Okay that's weird dude... look at my screen thats what mines looks like. Did yours come with any modifiers or anything? Mines looks like it does the in the last screen I took :/ EDIT : I switched it to chanell 1 and it looks the same now but thats not really the thing I'm wanting as I have normals on the auto unwrap…
Here is another hack to get around the emmisive thing, using ParkParkin's model that was posted as an example. 1. Set up your model like usual. Take a screenshot. 2. Set up a seperate material, using FlatEnvironment, and apply your emmisive map as diffuse. Take a screenshot. 3. Load both shots into PS, set the the emmisive…
Hi PCp, Nothing to complain about this time :) but I thought everyone would benefit from this as I was a little bothered by the icon less app, so I converted the 8monkeylabs logo into an icon for marmoset for me and I thought I would share it for those that wanted an icon for marmoset.…
OH! I almost forgot the biggest issue i had!! If i leave the tool running for a couple hours as i go back and forth between max photoshop and the viewer, suddenly it starts lagging my computer TERRIBLY. I'm talking no input response for 1 minute, then 1 second of control, then 2 minutes of no control, 30 seconds of…
Well first off, toolbag has a similar function to what you're saying. You can rotate the light continually be holding down shift, and right clicking and "throwing" the mouse. So you may have accidently done this. Now, i'm no expert when it comes to the animation stuff, but a few things that need to be done to load an…
I can't get shadows to work either. I've been running some tests. If I import 3 boxes, 1 stand, 2 shadow casters then I can get shadows to work just fine. Flat blue normals, flat gray diffuse. That works fine. I place a character in with the same textures and I can't get him to cast shadows on the ground. He will cast on…
@hellkt: Three possible things to check. 1. Make sure the UVs on that object are getting transferred over properly. 2. Make sure the material is applied to that mesh chunk. - Related to that I recommend creating an actual named material file in Marmoset for each object you bring in rather than using the "default_mtl.mat".…
@CharlieD: The new Marmoset does support opacity maps. You need to: 1. Place the opacity map in the alpha channel of your diffuse texture and save it as a 32bit TGA. 2. Turn on either Use Alpha Testing and slide the Alpha Threshold to the right until it works. or Turn on Use Alpha-to-Coverage. 3. (possibly optional) Change…