indievasup.blogg.se

Marmoset toolbag 3 tiling uvs
Marmoset toolbag 3 tiling uvs





marmoset toolbag 3 tiling uvs

For example, I wanted the rubber bags and metal parts of the mech’s legs to be baked together, but I didn’t want the mech’s body to influence the cockpit. I don’t use baking groups often since I prefer to manually explode the model elements for more precise control over the influence each element has on another. Doing this makes it seem as if these parts were in the shop during assembly. Usually, when working with complex mechanical models, I have a habit of baking the assets in their base position with the correct orientation and their pivots relative to the world and local coordinates. Setting clear, unique names makes it much easier to work on texturing and setting up materials later on. This allows all of the maps to be baked at once, thanks to Toolbag’s Multiple Texture Sets option.

marmoset toolbag 3 tiling uvs

Since the model consisted of multiple UV’s, it was necessary to assign separate materials with unique names for each UV set. I broke down the texture baking process into several stages model preparation, setting up the baking scene, and baking finalization and polish. I really like the flexibility and the level of control that the baker provides. Despite this, I did not have any problems baking all of the models and there was no need to do any serious post-processing of baked maps in Photoshop.įor a while now, Toolbag’s baker has been my baker of choice. Therefore, some meshes and UV’s vary in quality and were created differently. With that in mind, I used all possible ways to speed up the process of creating my high poly, low poly, UV’s, and baking texture maps.

Marmoset toolbag 3 tiling uvs free#

I worked on this mech during my free time (which I don’t have much of), so it was very important for me to save energy, time, and most importantly to not lose steam halfway through. For the UV’s, I used 3ds Max’s ‘Flatten by Smoothing Groups’ feature and then finished packing the UV’s in RizomUV. The ZRemesher is amazing as far as quality and time are concerned. Zbrush was also my main retopology tool throughout this project.

marmoset toolbag 3 tiling uvs

The high poly stage was done in 3ds Max and Zbrush. In this article, I would like to talk about the role that Marmoset Toolbag played in creating and presenting my piece, The Miner. I’m currently working with Gameloft in Kharkiv, Ukraine. Hi, my name is Dmitry Danilenko and I’m a 3D props and environment artist in the games industry.







Marmoset toolbag 3 tiling uvs