John Chen posts a super quick guide to baking normals from Zbrush so that they come in great in Marmoset ToolBag. You may remember John’s other handwork when he broke down his realistic Basset Hound image showing the process for creating the model in ZBrush and rendering in Maya using Arnold. If not you can check that out here, it’s pretty great – Breakdown for Creating the Super Realistic Basset Hound Using Zbrush, Maya, and Arnold.
Here is a quick guide to baking out your normal maps from Zbrush into Marmoset Toolbag. Which worked for me.John Chen – vfxforge.com
The issue arrises in getting ZBrush bakes out to other applications, sometimes the message from one application to another gets a little lost. Here John provides his settings in ZBrush that will get rid of the model’s unwanted seams and look correct in Marmoset ToolBag.
Be sure to check out John Chen’s post for his quick guide to baking out your normal maps from Zbrush into Marmoset Toolbag where he show you how to get nice clean seams to your model.
Marmoset is sort of the standard, certainly in the game industry, for realtime material editing -It is kind of a big deal. Marmoset provides a full features real time material editor and renderer all in one package. ToolBag just recently updated to include a physically accurate renderer, harnessing the computer’s GPU to provide realtime rendering to both OSX and Windows platforms.