This is getting annoying. Marmoset keeps displating artifacts on my textures. Im saving the diffuse at 4096x4096 at 32 bits/pixel Sometimes instead of doing that ^^ the texture will have green blobs all over it, and sometimes the texture loads fine ???
There are exporters for maya 7, 8 and 2008(9), only 32 bit. If you want animation you need to use one of those versions. You can easily just rig up your mesh in maya, and export a single frame pose as an obj, however.
If you save your diffuse as 32 bit with the mask in the alpha channel, you can use a variety of blend options. AlphaTest is a simple "tick" and a value near the bottom of the material, and you can set alphablend, and various other blending modes at the top. I think this is all explained a bit more indepth in the readme.txt…
Its not just the normal map that needs to have padding, but the diffuse and specular as well. I would say re-render your normals/ao map out with large padding, like 32 or something. You see its mipping to black, which likely means your diffuse has only a few pixels of padding, and then goes to black, so the normals isnt as…
hello everybody.Marmoset Toolbag is great tool for game artister. currently I have a issue about normalmap.then I spent all day to read this topis (from 1-50 page).but i havn't found out a way to fix it.i really want to someone can help me. thanks a lot. I baked the normal in 3dsmax. and it's look great in max (3point…
Blending materials? like with vertex colors? Sorry that's not possible as far as I know. 20% opacity, with a opacity/alpha texture? That is possible, place your alpha texture into the alpha channel of your diffuse texture and save it as a uncompressed 32 bit tga. Then load it into Marmoset, change the Blend Mode to Alpha,…