Hi! Don't understand why you flipped the y-channel either, as Painter-Projects can be set to either OpenGl or DirectX. What's your Painter-Project set to? If you flipped the y-channel of Toolbags Normal Map, I'd assume it's DirectX. You could bake in Painter see if it comes out any different, if so compare maps. Is the…
A little scene in Marmoset Toolbag 4. Concept is some sort of ritual gone wrong and the aftermath, with strange roots growing from the sundered altar overtaking everything, as the ritual blood seeps into the stone. This piece is a hodgepodge of new and old stuff I've done. Skulls and angel statue were photoscans I did a…
This is an environment prop that I am working on as a personal project. The purpose is to use this for future staging in an environment scene. My goal is to demonstrate a step-by-step process breakdown for modeling assets. The end result is to achieve a photo realistic look with a game model. This model is textured using a…
The rotating turbine blades on my vehicle model contain a shadow that spins with them, but it is only visible in Unity. As far as I can tell, the shadow is not present in the texture itself, so I am wondering if it is related to a Unity setting. At first I thought the shadow was due to the ambient occlusion that I had…
About Me I specialize in creating 3D characters from sculpting (high-poly) to texturing and preparing models for rigging. I have experience in both realistic and stylized character creation for video games and films. My expertise does not include rigging and animation, but I ensure my models are optimized for these…
I don't believe you can adjust ray distance directly in toolbag. I had to search it but I see somebody with same issue and Joe Wilson didn't give a straight answer, so that may be a feature toolbag doesn't have yet. However, getting good results is still easy. Just reverse the normals on your object. Then you can reverse…
The shading is there to compensate for the mesh normals of the low poly. Your baker(max?) and renderer(toolbag) are not properly synced up. Thus = smoothing errors. This is not a "problem" with the bake, but a technical problem with the tools you are using. You can bake and preview your model in: Maya, or 3ds max + 3ps…
Troglobite This is a character I made for a contest on Humster 3D a few month ago. I was quite unhappy with my final result. So I decided to rework some textures and change the pose and the whole concept a little bit. I made some screengrabs from Marmoset Toolbag to make a worthy presentation of this guy. I was a litte bit…
Physically based renderers like Marmoset and Unreal have an ambient occlusion slot to put your map into, so when light shines on that part of the mesh, the AO map won't show up. You shouldn't have any lighting information in your albedo/diffuse texture. Making the albedo of your metal dark depends on which PBR texturing…
Creative idea, though your really have some huge design flaws when it comes to function. In an other universe ey? ;) Your material definition is completely off. You've wrote glow but I guess you mean gloss? Can you use the names that the Toolbag uses? And btw, the reason it looks different in sketchFab is cause it's using…