![]() The global illumination system-which approximates the global lighting of the scene.The texture baking system-which allows transferring of details from high poly to low poly models in real-time.The animation system-useful for characters, objects, and short animated sequences.With the appearance of Toolbag 3, the developers decided to boost the quality of the software by adding new features like: However, the tool could have been improved a lot in terms of functionality. Users could set the lighting, apply materials, import texture sets, apply post effects, and work with a limited set of HDRI maps. I can remember starting with the version 2, where the software worked as an easy viewer for 3D models. Let’s take an in-depth look.īefore the advent of Toolbag 4, Marmoset was quite a different tool. This shader over here is the default shader, and I won't be using it.This latest version of Marmoset changes the game for 3D artists with a new workflow and functionalities. Once you click on the template, it creates a new shader. I'm going to use the Dota 2 Template, which is the default template for Toolbag. If you're new to Toolbag, I would use one of these two depending on the engine that you plan on exporting your model to. Most of these apply to Quixel materials, but there are a few here that I use quite often, including the Dota 2 Template and the Unreal 4 Template. With that in mind, let's go over here to our shader menu and look at the Presets that Toolbag gives us so that we can set up our materials properly. Toolbag doesn't apply UV mapping to your models, so for your materials to take effect correctly in Toolbag, you'll have to have all your UV mapping and coordinates applied in a 3D program before importing into Toolbag. Next, we'll look at how to apply materials to a model that you've imported into Toolbag.
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