Hi. I got an easy one. Textures made in marmoset 4, rendered in Blender 3.6 shows seams. Ive hunted down all the settings I could find in the overlays and texture nodes but no luck yet. Quick render. Seams. UV shells in marmoset (above). Marmoset shell padding seems fine. This is something recent as the character doesn't…
Maybe it is an issue of Marmoset that you need to set it to srgb? 8bit normal maps in linear space always look washed-out, that is the same in Blender and Marmoset. If I'm not mistaken images above 8bit are always in linear space.
@Justo I'm sure that it is correct, are we talking about the same thing here? :) Example in 3 Blender, Marmoset and Krita, looks washed out to me at least.
Just realized that Principled BSDF doesn't have an "Ambient Occlusion" input for an AO texture which reacts to light, like in Marmoset or UE4. SSAO is great... but baked AO is even more important. Is there any workaround for this?
I had a look at your file and got the result I would expect after I changed a few things. - OSL bevel shader to vanilla Blender bevel shader - render samples from 1 to 512 - activated cage in the baking settings I didn't have a look at it in Marmoset though.
@derphouse Some early critique for your addon (haven't tried it yet). The unreal / unity preset is it for green channel only? Could it instead be "invert green channel" checkbox it'd make it easier to understand. Let's say I work with Blender - Marmoset - UE4, I bake with default blender's or marmoset's settings so I have…
Hey there! No, I baked it out in Marmoset. I triangulated the Low Poly meshes on export, selected "Tangent Space" and exported. Smoothing set to "Normals Only". Am I missing something? Could the Autosmooth settings be wrong? I have taken the Mesh into 3DS and applied Smoothing Groups to UVs via Textools and I can see some…
Someone can tell me how to set proper smooth groups in Blender so I can export them? I tried to use "Mark sharp" method, and every time I open this file in Marmoset Toolbag 2 looks like 1 smooth group ... Damn ... I wish Blender had smooth group like 3DS Max.
@MrNinjutsu Only problem with baking decals in toolbag is the ao, as it bleeds a bit arroud the decals edges (don't know if it does that too in blender). Everything elese works fine, i usually just export and hit bake. Marmoset feels like a blender tab a this point and i don't use any addon to export. @pior Why would he…
I agree, the focus should be focused on tools and features that can aid game asset creation, not on the BGE itself. I do however dont think they should abandon the BGE or the desire to have one however. I think a smarter approach would strive to have basic realtime rendering capabilities as seen in the Marmoset Toolbag,…