We've been talking about this in house quite a bit, hopefully we can do some sort of zbrush integration at some point. Yes, tessellation/displacement and the skin shader are not mutually elusive. With our modular shader you can create any number of combinations, including displacement or parallax with the skin shader. To…
If you can provide a screenshot of the problem I may be able to help. Just as an example, this is what the high res shadows option does for me: High res shadows off: High res shadows on: Area lights can help as well, use the width parameter in the light properties to create a larger, more diffuse light source which…
Awesome! UDIM is really just a texture naming convention used to describe what UV tile a texture should be associated with. For example, say you wanted to lay out the UVs on a vehicle but were finding that packing all of your shells into the traditional 0-1 tile wasn't giving you enough resolution even with an 8K map. To…
Hi! :) I don't know if it was already requested, but here it is a feature suggestion that might help save some time. Hope that helps. * Would be awesome if the Marmoset has a kind of "export/importer marmoset material" plugin/script to load the Marmoset's material setups into the Unity3D and Unreal4 scene, that…