Disable shadows in the render tab, "Shadows" check box right at top. "set render.shadows 0" (without quotes) from the console (~ key) will also do it. Then load the flat environment in channel mode for no lighting
Tessellation is controlled by a separate Displacement map that is placed in the Displacement slot under each material. You have to have a normal map loaded in the material for it to work though iirc. Make sure the tessellation slider is not set at 0 too.
Looks like my procrastinating wound up paying off :) I picked Marmoset up this weekend during the sale and it's great. I'd even say fun. Works fine on my computer, using alphas etc. As an FYI - I did have one bug where when I turned an environments brightness to "0", and then turn up the intensity again, the lighting would…
Except uvs are always 1:1. Uvs are saved in 0-1 vector space, while textures are made up of rigid square pixels, thus the texture defines ratio, not uvs. Not to be a dick, I know/understand exactly what you're trying to say, but the way you're saying it isn't really correct and may be confusing. Even if you set up max/maya…
Dvonio: Looks like you fixed the alpha issue. Yeah, alpha test with some value higher than 0 is required to get alpha objects to cast shadows properly. As far as the general shadow quality issue there isn't any way to improve it at the moment, sorry! However, in the long term the shadow system will likely be revised.
I had issues like this before - check your UVs. For some reason, if you don't have UVs in channel 0, marmoset freaks out and explodes your mesh. For me, it would also crash if I messed around with the exploded mesh too much. If you DO have UVs then make sure they at least have a temp unwrap.