We’re thrilled to announce the release of Marmoset Toolbag 3.04, a free update for all Toolbag 3 users. 3.04 brings a number of exciting new features and enhancements to both Toolbag and Viewer. New baker outputs and workflow improvements, animation support for Viewer, and improved shadows headline the release. Click the…
Hey @Oleaf , Can you make sure you are using Toolbag 307 and also that if you have your "high poly" meshes hidden that "Use Hidden Meshes" is checked in the Geometry Tab of the Baker. You can do a test bake of this by using our Bake Widget example file. Share a screenshot that shows the entire UI, Baker, Scene Items and…
Currently facing this problem where I wanted to bake both Tangent Space and Object Space normal maps. But instead it baked two tangent space normals with different name (where _os prefix supposed to be object space normals, but instead it baked as tangent space). I've tried many different bakers like handplane baker,…
This happens not only on my personal projects, but even attempting to use the bake test scene Marmoset provides. The program crashes to desktop almost immediately. I increased my TDR Delay and I reduced my Baker GPU Priority to Responsive but I'm still having crashes occur. Processor: Intel i7-8700 RAM: 32.0gbDisplay:…
Yeah I know about the angle dependency, which is why i'm trying to figure how to mix a traditional bake and a rounded edges bake. I don't know how to add a highpoly to my 3ds max baker. Another issue i'm running into is that the normal bakes i'm getting out of max seem to neither be opengl or directx :s
Bad tools are bad, and Max hasn't changed its baking workflows for.. uhh as long as I can remember. Also it's slow to bake; any GPU-accelerated baker nullifies the 'adjust and rebake' problem because it can bake a non-AA'd 2k in like a second.
So i've been trying to bake this for the past few days, this is a part of a swivel on a caster wheel. The workflow i've done is first creating a low poly mesh in maya and then duplicating it to create the high poly mesh. On the high poly mesh, i've made the edges rounder but all within the low poly models' bounds. Then…
I missread the OP. :# I think he meant inflating low poly. It's what I meant. Doing it to Hipoly is indeed weird. Inflating low poly along vertex normals to bake world space normal map on the other hand is where low poly itself become the cage . That way it works in many renderers that are not supported by regular texture…
Hi there so I been studying baker more and all. So I feel to help me understand I did this experiment where I try to just bake the details on a simple square. Just a way for me to make this simple and give me a better idea. Now i was able to get a bake detail on top of the square to look right as I made that by extruding a…