I finally purchased Toolbag a week or two ago. Great little app guys! I was curious about the tessellation...It doesnt appear to do any smoothing it just adds geo. I take it you guys only modify the mesh if there is a displacement map? Couldn't that be a toggle? It'd be nice if it were...in this way it'd function more like…
Just curious, are you making sure to click 'apply' after modifying your normal map coordinates? I only ask because I have made that mistake way too many times
But it seems the resolution its too low and I have a high end pc with a dual 480gtx, so my graphic card can support that, I have to modify values on the nvidia panel or something? Thank you very much for the fast response
Hi! I have a strange problem with marmoset. I made a retopo of my character in topogun and baked the maps in xnormals, when I tried the model in t-pose in marmoset all was ok, so I posed the lowpoly in 3dsMax with the CAT system and the skin modifier, collapsed the modifier and exported the model in fbx format and now when…
What are you export it as? .obj, .fbx? I've had bizarre seam issues that disappeared when I exported the object with a UVW unwrap on the top of the stack (I'm using Max) as an FBX. I have NO idea why having a UVW unwrap modifier on my mesh makes the seams disappear but I swear it does.
I don't think there is any way to increase the strength of the normal map in Marmoset, so you would have to render a stronger normal map from the start. But this is a good thing, as you really should be re-baking your maps from a modified HP mesh, if you are not getting the result that you are looking for initially. :)
@Monophobe: I've had problems like that too; sometimes if I use a .fbx mesh it looks like that, but at times it'll look fine. I just use .obj files. I have no idea what's up with the importing/exporting craziness though. I also have a problem with rendering this girl; I exported her from 3ds Max as an .obj and am currently…
Hopefully this is the right thread to post this. I've been having some issues where mirrored normals are inverted. They appear fine in Max and UDK, just marmoset is giving me problems. I made the grip and used the symmetry modifier in Max to flip it over. I then stacked and offset the UVs for one part. Bake came out fine…