Max_AKC Posted July 4, 2020 Share Posted July 4, 2020 I've loaded my lowpoly and highpoly into Marmoset Toolbag. I load in the maps i've baked but from the beginning to then, the emissive textures takes up the entire space of the body (lowpoly). How can i isolate the emissive map to only show where i've set emissive zones? I have the same result whether i exported the original lowpoly with textures or without. Link to comment Share on other sites More sharing options...
A1stLight Posted July 4, 2020 Share Posted July 4, 2020 In Emissive tab, the 'Glow' color slot should be black as it applies flat glow color to the whole mesh, and it should be left black in all cases except for FX meshes(for additional effect), and also the main emissive color is set to black, change it as well. If you want to see a single map ,then you can disable other maps(uncheck the tick beside the map slots) Link to comment Share on other sites More sharing options...
Max_AKC Posted July 4, 2020 Author Share Posted July 4, 2020 Thanks. I set the emissive glow to black, but it makes the whole body black. Even with my texture maps plugged in they won't show up and i can only see black. I don't know how to solve this, i baked many of the maps in Marmoset and should be able to use it for rendering as well. I don't think i can submit this or other works if i can't make renders of them Link to comment Share on other sites More sharing options...
A1stLight Posted July 4, 2020 Share Posted July 4, 2020 Well , create a fresh new material in the scene(or duplicate the default marmoset material) and apply that to the model and then add textures and then lastly any custom shader if you want, this should work out and also check the lowpoly normals. Link to comment Share on other sites More sharing options...
Max_AKC Posted July 5, 2020 Author Share Posted July 5, 2020 That worked, thank you very much! i didn't think to use the buttons above the materials. Do i apply it to the model by having the lowpoly selected on the left then right click > apply? Link to comment Share on other sites More sharing options...
A1stLight Posted July 5, 2020 Share Posted July 5, 2020 Yea, you can right click on the material to apply or You can apply materials by just dragging it on the model which you want to apply. Link to comment Share on other sites More sharing options...
Max_AKC Posted July 6, 2020 Author Share Posted July 6, 2020 Ah, it's easier than i thought. I think it's the same in Substance Painter as well as you can drag a material on to the model, i tend to drag it into the layer stack. I'm old. Thanks so much for your help. I have a new problem though, i don't know whether to create a new thread for it or to post it here, but here goes. The metal texture from Substance Painter is only showing through with the scratches and dirt on that material, but the metallic shine itself isn't coming through in Marmoset. I baked using the metalness/roughness workflow in Substance. I had baked maps in Marmoset as well. The results are the same whether i select specular or metalness in Marmoset. This is the map from Substance And this is the map from Marmoset Link to comment Share on other sites More sharing options...
A1stLight Posted July 6, 2020 Share Posted July 6, 2020 Are you using roughness map or gloss map? , cause roughness map is actually inverse of gloss map so make sure you apply it in correct slot , as I m seeing you are using gloss map slot so change it to roughness or you can just check the invert button down in the tab Link to comment Share on other sites More sharing options...
Max_AKC Posted July 6, 2020 Author Share Posted July 6, 2020 I figured it out, i was plugging in the albedo map that i baked in Marmoset so the materials i had applied in SP weren't showing up. I think i should only bake the normals in Marmoset and leave the other maps for SP. The roughness map was showing up all glossy so i inverted it in Photoshop, now it works. If i keep the invert box checked in Marmoset, will that only affect it as it appears in Marmoset? So i would still need to invert it in another program for it to work correctly? Link to comment Share on other sites More sharing options...
A1stLight Posted July 6, 2020 Share Posted July 6, 2020 Quote If i keep the invert box checked in Marmoset, will that only affect it as it appears in Marmoset? So i would still need to invert it in another program for it to work correctly? if you had to invert it while in gloss map slot , then there is no need to invert the actual map it is correct as it was. also check in the tennogen tool as well so you will know if there is any problem with the maps Link to comment Share on other sites More sharing options...
Max_AKC Posted July 6, 2020 Author Share Posted July 6, 2020 That's confusing, i'll keep it in mind though and just leave the maps as they come out of SP. Is it the same for normal maps in having to flip the Y channel? Link to comment Share on other sites More sharing options...
A1stLight Posted July 7, 2020 Share Posted July 7, 2020 16 hours ago, SpiralViper said: Is it the same for normal maps in having to flip the Y channel? Normal maps can be confusing at first , cause there are 2 format/type of it , one is DirectX format which is mostly used by games and the other is OpenGL format. There is only one difference between them and it's the green channel (Y channel) , For DirectX, the green channel is flipped and for OpenGL its not. So It's important in which format you bake the normal map. As Each software has its defaults , like Marmoset bakes the normal map in OpenGL format by default so you might have to change it to directX. Also it uses OpenGL by default for all the meshes. That's why you should check the maps in the tennogen tool first,as it uses DirectX format. So if you have baked the normal map in Marmoset and didn't change any baker's setting and it displays correctly on the mesh then the normal map is in OpenGL format , but you can change it to DirectX by flipping the green channel of the map or change the baker setting to DirectX and then bake (in Baker's setting > change Tangent Space to '3D Studio Max' OR check the tick 'FlipY' in normals setting down in the Maps tabs ) and then when you want to see the meshes normal map correctly in Marmoset ,check FlipY in the materials settings for normal map Link to comment Share on other sites More sharing options...
Max_AKC Posted July 8, 2020 Author Share Posted July 8, 2020 Alright, it took a lot of searching before i could find the setting, but i set the Tangent Space to 3D Studio Max. So will this cause Marmoset to bake all maps in DirectX from now on? I must have been baking most of them in OpenGL so far, except for when i flipped the Y channel on normal map baking. Very good to know, thank you for helping me with this I did some renders, still very amateur though. Do you have any suggestions on how i could improve them? I found a tutorial that went through the settings between the render menu, lights and camera menu. It seems like i'll have to learn image editing before i can be any good at it though Link to comment Share on other sites More sharing options...
A1stLight Posted July 9, 2020 Share Posted July 9, 2020 Yea it will be good if you see more tutorials , it will help. Marmoset website also have some tutorials which can help understand the software better Link to comment Share on other sites More sharing options...
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