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Facebook marmoset toolbag viewer
Facebook marmoset toolbag viewer






facebook marmoset toolbag viewer

They’re now ready to be imported in Toolbag. I select all of the meshes and export them as. All of the low poly meshes are triangulated and named according to their high poly counterparts, with the proper *_low and *_high suffixes.

facebook marmoset toolbag viewer

Above is an example of my scene right before exporting. BakingĪ good way to prepare for baking in Toolbag is to organize your Maya scene before exporting the meshes. After unwrapping the low poly meshes, we’re ready for the baking stage. I use the existing boolean meshes to create my low poly models in Maya. The high poly is now ready for baking, but I’ll need to create the low poly version first. This allows me to have full control over my high poly in case I need to redo or add something.Īfterwards, I export all of my final high poly meshes into a new Maya scene and soften the mesh normals (Mesh Display > Soften Edge). I usually have two Zbrush scenes for my highpoly workflow one containing my live boolean meshes, and another with collapsed and dynameshed meshes. My Maya scene serves as a repository for the complex boolean models that will be exported and imported into a clean Zbrush scene.Īs soon as I’m done blocking out my boolean shapes, I collapse the scene, Dynamesh all of the objects, and polish them for nice smooth bevels. I use Zbrush’s Live Boolean system to create a high poly model. My modeling process involves Maya and Zbrush. Studying the mechanics of the gun you’re going to create is essential. I usually create two reference boards one for modeling and one for texturing. The first task is to gather as much reference as possible. The idea behind this project was to create a modern looking civilian rifle, but heavily worn as if it was used more like a military weapon. In this breakdown article, I’ll cover my methods for creating and rendering first person view weapons while using my latest AR15 project as an example. This can simply be disabled to modify or view the mesh in it's quad as shown in the wireframes.Hi, my name is Eugene Petrov and I’m a Weapon Artist at Ulysses Graphics. Blend file has the Triangulate modifer switch on, this is to fix shading variation between Substance Painter, Marmoset and Blender.

  • Original (before baking to a game ready mesh) untextured highpoly version is also included in.
  • Tested in Marmoset Viewer, Marmoset Toolbag, EEVEE and Cycles.
  • Textured in Substance Painter 2020.2.1.
  • Logically named objects, materials and textures.
  • Includes textures for rough/met and gloss/spec workflows.
  • All Textures created in Substance Painter and exported in.
  • Single Mesh with overlapping UVs assigned to seperate materials and texture sets.







  • Facebook marmoset toolbag viewer