmoset Toolbag Link to the artstation post
Hello Polycount! This is my first post here :thumbup: Today I decided to maka a model of a grenade I sketched yesterday. I worked with the sketch as my starting point and modified some of the design while working. Used: 3ds Max, Phothoshop, dDo and Marmoset Toolbag 2 The result(marmoset toolbag) Some model stats etc
Currently, there is no way to define a custom thumbnail image. There are some known bugs in Toolbag 4.02 with Viewer lighting not matching what is set up in Toolbag. We have these problems fixed internally and these fixes will go out with the 4.03 update, at which point the thumbnail should be a much better match.
Is it for gaming rendering? If so, I know 4 ways : - Xoliul Shader 2 http://xoliulshader.com/ - 3Point Shader http://www.3pointstudios.com/3pointshader_about.shtml - Marmoset Toolbag ($) http://www.8monkeylabs.com/toolbag - take a screenshot directly from your game engine (UDK, CryEngine, Unity, etc...)