Thanks for the wayback link @willdebeast, that made it a lot easier to replace the images. The links were lost when dropbox nuked the public folder feature. Of interest to most who will read this thread, I wrote an extensive tutorial that covers this topic and many other common baking issues. It's geared towards baking in…
That's because some parts of your texture are basically metallic. If you used metallic materials on your project, espetially metals like gold, bronze or titanium (as examples), you WILL have colours on your roughness map. You should check a PBR material chart, and also those amazing PDFs from Marmoset and Allegorithmic :)…
If Maya is your target renderer, you will not get happy with substance painter. as substance painter is not synced with mayas tangentbase Marmoset Toolbag is, if you wanna give it a try. I wrote a guide for our artists on how to do it. https://marmoset.co/posts/baking-for-maya-with-marmoset-toolbag-3/ I believe there are…
I told you in your other thread what the problem is matey. but i'll paste it here too: 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]…
Hey Joe! Setting Intensity and Fresnel to 0 still achieves the same result of the Albedo being blacked out. As a test, I imported the Crazy Sailor Toolbag materials from an existing Toolbag scene, and swapped the textures, and the albedo shows up there. So my assumption is that I somehow made the material wrong, or I'm…
Thanks for the positive feedback. I pretty much just spent my time playing with silhouettes in Photoshop until I found one I liked. Originally I was going to make an over the top knight but then the idea of taking a character who relies on his arms and pushing those proportions seemed to make more sense. There is a setting…
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I had a go at creating some fan art of a mouse dude I saw and loved in the zootopia art book, it was designed by Cory Loftis. I had loads of fun working on this little guy. I enjoyed a nice quick workflow of making the sculpt in Zbrush, polypainting it and then exporting straight into Toolbag 3 where I rendered it. the…
Finally Finished this! Modelling
was done in Zbrush and Maya. Some of her clothing was created in Marvelous Designer. I spent
quite some time figuring out all of the new Marmoset Toolbag 4 shaders and
raytracing for this. I really love the new features. Textures were created in mostly
Substance Painter. For a few small…
This is a little 1950's office setup. Will be adding more props as I go along. Really not sure what I am going to use to render it all out. May got with UDK, Unity or even the Toolbag. Just have not thought that far ahead yet. This has mostly been practice in learning the in's and outs of Ddo. Right now the desk you are…