The preview sphere in the material editor, on the top right, grab that and drag it onto your mesh. We've got a number of tutorials for Toolbag on our site, I would suggest starting with the ones in the introductory category: https://marmoset.co/toolbag/learn/
I have some HDRIs that I downloaded and I'm trying to get Marmoset Toolbag 2 to read them. It seems that the files are saves as .hdr images and when I try to open HDRIs in Toolbag 2, is looks like it's searching for .tbsky images. Do I need a file converter?
omg so you can move those damn buttons! Now a problem has arised! I moved the "Reference coordinate system" pull down into my own toolbar and then it stopped working (the pulldown goes blank). So I dragged it back to the main toolbar and its still blank... This happens to all the pulldowns in the main toolbar, once you…
I'm pretty sure its monthly subscription. (20$ per month) You can try this great articles by the awesome guys at 'marmoset': http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice
I loaded the texture onto the OBJ you posted and it looks fine in Toolbag. Is it possible that you're loading an older version of the file, perhaps with a different UV layout? Double check that and make sure it's the correct mesh you have in Toolbag.
Toolbag has an issue with displacement maps and UV seams, areas around UV seams tend to create breaks in the geometry. There is no solution for this currently. This tutorial is old (for TB1) but covers the basics of displacement mapping: http://www.marmoset.co/toolbag/learn/displacement
Hello there, Marmoset toolbag is working on viewport with .alembic file and animation, everthing is okey. When i try to export animation viewer, on the Marmoset Viewer is not working. you can see only still frame. (I am using marmoset toolbag trial version.)
Haha don't worry Lee, the REAL beauty shot will be done in Toolbag 2 with the posed and textured real-time meshes. Here's something I rendered in Toolbag 2 yesterday: http://www.artstation.com/artwork/fem-thief-bow-game-ready
Toolbag generates curvature data from the high poly mesh, so if you're using a simple low poly mesh this is the expected result. It looks like redshift is doing something extra to fake curvature from a low poly mesh, this is not something that Toolbag currently supports.
Your blend wasn't representative of much of anything since it wasn't your shaded and triangulated model ready for baking. It's up to you to set it up. Of course you could also provide the non-triangulated version too, that wouldn't hurt. Again : forget all about FBX, choose the most simple part of your firearm model that…