ah sorry, was meant to add reply sooner,..all sorted,..in the older versions of marmoset it loaded up with a flat grey normal map and a flat grey colour map, 1.05 has the flat grey normal map but nothing in the colour map. the watermarks were appearing on the mesh, guessing because a missing colour map material. took me…
hi everyone. could any help me pleeease. I have spent an absurd amount of time trying to start using this wonderful tool, but whenever i load a mesh it looks flat and the difuse colour is only visible in flat enviroment in the channel model in materials. maybe is the simplest thing in the world but im just starting in 3d.…
Yeah, 1.04 has been released and has some nice new features compared to 1.02 I have a problem with both versions tho.. I can only use the Flat Render... the others don't work.. The mesh appears as a flat gray when i try.. I guess that's cause of my notebook. If anyone else had this problem and managed to fix it I would be…
Yeah it'd be great to have emissive actually light up the surrounding are in the relevant colors - acting as it's own light source. Looks very flat currently.
Is there a good preset or any way for viewing hand painted characters inside Marmo? I mean without shadows, just 100% flat lighting to see your diffuse color on the model. Cheers :)
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
@Racer It seems really odd that you have to wash out the gloss by such an extreme amount. Have you tried it with just flat grey values? I mean there is no way a gloss map should have to be pushed that far to get good results right?
Are your vert. normals all pointing in the same direction? @monkeyscience, I was doing some re-normalisation tests and came across this odd Y shaped artifacts on the top right of each sphere. The mesh is a flat plane with the Sunlight Sky lighting preset. Any ideas?
It doesn't look like the seam is an issue with the normal map, try applying the texture to a uv mapped cube or plane. Also what does the geometry look like with a blank normal map applied? (just create a flat texture with the background normal map purple color.)