Firstly, the difference between the first Substance image and the Marmoset Toolbag 2 image looks to be differences in lighting more than anything. I would suggest experimenting with different Sky Light presets. To do this, click the Sky object and go to presets, you'll find a library of different lighting environments…
Hi! looking at the screenshot of the AO map, it seems that adjacent trims affect each other. This might work in certain situations, but when used on edges, I would prevent AO from adjacent strips. To do this one can use Bake Groups (Toolbag)/Match by Name (Painter) or bake exploded.
Some feedback / thoughts: * Generally speaking don't render with a black background; aim for a dark grey like Polycount's background colour. * The DDO texture presentation isn't that practical if you want people to critique your textures / uving * I would avoid using the detail presets in legacy dDo. They can be helpful…
OK, finally got a chance to test and here's what I found. First, let's have a nice smooth MikkTSpace cube rendered in Toolbag just to set a baseline of correctness and show everyone that I've baked a genuine Mikktspace normal map. This was exported from Maya to Toolbag with FBX. Of course this is uncompressed so there…
You can not use a specular map like you can in Marmoset Toolbag. The specular input in UE4 isn't what it seems, what it actually does is act as a multiplier for non-metals, its basically a cavity map. How the metalness map works is, for metals (white in metalness map) the specular intensity/color (reflectivity) is pulled…
Yeah absolutely, I wasn't suggesting the raw method would be equal in quality by any means, though I think for this sort of thing it would be good enough(8bit LDR is good enough in a lot of cases). For Toolbag sky content you really just want enough range to prevent blown highlights and to get better gradients especially…
Two things, most modern renderers and game enginers use linear space rendering. Marmoset Toolbag 2 and UE4 certainly do. This means that all the rendering calculations are performed in linear space. However, this DOES NOT mean you need to author all of your textures in linear space. When it comes to authoring content in…
killnpc Hell yea! Thanks heaps man. :) Grubber Thank you! Torch Sorry, I'll try harder next time to include any and all details. :( I see now that I've missed a lot of crucial info. (lol) Deathstick Well, I'm glad someone can appreciate good crab wrangling form! Cheathem This is just block out color scheme work, by no…
try checking the tangentspace handedness in your mesh the funky part is, even if those settings are the same between maya and marmoset toolbag, the resul isnt the same. slightly infuriating :cold_sweat:
Hi there, I am trying to model a dumpster for rendering in Unreal Engine and am currently working on the wheels /casters. As you can see, I have tried to keep my geometry as simple as possible as this is only a small part of a larger model. My plan was to create the rubber and metal parts for just the wheel portion of the…