We are looking into supporting camera data and baked animation data from Alembic and/or FBX, but we are quite certain that any such support will not be a Day 1 feature. Thanks for the heads up! This was actually discovered internally as well and a fix will be in the next patch for the beta release. Mac users, don't be shy.…
nothing fancy, just old asset in new TB2. skin is just flat colors mostly just for test. love the SSR, scene management and ability to group things. very helpful. loving the new material system as well as many of the new material/map options. things that would be nice to have including old features that seems to be missing…
ishi_kawa_cg: those models are looking sweet man! hey guys i found one of my old models from 2 years ago and did a quick test as well as some comparison shots, i have to say that for a 13k model i am really surprised how it hold up with the new shaders although the faceting is kinda obvious marmoset 2: marmoset1: marmoset…
So here's why the workflow i suggested before is a good idea, in my opinion (feel free to disagree): Currently the industry is going through a shift from one workflow to another. one of the great things about the new workflow is that it's possible to have a very efficient and streamlined way of approaching materials. I…
Some stuff I was playing with last night, I need to make something new to really test this out I think :) Feedback: An indicator when something has a material applied to it would be super. maybe the polygon icon changes color or something. When dragging materials I accidentally turn a meshes viability off sometimes.…
Hey guys! I've been playing with it a lot last night and I had those bugs I've never had before. First all the new scenes I made would lose all of the material/maps everytime I reopen them, And sometimes even if I am applyting the texture back on it, it still look like metal and very weird and I actually have to rebuild my…
Something that I noticed while working on the diving helmet, I'm sure you're completely accurate here but when you get to real use I think it makes sense to have transitions. For things like the oxidization here, if you really stick to either 0 or 1 you get a really rough transition that isn't what you see in the real…
thanks for the explanation Joe. few more feature list request, i am sure others have mentioned these already. 1. scene name on main window next to where it says Marmoset Toolbag 2.00... 2. duplicate mesh inside scene. 3. scaling mesh inside scene. 4. ability to delete unused materials. 5. light shadow strength option 6.…
testing some more, i actually found a weird bug with the local reflections where the mesh started gradually turning black i will try to reproduce it again but it seems to only happen when i open 2 characters in the same scene for some reason. so here is a comparison between marmoset 1 and 2 the only difference in the maps…