In general: hard edges require corresponding UV splits for padding but UV splits do not require hard edges. Hard edge placement is about controlling low poly smoothing behavior and baked normal gradation. UV seam placement is about optimizing usable texture space while also limiting texture distortion. Bringing the two…
Hi All: I am a new user to toolbag 4. I have a .rar model created in toolbag 3; how do I import it into toolbag 4? When I go to "file, import model" the .rar file on my desktop is greyed out, so I cannot import into toolbag 4. Please advise. Thanks, Reg
Hi there! I have a rather dumb question but somehow it also seems pretty important. When i will create a game character model this would be my steps: 1. sculpt highmesh 2. retopo for lowmesh 3. bake & texturing 4. pose Now the "4." is where i was wondering about.... I think a good way to present a gamecharacter is to…
Hey guys! Today is the last day of the challenge so i'm calling it done! I will make a Artstation post probably on monday with it since i'm happy how it turned out. I've seen some cool progress here, great job everyone! High poly - 3ds Max. Low Poly - 3ds Max. Unwrap and UVs - 3ds Max. Baking Maps (normal, ao, id) -…
A few things to try: Make sure the mesh is triangulated when exporting it from your 3D app so that the triangulation matches between Toolbag, Substance and other apps. You should rebake your maps in Toolbag after reexporting Make sure you're baking using the Mikk tangent space in Toolbag Make sure the Tangent Orientation…
i am running firepro w7000 and no issue with toolbag2 or anything else for that matter. toolbag1 had flickering displacement but everythign else works fine. however, this only happened with older certified drivers. latest drivers work fine for me. i can even play the latest PC games at very high spec which was a surprise…
Edit: Newest... Unless there's any substancial critique, I'm calling this done :) For this one I leaned heavily on booleans and modifier stacks, making it much quicker and easier to decide upon how many sides I wanted on my lowpoly, and to get a solid base for the subdivision. I introduced myself to toolbag baker which…
Two of the go-to resources I recommend are Joe Wilson's baking tutorial and Alec Moody's video about controlling shading behavior. The Marmoset Toolbag 3 baking tutorial: https://marmoset.co/posts/toolbag-baking-tutorial/ https://marmoset.co/posts/toolbag-baking-tutorial/?page=Map Types#maptypes…
If you have game ready models, start showing them as they are. re-beveling and subdiv added on top for "beauty" is shooting your foot. The imo easiest and quickest way to render game ready models with a low barrier is using Marmoset Toolbag. drag drop the meshes as a gltf or fbx file into it. Throw a good lighting on it,…
I used to have a lot of trouble with baking as well. I feel that I have a layman's understanding of the process now, but I actually found a tool (somebody here told me to try it) that allows me to get perfect bakes consistently even without fully understanding the minute details of the process. The tool is Marmoset Toolbag…