Increasing the tri count doesn't change the shape. You're still only getting reflections on a flat plane. Refer to the image example in EarthQuake's post. The cube and plane don't have as much detail in the reflections compared to the sphere and cylinder. Your spec map controls the brightness of the reflections and your…
Yeah, check the "Use Specularity" checkbox. The Glossiness(Specular Sharpness) controls the strength of the cubemap. If you want to use a specific Gloss map, put it in the alpha of the spec map and Marmoset will recognize it.
ok, i'm having the same issue as OP. I have a custom sky, gloss is white in the alpha of a white spec map, on a dark grey diffuse. The spec intensity is around 3 and the spec sharpness is maxed out and the best reflection i'm getting is:
Xenier: The problem here with using a flat plane like this is that the normals of the mesh are facing in only one direction, so you're only sampling a very small portion of the cube map. Try a sphere or really any shape other than a flat plane. This is also compounded by the fact that the max specular sharpness/glossiness…
Marmoset Toolbag 1 does not support realtime reflections, ie: one part of your model will not reflect on another part of it. It does however support cubemap based specular reflections, as the default lighting method uses image based lighting, that will reflect the lighting environment. More on the lighting system and…
when are we going to get sharper reflections? I don't care about it reflecting it self at the moment, but i would like to sharper reflections on my models like my Dive helmet.