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View Full Version : What's with the faceted look in the Marmoset engine?


Byren
08-24-2009, 09:26 AM
Yo guys,

I've just started using the marmoset engine and i'm having a little trouble gettng some of the channel model modes to work correctly, specifically the none "simple" environments. The simple viewers have been ok up until now, but I want to see how my spec map is looking and it's pretty tricky when the model isn't smoothed.

Here's an example of what I mean...

http://i27.photobucket.com/albums/c181/Byren/un-faceted.jpg

^ This one is in a "simple" skin environment, see how it's all nice and smooth?

http://i27.photobucket.com/albums/c181/Byren/faceted.jpg

^ And this one is in a skin environment (specifically look at the hair, that's the kinda mess I'm talking about!)

I'd really appriciate some help on this one guys!

Ace-Angel
08-24-2009, 10:59 AM
Overlapping UV's, Hard Seams, wrong Smooth Groups, Marmoset Engine is very fragile when it to comes to things like these.

Also, MT is native to Maya, while Max users aren't that lucky.

eboy
08-26-2009, 12:36 PM
I'm a max user and never had a problem. Make sure when you export your OBJ normals are checked. I take it you are using "tangent space normals", so make sure "object space normals" are not checked in the mat loadout. Load in your diffuse and normal. Then load in your spec and adjust to how you like it.

Should work no problem. I then export it out as a mesh file with materials and any post effects so when I next load it up, its exactly how I had set it up.

Ritorian
08-26-2009, 02:16 PM
Also, MT is native to Maya, while Max users aren't that lucky.

that's cause Maya rocks ;) lol

AchmedtheSnake
09-02-2009, 01:52 AM
several things could be the problem:

clipping due to the spacing between hair plane/meshes,
the normal map looks inverted on her face and that hair plane...hmm try inverting the green channel in those areas
sometimes the shadowing goes weird due to the scale of your model in the scene aswell...

nice work though on the stargirl so far!