This can be helpful if you want to move your low poly meshes off to the side for preview while retaining full baking functionality. When enabled, Ignore Transforms will assume all meshes are positioned at 0,0,0. Use Hidden Meshes determines whether objects hidden in the outliner will contribute to the baked result. You can find various global mesh settings in the Geometry tab. When enabling more outputs, be sure to click the material preview button again to see the additional maps. The P button creates a preview material which is applied to your low poly object(s), with temporary maps automatically assigned so you can quickly preview your bake. The H and L buttons toggle visibility for all of the High and Low slots respectively. The Bake button bakes your outputs and saves them to disk, and to the right is the New Bake Group button. Top BarĪ number of useful buttons live in the top bar of the Baker object properties. Getting Startedįollow along with the video to get familiar with Toolbag’s baking workflow, and read below for an in-depth explanation of some of the key features. Toolbag has no polygon limit, however, performance depends on the specific GPU that you’re using. Toolbag’s powerful GPU rendering engine is capable of handling very high resolution meshes, well into the millions of polygons when used with modern video cards. The baker has been designed with artists in mind, and tools like bake groups, offset and skew painting, and real-time preview combine to create an exceptionally intuitive and efficient baking workflow. Toolbag’s baking tools are not only fast, they’re smart too! When making adjustments to local areas of your mesh, it will rebake only the affected area, resulting in a near-instantaneous update to the previewed result. Toolbag utilizes the power of your GPU (video card) to create super fast bakes. Read below to learn where to find them, what they do, and how to leverage their power to produce stunning bakes. This section covers all of the best and most interesting buttons, sliders, and features that Toolbag’s baking tools have to offer. From the technical to the artistic, follow along as we shed light on numerous subjects to enable you to quickly and easily solve common problems and optimize your art content for fabulously fresh bakes. In the following section, we will take a look at how you go about doing this.This tutorial will get you up to speed with Marmoset Toolbag’s baker. One of the other benefits this tool offers, is that it will allow you to convert Static or Skeletal meshes that have been placed into a level. When the posed Static Mesh has been placed in the level, you can then use it like any other Static Mesh in your project.Ĭonverting Multiple Placed Skeletal & Static Meshes To use the newly-created (and posed) Static Mesh, select the posed Static Mesh in the Content Browser, and then drag it from the Content Browser into the level like with any other type of Static Mesh asset. With the Skeletal Mesh now posed and saved as a Static Mesh, we will look at how you can use them in your projects. When the conversion process has finished, there should be a new Static Mesh placed in the location that you specified. Click on the folder you want the Static Mesh to be placed into, input a name for the Static Mesh in the Name box, and then press the OK button to create and save the Static Mesh. When you are happy with your pose, press the Make Static Mesh button that is on the Main Toolbar of the Skeletal Mesh Editor.Īfter the Make Static Mesh button has been pushed, you will be prompted to specify a location and name for the newly created Static Mesh asset. Now that we have a Skeletal Mesh posed, we will take a look at how to go about saving those poses as Static Meshes in the following section. Select a bone to adjust by clicking on it, and then use the Move, Rotate, and Scale tools, to move, rotate, and scale the various bones until you have a pose that you want. Once the SK_Mannequin Skeletal Mesh has opened, go to Show > Bone > All Hierarchy to display all of the bones in the viewport. In the following section, we will go over what needs to be done so that a Skeletal Mesh can be posed.įirst, inside of the Content Browser, locate and then open the SK_Mannequin Skeletal Mesh asset by double-clicking on it. If you have not done so already, create or open a project that makes use of this template. For this example, we will be using the SK_Mannequin that comes with the Third Person Template project.
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