Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .
Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.
The Marmoset team has finally announced the release of Marmoset Toolbag 3.04. The latest version introduces a number of new features and enhancements to both Toolbag and Viewer. The update shines with the tool’s new baker outputs and workflow improvements, animation support for Viewer, improved shadows, and more.
Art by Claudio Clemente (our exclusive interview with the artist can be found here)
Interface And Workflow Improvements
The baker UI has been updated with a focus on functionality. We’ve added a map configurator to customize which maps types are active. You can define the default maps (and their settings), as well as save and load presets for different projects. We’ve also added a master tangent space setting, a custom pixel padding size option, and user-definable map suffixes.
New Map Outputs
Toolbag 3.04 bakes all the maps, so you can do all the things! Here’s a list of the new map types:
- Bent Normals
- Bent Normals (Object)
- Complete Lighting
- Diffuse Lighting
- Specular Lighting
- Albedo (Metalness)
- UV ID
- Group ID
- Object ID
Texture Set Support
Featured art by Charles Metze III.
Multiple texture/material sets are now supported. You can easily bake assets with more than one UV layout in a single Baker object. For instance, a character with a texture set for the body and clothes or a gun with additional sets for the attachments.
Texture sets work by reading the materials assigned to the low poly mesh(es). For each unique material, a new set of images will be baked. Resolution can be controlled per set as well.
Image Quality Improvements
A dithering option has been added for the Ambient Occlusion output, which reduces banding by a considerable amount. AO bakes look better with fewer rays now, which means faster bakes with similar or better quality in most cases when dithering is enabled.
Normal map detail from the high poly material now transfers to the baked normal map output. This can be useful if you’ve added additional high frequency detail to your high poly material or if you’re baking from one low poly mesh to another.
SHINY NEW VIEWER FEATURES
Viewer has received a facelift, sporting a host of new features. Headlining the additions is animation support. Now you can bring your artwork to life with the magic of motion. We’ve also added support for refractive materials, shadowed fog, and the shadow catcher object. Rounding out the update are reduced file sizes, high DPI support, and a high-resolution thumbnail option.
Stand Alone Viewer Application
Featured art by Baj Singh.
In addition to the new features, we’ve developed an application for viewing .mview files. Now reviewing local content is much easier for you and your client. Simply double-click an .mview file to launch the standalone viewer. The new Viewer app is included with the Toolbag 3.04 installer, and can be downloaded independently as well and works on Mac and Windows.
Add atmosphere to your scene with our updated fog effect. Direct lights now cast shadows through a fog, creating a volumetric effect that adds depth and realism to your renders.
Cascaded Shadow Maps
Directional lights now have the option to use Cascaded Shadow Maps, which prioritize shadow detail for areas near to the camera. CSM is especially useful for environments and larger scenes.
Ludicrous Shadow Resolution
If you’re looking for less pixelation, a new extra-high resolution shadow option can be found in the render settings. This setting can reduce performance significantly, so it’s best used in relatively simple scenes or by those who have high-end GPUs.
Better Shadow Quality
Shadow acne artifacts have been significantly reduced, and shadow coverage is improved as well.
You can find the full breakdown of the latest version here.