SPECIMEN · 023 · § I · AUTHORING · MARMOSET TOOLBAG
PROJECT LAVOS · THE STACK
The asset gets photographed. MARMOSET CO. · TOOLBAG · LOOK-DEV · BAKING · 2010

marmoset.

SPECIMEN 023 · SECTION I · AUTHORING
Texture pipeline · the trio
Designer authors. Painter places. Marmoset finishes. The same asset, the same UVs, the same baked map set — now under cinematic light, photographed in real time, at thirty frames per second, while the studio art lead watches over your shoulder.

Marmoset Toolbag does two things. It bakes — converts a high-poly sculpt into a low-poly map set (normal, AO, curvature, position, world-space normal, ID), the same maps Substance Painter consumes as mask sources. It photographs — presents the finished asset under cinematic lighting with HDRI environments, real-time GI, depth of field, vignette, and tone-mapped post-processing. The two roles are the same idea applied at different scales: present the asset honestly under controlled conditions.

The look-dev work matters because asset review happens hundreds of times before a hero prop ships. Sending the art lead a 2K turntable PNG every time the rivets get tweaked would burn a render farm and a week of calendar time. Marmoset turns that loop around in seconds. Open the .tbscene, drag the lighting preset, hit screenshot, paste in Slack, get notes. Pair with Painter on one monitor and Marmoset on the other and the loop closes inside one head, not one team.

The trade is reach. Marmoset is not Unreal — there's no game engine underneath, no scripting layer, no level streaming, no shipped runtime. It's a focused finishing room and a baker. The win is that the focus is the point. Studios that ship character art, weapons, vehicles, and props through the Designer / Painter / Marmoset trio do so because no part of that pipeline asks the artist to be anything other than the artist. The maps go to the runtime; the turntable goes to ArtStation; the .tbscene stays in the project repo as the render-time source of truth.

SCENE · CRATE_HERO_01.TBSCENE · 5 LIGHTING PRESETS
60.0 fps · realtime · GGX
Scene · Lights
Key 5500K · 1.30 EV · top-front
Fill 7500K · 0.45 EV · cool
Rim 3000K · 0.40 EV · back
Sky / HDRI grey studio · 0.30 EV
Scene · Asset
Mesh
CrateHero_LP
Verts
4 064
Mat
brass · 5 layers
UV
UV01 · 4K
Render
Engine
realtime · GGX
Exposure
1.30
Contrast
1.10
Saturation
1.00
Post · Cinematic
Bloom
0.30
Vignette
0.18
Tonemap
ACES
DOF
off
Output
Resolution
1920 × 1080
AA
TAA · 8×
Format
PNG · sRGB
preset · studio soft · 4 lights · turntable 4 rpm
crate_hero_01.tbscene · the lighting preset (excerpt)
// Marmoset Toolbag scene preset — studio soft. Each preset
// declares lights, environment, post settings. Switch presets in
// the Outliner and the entire scene re-poses in one frame.
{
  "version": 5.06,
  "asset": "CrateHero_LP.fbx",
  "camera": { "fov": 36, "focal": 85, "tilt": 8 },

  "lights": [
    {
      "name": "Key",
      "type": "directional",
      "temperature": 5500,
      "intensity": 1.30,
      "yaw": 35, "pitch": 52,
      "shadow": { "enable": true, "softness": 0.6 }
    },
    {
      "name": "Fill",
      "type": "directional",
      "temperature": 7500,
      "intensity": 0.45,
      "yaw": -120, "pitch": 15,
      "shadow": { "enable": false }
    },
    {
      "name": "Rim",
      "type": "directional",
      "temperature": 3000,
      "intensity": 0.40,
      "yaw": 160, "pitch": 20
    }
  ],

  "sky": {
    "hdri": "hdri/grey_studio_softbox.hdr",
    "intensity": 0.30,
    "rotation": 42
  },

  "post": {
    "exposure": 1.30,
    "contrast": 1.10,
    "saturation": 1.00,
    "bloom": 0.30,
    "vignette": 0.18,
    "tonemap": "aces"
  },

  "render": {
    "resolution": [1920, 1080],
    "aa": "taa_8x",
    "output": "renders/crate_hero_01.png"
  }
}
Lineage
2010
Marmoset Co. founded in Seattle. Toolbag 1.0 ships — a focused, real-time look-dev viewer for game artists frustrated with traditional renderers.
2014
Toolbag 2 ships. Better PBR, refined material editor, the asset-review default for indie and AAA character art.
2017
Toolbag 3 ships. Real-time global illumination, advanced post-processing, integrated baker. The trio with Substance solidifies.
2018
HEXELS — Marmoset Co.'s pixel-art sibling — matures alongside Toolbag. The studio expands beyond 3D look-dev.
2020
Toolbag 4 ships. RTX ray tracing, MaterialX support, refined turntable workflow. Portfolio renders close the gap with offline path tracers.
2022
Marmoset Sketch surface ships. Quick concept-and-sketch workflow keeps the studio in the look-dev loop earlier in production.
2024
Toolbag 5. Modern viewport, streamlined baker, MaterialX export, neural denoising. Still the fastest path from "asset done" to "asset photographed."
Adjacent in the stack
Substance Painter
The asset-side authoring partner. Painter writes the maps Marmoset photographs.
Substance Designer
The procedural source upstream. Designer's substances become Painter's fills become Marmoset's renders.
HEXELS
Marmoset Co.'s pixel-art sibling. Same studio, different medium.
Mari
Foundry's high-end texture-painting tool. Different price, different scope.
Unreal Engine
Look-dev competitor at a vastly larger scope. Marmoset wins the focused-finishing-room slot.
Sketchfab / ArtStation
Where the turntables go after Marmoset finishes. The portfolio-render destination.
photographed, then shipped.
SPECIMEN 023 · MMXXVI
§ I · AUTHORING
prev · 022 substance painter · ../the stack