Thanks! I'm glad you like it :) It's actually super easy in zbrush. You jus tneed to have polygroups defined and then just go to Plugins > UV master and do Unwrap having Polygroups option active. Polygroups basicaly define the UV islands. I will make a video if I get a chance soon.
@@defonten Thanks but between saying and doing there is the sea. In very particular shapes it is difficult to define islands also in the checker phase there is always the problem of very distorted squares.
@@defonten Sure, but there's a big difference between saying and doing. Also, there are very difficult shapes to define the island. The real problem is that during the checker phase the squares always turn out distorted!
Another great video! Thank you. Quick question on your lights that you didn't have low polys for....Can you basically do that for a model that you don't need low polys for and just keep all high res (for example a still image). Is there a particular workflow for just using high res models and not having to have low res folder/files?
Hey @graemeh6345 Yes sure, actually you can use all of your highres zbrush sculpts as fbx/obj models directly in Marmoset as it can handle dense meshes very nicely. Just one thing, while it of course can handle millions of tris in the viewport with raytracing and complex lighting involved, I still highly recommend at least decimating or zremeshing your sculpts with adaptive setting on so it's a bit easier for marmoset's renderer/raytracer to handle your geo and faster for you to see the final visuals in realtime. So yes - you can completely omit lowres/baking step if your goal is only to create cool looking concept art. Lowres models are useful only if you're planning to use them later in game engines. I hope it answers your question!
As of now there's no discount option to upgrade from 3 to 5. The upgrade from 4 to 5 is also very expensive, as we only get 20% off of $400 perpetual license, which makes the upgrade to 5 around $320. This is probably their way of "strongly encouraging" people to opt for the subscription route which is significantly less expensive, but recurring. Approx. $228/year for monthly sub and $200/year if you pay for the whole year up front.
It's cool and has lots of new interesting features but unfortunately I didn't have a chance to check their texturing workflows on a production level yet. But based on what I've seen so far it's very solid and production ready like everything else in Toolbag.
Hi dude, great video. I love MTB... In fact its is my main rendering tool. But still having to have every subtool exported separately, drag one by one to every baking group its a pain. This process in substance painter is "Load the Low Poly FBX" Then "Load the HighRes FBX" And bake... Of course, MTB haves its strenghts, but the time consuming file management for bakeing is nto one of them, I hope to be simplified. It makes no sense that MTB is trying to compete to SP... But you still have to drag and drop every gd high and low res object =(
you can export evry thing at once and marmoset will automaticaly sort your high poly mesh and loepoly mesh its called "quick loder" the button above add baking group is "LOAD"that button is quick loader , you can cheq video on official marmoset channel for that thing.
@dv3d Thanks man, I'm glad you liked it! I got your point and it makes sense of course, but for some reason I still prefer manual exporting to have full control over each part separately. Also fixing Skewing and Offset issues is I think way easier and more visual in Toolbag. In Painter if you need to fix skewing, you need to generate two bake sets - one with averaged normals and another without, combining them later in photoshop, which is very inconvenient. Also you can paint Offsets and Skews in Toolbag in realtime seeing the result of your tweaks immediately as you paint.
Sure, Painter's approach of having just Mesh_high.fbx and Mesh_low.fbx is also cool of course, but fixing skewing issues is way easier and more visual in Toolbag. In Painter if you need to fix Skewing issues you need to generate two bake sets - one with averaged normals and another without, combining them later in photoshop, which is very inconvenient. Also you can paint Offsets and Skews in Toolbag in realtime seeing the result of your tweaks immediately as you paint. So anyway, I personally prefer baking everything in Toolbag having full control and interactive feedback over each subpart :)
You can do this in MarmosetTB as well. In the bake project, under the geometry tab there is a quick loader tab that allows you to load your meshes with _high _low. MTB also has a normal painting option where you can paint out skew and offset when baking normal details.
The helmet looks great. It seems simple, at least to you😜👏🏻👏🏻
It really is simple! I mean at least baking is ;) Thank you!
Just cannot found what marmo 4 can't do what you did in Marmo 5. Nice helm.
Thanks! A well explained video. Please continue to make videos for marmoset and if you can someone on creating perfect uvs with zbrush
Thanks! I'm glad you like it :) It's actually super easy in zbrush. You jus tneed to have polygroups defined and then just go to Plugins > UV master and do Unwrap having Polygroups option active. Polygroups basicaly define the UV islands. I will make a video if I get a chance soon.
