jeff: pivots eh? jeff: i dont think marmoset sorts alpha using pivots EarthQuake: yeah i dont either jeffrussell: marmoset alpha is fucked up, you can quote me on that :P EarthQuake: but i have no idea jeff: it should be a mtl sort, not based on geometry jeff: although its possible andres didnt call the sort in toolbag…
O hai guise, I just tested a new model I'm working on with the toolbag, and I'm encountering a small problem: The more I zoom out of the model, the more the eyes bug out and seem as if they're sticking out of the sockets. I haven't tried exporting to .mesh yet, so I'm just using the model as an obj file exporter from Max…
I've got a problem here - I dare not guess where the problem actually lies, but perhaps someone here has an idea. The situation is this: I'm trying to export from Blender, and I've divided the model up so that every loose part is its own chunk. The screenshot on the left is what happens when I export that. Fancy! But…
There are multiple ways to control specular intensity. 1. You can use an image to dictate intensity and color 2. You can also tweak the specular color, if you have no specular image, this is your specular value, if you do have an image this color value will multiply your image. 3. You can use specular intensity to multiply…
EQ: Some weird stuff in the samples pack you released, for example why is the normalmap 4096x4096? It was clearly baked at 2048x2048 and up-scaled... Also, why do the normals for the little painted thingy look like this: Those normals don't make any sense, surely they should be a perfect match with the underlying shape and…
Ok i've been testing this all weekend and am having normalmap issues. No matter what swizzle settings i've tried I get either seams or wrong looking normals. I noticed that all the examples are using Object Space. Why is this? Should we only use Object Space? Weirdly many of the tangent based maps I tested looked better…
Hah- I wish I'd thought of the controller idea...but I finially figured out how to get the thing working. Part of the problem seems to have been that at seom point in the model creation, a single face got UV'd across a seam and this was messinhg the triangulation up. However, and for anyone who has a problem, here is…
Just wanted to update the documentation on importing anims into Marmoset originally written up by praxedes Getting Your Turn Table Animation Into The Toolbag Plug-ins for exporting out of Maya (and only Maya) are available in toolbag/exporter stoogeExport_maya70.mll is for Maya 7 stoogeExport_maya80.mll is for Maya 8…