I'm currently having problems with baking in Toolbag 3. In the images below, I have a model which should have straight and uniform normals, based off the floating geometry in the high-poly model, however, the result of the baking process is wonky normals which definitely aren't straight. This model was brought into Toolbag…
I'm mainly talking about skew-normal correction that only, at least to my knoweldge, Marmoset Toolbag has. It eliminates the need for creating support loops in your low poly mesh that not only reduces polycount but also saves on time. I know that the conses is that modern GPU's can handle vast amount of triangles, but…
Hey there, I've noticed when I bake a curvature map in Painter and then in Toolbag, the Curvature map in Painter seems to emphasize the smoother curves a bit more and has a smoother gradation/fall off. Where in Toolbag is seems more abrupt and slightly faceted. Of course I dislike baking in Painter as it lacks many of the…
You shouldn't need to do any of these steps for your model to display correctly in Toolbag. If you're having problems, please reach out to support@marmoset.co and we'll follow up.
HI guys, thought I'd just ask here rather than starting a new thread, just trying to get this baked with a synced MikkTspace with UE4/toolbag 2 and am getting faceting on my model. All one smoothing group, exported without tangents/binormals baked with xnormal with the compute binormals ticked in tspace, then imported into…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
The next version of Toolbag (3.04) will have a setting (Normalize) in the curvature map options to create a map that is closer to the Substance Painter output and should work better in Painter. We're working on getting a beta ready for 3.04, if you want to try it out, please join the Toolbag User Group on Facebook. I am…
I have collected all the reference I need so far and have started blocking out an initial idea of some of the main shapes in the scene to test how lighting, post, etc. will work in Marmoset Toolbag. I have decided to try Toolbag for this scene as I love what it does for single meshes and I am yet to try a full scene in it…
Honestly it isn't that different, especially now that Marmoset Toolbag has a GGX shader. When I created the PBR tutorial, I used the same cubemap and had Unreal and Toolbag next to each other, and it looked exactly the same in both (except for a minor difference in the highlight width). 3Do, however, won't match up…
Yes you should learn about physically based rendering principals. PBR doesn't refer to a specific set of map types/texture inputs, it's more of a holistic rendering system. With a PBR system you may have albedo/metalness/roughness, or you may have diffuse/specular/gloss. The differences are not actually very big. Give…