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Marmoset toolbag adding material triangulates me
Marmoset toolbag adding material triangulates me






marmoset toolbag adding material triangulates me marmoset toolbag adding material triangulates me

It just gives another layer of file management in the pipeline that I try to avoid. This can get messy when you are working on a large team and have to deal with source control. With that being said, if your pipeline includes Substance Painter for texture creation before hitting your target platform you’ll have to import those externally baked maps into Painter. Because of this, I believe if you are new to baking meshes Toolbag would be a good start for learning because of how visual it is. So this really helps you understand what is happening with your bakes, allowing you to debug it much easier. You can see your High/Low in the viewport, even view the cage as you adjust it. The great thing about Marmoset Toolbag is everything is visual as opposed to blindly adjusting values. Whereas in Marmoset you simply drag the parts you want to be baked together into a folder. For example, there have been instances where I was crunching to meet a deadline I couldn’t get things to bake correctly because my name match was missing one letter. When comparing the two I find the “match by name” a bit more of a hassle to set up since it requires you to uniquely name each part. This is now solved with “match by name” baking in Substance Painter while in Marmoset they are called Baking Groups. With that said I feel Marmoset Toolbag is far superior when it comes to ease of use and just being able to get good results without much fussing around.īefore these bakers were around, artists would have to explode their models to reduce any overlapping artifacts. And then there are the free ones like XNormal and Handplane Baker.īecause all my assets run through Substance Painter before hitting the game engine, my preference is baking inside of Painter. There’s MightyBake, Knald, Substance, Marmoset Toolbag, all of which are paid. There are many baking solutions out there an artist can choose from. My personal opinion is to use the standardized values as a starting point but push and pull to meet your end goal. With the rise of scan data and preset base materials, PBR compliant textures are never really an issue anymore unless you are working with stylized looks.

marmoset toolbag adding material triangulates me

The other concern artists have is if their material work is PBR compliant.








Marmoset toolbag adding material triangulates me