@@defonten Thanks but between saying and doing there is the sea. In very particular shapes it is difficult to define islands also in the checker phase there is always the problem of very distorted squares.
@@defonten Sure, but there's a big difference between saying and doing. Also, there are very difficult shapes to define the island. The real problem is that during the checker phase the squares always turn out distorted!
Awesome!! Thanks for the video!!!
I'm glad you like it Mauro! Thank you too!
Another great video! Thank you. Quick question on your lights that you didn't have low polys for....Can you basically do that for a model that you don't need low polys for and just keep all high res (for example a still image). Is there a particular workflow for just using high res models and not having to have low res folder/files?
Hey @graemeh6345 Yes sure, actually you can use all of your highres zbrush sculpts as fbx/obj models directly in Marmoset as it can handle dense meshes very nicely. Just one thing, while it of course can handle millions of tris in the viewport with raytracing and complex lighting involved, I still highly recommend at least decimating or zremeshing your sculpts with adaptive setting on so it's a bit easier for marmoset's renderer/raytracer to handle your geo and faster for you to see the final visuals in realtime. So yes - you can completely omit lowres/baking step if your goal is only to create cool looking concept art. Lowres models are useful only if you're planning to use them later in game engines. I hope it answers your question!
I was about to upgrade my MTB3 license to 4. I hope I can get an upgrade option for 5.
Yeah once TB5 is out of Beta there should be an upgrade discount for sure. For now only upgrades from v3 is available for 225$
As of now there's no discount option to upgrade from 3 to 5. The upgrade from 4 to 5 is also very expensive, as we only get 20% off of $400 perpetual license, which makes the upgrade to 5 around $320. This is probably their way of "strongly encouraging" people to opt for the subscription route which is significantly less expensive, but recurring. Approx. $228/year for monthly sub and $200/year if you pay for the whole year up front.
What did you think of texturing compared to substance painter?
It's cool and has lots of new interesting features but unfortunately I didn't have a chance to check their texturing workflows on a production level yet. But based on what I've seen so far it's very solid and production ready like everything else in Toolbag.
Hi dude, great video. I love MTB... In fact its is my main rendering tool. But still having to have every subtool exported separately, drag one by one to every baking group its a pain. This process in substance painter is "Load the Low Poly FBX" Then "Load the HighRes FBX" And bake... Of course, MTB haves its strenghts, but the time consuming file management for bakeing is nto one of them, I hope to be simplified. It makes no sense that MTB is trying to compete to SP... But you still have to drag and drop every gd high and low res object =(
you can export evry thing at once and marmoset will automaticaly sort your high poly mesh and loepoly mesh its called "quick loder" the button above add baking group is "LOAD"that button is quick loader , you can cheq video on official marmoset channel for that thing.
Exactly!
@dv3d Thanks man, I'm glad you liked it! I got your point and it makes sense of course, but for some reason I still prefer manual exporting to have full control over each part separately. Also fixing Skewing and Offset issues is I think way easier and more visual in Toolbag. In Painter if you need to fix skewing, you need to generate two bake sets - one with averaged normals and another without, combining them later in photoshop, which is very inconvenient. Also you can paint Offsets and Skews in Toolbag in realtime seeing the result of your tweaks immediately as you paint.
@@defonten I know i know =P If at any point MTB simplifies the Hi / Lo management, I would probably never bake on SP again XD
@@defonten nice one, even though i know quick loader i still use manual method. XD
Support UDIMs ?
Yep!
Meanwhile, substance painter ; oh hi _High _Low
Sure, Painter's approach of having just Mesh_high.fbx and Mesh_low.fbx is also cool of course, but fixing skewing issues is way easier and more visual in Toolbag. In Painter if you need to fix Skewing issues you need to generate two bake sets - one with averaged normals and another without, combining them later in photoshop, which is very inconvenient. Also you can paint Offsets and Skews in Toolbag in realtime seeing the result of your tweaks immediately as you paint. So anyway, I personally prefer baking everything in Toolbag having full control and interactive feedback over each subpart :)
You can do this in MarmosetTB as well. In the bake project, under the geometry tab there is a quick loader tab that allows you to load your meshes with _high _low. MTB also has a normal painting option where you can paint out skew and offset when baking normal details.
👋