i want to have these maps as it is in marmoset toolbag. Nice and neat, why is arnold complicated like this. my normal maps are set to tangent space normals, RAW image flipped G channel and still have this problem
Mammut Tank Head Redeploy #hardsurface #mech #weaponized I revisit the model, fix the low/high poly, proper (sort of) Uv, bake and texture in subtance and render in Marmoset
The thing is that cutting of the search distance is giving a 'false' result, while what is needed is a different curve on the black and white transistion Here you can see that its a really big difference in quality: (Default, Photoshopped default, cutoff) From my knowledge is my photoshopped version closer to ground truth…
Thank you. I made the effect in Marmoset an using emissive property, so I'm going to have to experiment. What sort of method would you use to achieve that effect?
Hey Oni - I hear ya. I'm sure that will change when it has a diffuse and spec map. I'm only displaying normals in this shot (with a general spec setting in Marmoset).
this is true and something i didn't really think of. PBR seems to be a little tricky and i am not too hot on Marmoset 2. Was just going strictly from the screen shots.
oh, have forgotten to update this post.. ^^ low poly done, working on the textures, did some test renders in marmoset.. deadline tomorrow.. but will kep working on the textures afterwards.. cheers
Messed around with Marmoset 2 and the Dota Shaders to get a turntable. Pretty quick effort here, it's hard to get Puck's tail displayed without clipping the wings but not too bad.
Here are some Work in progress shots, Some Zbrush Work: First Bakes: Texture work Rendered in Marmoset: First Render after completing my First pass of textures:
Nice work rob,why dont you try a bit of bloom and rim lighting in the marmoset editor.It would add some more interest to the prop. Good work on this man!