

Toolbag Library Drop 02, released in September 2021, added 135 materials – 28 Smart Materials and 107 standard materials – focused on realistic fabrics. The original Library Drop, released in April 2021, added over 100 materials and textures. Marmoset has released new sets of materials free to users of Toolbag, its real-time rendering software. Scroll down for news of Toolbag Update 4. We recommend that you avoid decimation since it will be a complete mismatch in terms of topology to what your customer is purchasing, and that will also lead to confusion, returns and frustration.Originally posted on 26 September 2021. The only thing worse than that is if you try to decimate or reduce the number of polygons in your model just to get it to work in the Marmoset viewer. That’s okay, and you shouldn’t try to force content like this into a real-time viewer. One more note worth mentioning: if your model is exceptionally heavy in terms of polygon density, it may not perform optimally inside of an. We suggest that if you’re unfamiliar with texture baking, you consult your 3D application’s documentation to learn more. It simply means that you’re going to have to take extra steps to bake down your materials and shaders into simple bitmaps, then ensure your model looks the same within Marmoset (or reasonably close) as it does when you render in your native 3D application. This does not mean that artists who are doing traditional modeling and texturing can’t take advantage of the Marmoset. What you don’t want to do is create a real-time preview of your model that doesn’t accurately showcase the materials that are applied.

We recommend that you not try to force things.

The most important thing to remember here is that not all content will display accurately in a real-time environment. Allegorithmic has created a two-PDF downloadable guide to PBR Theory and Practice that we recommend you grab.The Marmoset team has assembled a PBR Material Creation Guide on their website.If you are unfamiliar with PBR materials, there are a pair of great primers that you can review. All color and texture information should be derived from the maps themselves. The takeaway here is that regardless of which method you choose to create your materials, they must be built using only bitmap textures and should not contain procedural shaders or materials that are often available within a 3D application. It is worth noting that modern game engines like Unity and Unreal take full advantage of the newer metallic/roughness PBR materials, so any assets you create for these engines will be nicely suited for conversion into Marmoset.
