I've been very busy since the Riot art comp, but work is settling down so hopefully I'll have time to post some more stuff soon! In the meantime here is something that might help someone else who like me, has been manually baking gradients for their characters - wasting too much time in Maya, when it turns out you can do…
Looks nice. I think your text is really shiny though compared to the rest of it. Can you label the maps? I know which are Albedo and Normal but the desaturated ones aren't as obvious. I'm assuming it's a Specular and an Ambient Occlusion map. You only have four texture maps there so I'm a bit confused. PBR typically uses…
Thanks for the feedback so far. I was able to update the gallery section of my resume and take out the updates. I used the marmoset toolbag as was suggested and got some really good renders. I haven't finished re-organizing my demo reel yet because first I haven't figured out how to create a movie from the marmoset…
@EarthQuake I see that you know all the different features of Marmoset Viewer, i have a problem and i do not know how to fix it. I am not a 3d artist and i'm using viewer only to show some design projects on a website. I have a problem on exporting shadows on Viewer from Toolbag. As the guy above was saying on Toolbag…
What rendering package are you using? Have you tried using google? Zbrush: https://gumroad.com/l/mUMa Keyshot: https://gumroad.com/l/EOwRNQ Mental Ray: https://gumroad.com/l/NwPR V-ray: https://gumroad.com/ysalex Toolbag: http://polycount.com/discussion/137464/marmoset-toolbag-2-tutorials Once you get used to rendering in…
I'll let this thread go now as I've gotten the answers I needed, and pointed in a good direction for further learning. But I found a really great, visual tutorial that has some images that really help somebody like me "see" what is really happening when baking, so I thought I'd drop it here for future troubleshooters. Even…
Typically High > Low is the best process, but always keep in mind that you're making a game res mesh at every step. This is usually logical because a Low is meant to be an approximation of what you'd want, if you had the budget for the High. As was said, it doesn't matter what the normal map *looks* like, it matters how it…
What do you mean by "losing detail" ? The SP screenshot looks perfectly fine. The Toolbag screenshot shows a model that has been imported with hard edges on all faces, as well as using an inverted y channel (which can be changed directly in the Toolbag material settings). To fix the hard edges issue, simply open your model…
yeah, these days most shaders seem to be doing their lighting in linear space, you should definitely work to a target implementation (if your end result will be marmoset toolbag, and you know toolbag applies spec in linear space, then don't color your spec in a way designed to compensate for the diffuse) wood and lacquer…
I'm a Blender user looking to expand horizons in the texturing department. It's just not accommodating my needs for power/efficiency in handpainting and in baking. I've got my eyes set on Substance and Marmoset Toolbag 4 because they do both. I've considered Quixel, but it doesn't bake and the free baking tool options are…