Move any overlapping UVs out of the UV grid by 1 unit. That should fix it. :) Marmoset already automatically updates meshes and images of the same name. Is that what you need? You can't edit meshes within Marmoset, but if you save over a mesh once you have made changes in Max or textures in Photoshop or whatever, it will…
Hey, this idea comes from an option within 3dmax. Under Render Elements you can add a render pass which will render out the Material IDs. This can then be used for selection sets within Photoshop. It would be great to have something similar in Marmoset based on applied materials within the scene. Here's an image that…
Meaty and nice update, thanks :) I stumbled upon the turntable video recording by mistake when I hit F9 (default for FRAPS) and started getting mad because FRAPS performance turned absolutely horrible as the load got a bit too high. Love the feature, even though it's beta, but what kind of video does it output? Can't seem…
Im having the same problem as you Either.Ardrey (http://www.polycount.com/forum/showpost.php?p=1371350&postcount=589) My shadow direction is reading correctly in the skytool, and all my images are HDR (32 bit) and I only seem to get ambient lighting and no shadow. I've tried everything possible that I could think of and Im…
You have found a new PSD bug, congrats! Some PSDs without alpha channels are loaded incorrectly and do a weird grayscale tiling of what looks like separated color components. The work-around for now is to always add an alpha channel to the PSD. EDIT: This was actually a byte-alignment problem with all our non-power-of-2…
Marmoset Toolbag is very much alive and we do have people keeping tabs on this thread. (AFAIK the Windows 8 issues are being worked on, no ETA though). However again, if you guys could post some images to show what sort of emissive behavior you want that would be great. Even something like the same asset in toolbag and…
Really? It's a bit surprising to me that mipmapping is causing that kind of problem. Generally, in conjunction with anisotropic filtering (which is always on in toolbag), it results in better images, not worse. If you have a good counter example (screen shot) I'd be interested to see it. You can, in the texture preview…
alright, so just from my findings on the new specular/gloss: -fresnel now works properly, doesn't effect specular highlight. this is good. -gloss now has a much wider range. this allows for very flat areas and very glossy areas, but it's not standard and the asset will only look good in toolbag using the edited map. the…
Hi, first off thanks for the suggestions. Luckily most of these features are already in or are planed for Toolbag 2.0. Cubemap support is already in Toolbag 1 however, the default image based lighting uses cubemaps for diffuse lighting, and cubemaps for specular lighting. If you want more reflective materials, turn up the…
I gave toolbag a try, and after some hardness (never used it before) I obtained this result with a prop of mine: http://i464.photobucket.com/albums/rr3/barriallen/screenshot3.jpg As you can see, aliasing is awful, and I don't find any way to mend this (my fault no doubt). Can anyone help? Ops... seen above post. REALLY BIG…