Also you will need a solid understanding of theory and practice behind PBR and Normal map baking. Here's some links that I find quite useful. --------------------------------PBR----------------------------------------- Allegorithmic’s PBR Guide Part 1-2 — a good place to start reading on PBR, has almost everything you need…
@diglett ,Unless you have access to Toolbag 1, I'd just jimmy Toolbag 2 as best you can with Specular / Gloss and then use "Blinn Phong" for Reflection. GGX is a PBR based reflection solution, whereas Blinn-Phong is a a Legacy one if I recall correctly. Someone correct me if I am wrong about this.
Tested on my side, got exactly the same result in painter and Toolbag. So the problem is either on the texture side or the material setup side in Toolbag. EDIT (replied on the other thread as well) : I think I know, make sure you set the albedo color to white, even if you use a texture: the texture is multiplied by the…
as of the current release of toolbag, there is quite a big difference between the gloss/roughness response and UE4. [ame=" https://www.youtube.com/watch?v=DAyx-C3O1Hc"]Toolbag 2 | Shader Setup for Characters *Live Demo* - YouTube[/ame] skip to 12:35 to see the difference, this is something we're working on here at Marmoset…
Finally its done but unfortunaly maya preview cant read the alpha correct. I couldnt take a screen shot with the beauty lights:( I have checked the alpha in .dds and .tga and checked the doubleside,object transparency polygon. I went to toolbag and rendered a beauty shot there but toolbag has only a light source which sux:(
Ok, so I definitely hit a wall. No matter what I try I cannot pass uScreenTexCoordScaleBias into my function once i'm trying to do it in the diffusion subroutine instead of albedo. I'm sure it has something to do with the way I wrote the macro because I don't really understand how macros work... Either way, here's the code…
Hey guys SixtyEight: this is the smashed windows sky that ships with toolbag 2 and the lighting is so extremely simple, just three point lights. I'm going on holiday to Spain actually in a couple of hours so uploading a bunch of 2k PSD's isn't really feasable (I'll have internet there but no PC) I'll see if people are…
Toolbag loads the mesh normals (smoothing) data from the FBX file. Generally speaking, if there is bad shading the cause is likely some problem with the export from the 3D app. To narrow down whether this is a Toolbag or Maya issue, try importing the mesh into another renderer, game engine, or 3D app to check if the…
UDIMs are not currently supported. You'll need to apply 1 material per UDIM to your low poly mesh in Maya before importing into Toolbag. If you want to bake UDIM style maps you'll need to move the UVs for each UDIM into the 0-1 texture space too, as Toolbag ignores UVs outside of 0-1.
Toolbag 2 is no longer tied to your hardware ID (Toolbag 1 was). We have a new licencing system, and you can easily swap between two computers, say your workstation and your laptop, or your home and your work computer, you just have to click a link in email that is sent whenever you switch.