Id remove the toon stuff, if its old school stuff you don't need it, people say your portfolio is only as good as your worst piece :) The victorian chair is a nice prop but the render is letting it down, its very flat and grey. https://www.artstation.com/artwork/eLBaJ https://www.artstation.com/artwork/0VGBK You've got…
This is my preference for portfolios, but unless you have an animation or VFX, etc. that demands a video, it's a lot quicker to have your character models in still images. Allows browsing and observing your work to be much quicker for most people. Demo reels, they just end up being more obtuse than images a lot of times.…
Alright, so we're at the nitpicky stage. I couldn't come up with any sweeping changes but there are tweaks you could potentially make to strengthen your main shot. The gif is mostly self explanatory, but I'll go through the main changes: The red flag was making an "M" shape and was very symmetrical, I broke that up. I…
I suggested not cutting it out, because it creates triangles and that leads to more clean up. If you're ready for the clean up and actually need the hole you should do it. But you need to evaluate if you actually need the whole. Think about what the player/viewer will see, does it actually need to be transparent? Is it…
I know it's not what you asked for and I'm sure you can optimize it even more if you wanted but I did a little paintover for the things I saw that could be removed/fixed without losing a lot or any detail. Hope you don't mind :poly122: The dial (yellow) could be a floating mesh instead, getting rid of the red lines. Those…
Looking better. Both the rear and front sites are lacking a tremendous amount of detail. Even if they are flat, there is no scratches (except for the overlay you used) and the normal map doesn't even seem to exist there (making the edges look softer than 90 degrees, etc). And the front site is just black (as is the piece…
Specifically, for X-COM-like games that have isometric 3D perspective, tile-based environment and gameplay where the environment is mostly cosmetic and seen from a distance. I've seen some workflow that jump into the materials and texture blending as soon as the basic geometry is in place, reserving the lighting for the…
+ Base photo textures sans dirt and grime, which I'll be adding tomorrow + Illumination on windows is a flat color for now, making it look window-y will also be tomorrow + Thinking about doing a different plant that has a curve to the plane instead of being just flat, may fix the problem of the terrain looking flat + Any…
Is there any way to render in "flat shaded" mode like in 3DS max but in marmoset? Marmoset seems to render the hard edges, I dont want any hard edges, I like the cartoonish look of the flat shaded viewport. I also want some flat specularity, like plastic looking pieces. Here's what I did to the tank, I think it looks okay…
@odow I like the colours better now. I was wondering is there any way of making the tree look less flat. If you look at particular the top circled, that looks flat to me. That branch looks like a flat sprite. For example, if we look at real trees Every branch feels round on this tree. I think everytime you make a branch…