If the albedo color needs to change for the specific use-case you have in mind, you'll need to manually adjust it before exporting. DDO has no way of knowing the intention of the export, or whether you prefer having a specific color unless you instruct it to change the values before exporting. It's worth noting also that…
I noticed when creating a texture such as "chrome" for Unreal 4 that it was coming in dark. Forgive me if this has been answered or if I'm doing something wrong I'd just like to know. I just updated to the newest version of DDO today but have had this problem for awhile with the current and old versions. I start a project…
You don't really need a Marmoset-specific export. UE4 or UE4 (RMA-Packed) exports from DDO will function perfectly fine so long as you choose GGX shading and apply all materials correctly per Toolbag's documentation. Right now DDO is designed to function with one export profile at a time. You can export to other engines…
Hi thanks for answering, but what I need to know is how can I get 3 results by texturing my object one time. I need Marmoset Toolbag 2.0 settings to do my renders, and I need both UE4 and Unity 5 as final outputs for my textures going into both game engines. All I see under the initial options is one pull down as picture…
Ok took your advice and created the project as UE4 and added the maps I needed so I could create Unity and Unreal and then Marmoset Renders. I guess it worked out ok, let me know what you think I posted some images of the Bike I created using that workflow in the sticky thread "what you working on".