Marmoset Export Toolbox for Maya - Free Update 2

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Quickly prep and export your meshes correctly for use in Marmoset Toolbag. Normals, naming, material ids, and more each with one click in Autodesk Maya.
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Malcolm you are the best! I love your AIO package. And you are super helpful. Thanks for being a great tool author.

realmanuches
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This tool makes me want to, finally, switch over to Marmoset, the renaming section alone. Thanks!!

lavivaneau
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I'm glad you corrected my understanding of the normal map "rule", I was indeed under the impression that the relationship between hard edges and shells was a two-way street. I know there are plenty of cases where the distinction doesn't matter but there are plenty of surfaces, like the sphere, where hardening edges arbitrarily based on UVs always seemed...odd?

I mean sphere in maya has better lighting/shading *before* we harden any edges so why would hardening an edge fix a problem. And of course it doesn't, it just gives us a seam that the normal map has to now try to 'fix'.

It's very interesting, much of the logic people have been spreading about normal maps for some time is basically, "Ignore the shading on your low poly, your map will fix it as long as your high poly is good" and there's an ever-increasing number of reasons why that's just not a great approach.

CEOHankScorpio
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I use 3dcoat, this is helpful for that application as well.

frumpeting
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Thanks.
Question : Is there any rule that if the Angle between some faces higher than some angle we need make it hard edge. or we can make whole lowPoly as soft doesn't matter with hardedges.
(for example can I make a edges in lowPoly cylinder soft including the cap edges are 90 degrees. or what the angle rule that if faces or above some angle we need to make hard and make separate UV shells ).

prasadparker
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Hello! Is there way to bind export low and high to hotkeys? (I don't need tweaking settings as default are always fine for me)

eduardapetnakian
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Hello Malcolm! thank you for explaining about normals. But i still cant get my mind around all these soft\hard adges since i am pritty new to 3d. So you first define soft and hard edges and only after you create UV shels based on soft\hard edges? For example, i create sci-fi corridor with pretty complex shapes in terms of edge angles. When I set the 35 degree angle some edges go soft but I need them to be hard. oh maan so difficult to explain what i want due to language barier...(i am russian)

Pinguiny
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hello, but to understand all the process to export i've to watch only this video or the first one first --> ( Marmoset Export Toolbox for Maya - Free Update 1) please sorry i tried to understand but as french....not easy thanks ^^"

dubardmickael
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Hi, I'm using this tool to export to substance painter, and would love if there were an option not to triangulate the low version, as selecting quads is much easier when I'm using UV-based masking in Painter. Currently I've disabled the triangulate part in the code, but I have to redo that change every time, you release new upgrade.

LAKUwave
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can i transfer the animation from maya? do you have an example?

dumitrucalughin
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Hi @malcolm341! Please send tbExporter v1.0 link to me!

railtravelling
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is there no cut uv shell shortcut in your toolbox?

Sportsman