Read these over a few times and really digest the information. http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice Second this is get a better highpoly to work from. Honestly the majority of good texture work comes from a good highpoly with a ton of different baked maps.
Thanks guys. Bit of a late reply here, but I'm going to try and re render this in Toolbag 2 ASAP. Busy time of year but hopefully I should be able to sink some time into it tomorrow. I had a quick go last week, but that's it really. In the meantime, here's a Toolbag 1 render with a closeup!
I made a lightsaber! It was mostly box modelling and some sub div with a bunch of booleans and the low poly is 5,112 tris - not a particularly complicated mesh but not exactly optimised properly either. I spent some time going through the lightsabers in the Jedi art books and also in Jedi: Survivor just to see if I could…
Sorry, but there is not currently any way to export content out of Toolbag. Out of curiosity, how would you like to see such a feature work? Would you want a simple FBX export, or do you think there would be a benefit to some sort of tool that syncs your Toolbag scene up to a scene in unreal?
an alternative in this case could be Marmoset Toolbag with its skew mapping. this should be the perfect usecase. on the more organic stuff I work on its usually more troublesome and causes issues, but on something this boxy it should work great. but as you are using substance, another option would be just painting this…
If you're using UE4, it has a high resolution screenshot function. https://docs.unrealengine.com/en-US/Engine/Basics/Screenshots/index.html Toolbag is specifically designed to render real-time art, which shows whoever is looking at your art that it is probably game ready. Toolbag is also a beast when it comes to map baking.
The gamma is fine. But the textures I did in Substance Painter are very simple, just to test the PBR textures. This is how the Metallic and Roughness textures look: The result also looked bad in Marmoset Toolbag (but I didn't take screenshots), and I followed two videos about "exporting from Substance Painter to Marmoset…
Which version of Toolbag are you using? You can check by going to Help -> About. This was improved with with 3.04, so make sure you're on the latest version (which is now 3.05). If you haven't received the update prompt for some reason, you can download the full installer on our site: https://www.marmoset.co/toolbag
There is a short segment on creating texture content for the PBR tutorial I wrote on Marmoset's site: http://www.marmoset.co/toolbag/learn/pbr-practice This is an old tutorial, and looking back, much of the texture values do not make sense, but the basic concepts of material setup and observation are still valid:…
I'm waiting for an update on toolbag 4.0 to fix a specific bug that has been confirmed to be worked on in the next update. Curious if the newsletter lets people know when the next version of toolbag is ready or not. I've been subscribed but do not recall it in the past. Simple question but I would really like to know when…