I think you're complicating the texturing process a little too much with that tutorial. If you have nice UVs you can simply save out an image of you UV layout from the 3d program and then load the image into photoshop and start painting. You can load PSDs into Marmoset, though PSDs can act a little slow, TGAS or PNG work…
I've been fiddling with getting the mountains more into the right shape. I'm getting close I think. It's actually only a small slice of mountain range that needs copying from the concept. The others arent shown so I can pretty much make those look however I like. I also did some experimenting with the foliage painting in…
Affinity Photo is neat but some stuff which 3D Artists tend to do or use are currently not possible; * no option for exporting 4 channel packed images. - Channel shuffle 0$ helps packing images into one file. * TGA and ico file export are so far missing. * There is no Quixel support available nor plugin compatibility. * If…
There wasn't anything to indicate to me that this was possible unless I hovered the cursor over the image, and waited for the text to appear. Before I saw it I just thought that clicking it would lead me to a larger view of the same image like in a few of the other ones. This behavior should likely be made more obvious.…
Ah the immortal words that lead a person to Polycount. I hope you mean them though! ;) I just accidentally my post, so I'll write it again in brief: Your render is too dark and too blurry, its hard to make out what you have in your scene. Never hide your work! Use lighting to draw focus, not to hide. For the blurriness,…
I hope this doesn't sound too harsh. You should start making some more ambitious and high quality pieces, your ammo box is a good start. I think a good portfolio should have a few really high quality pieces rather than a bunch of mediocre and unfinished stuff. Take the time you need to make some really nice work rather…
This has come along a bit since I've seen it last. The windows are still one of the weaker elements visually, this could be down to both the texture and material needing work. For now I'd ignore the larger idea of a scene and focus on the building until you're 100% happy. I'd still recommend looking at Assassin's Creed…
@kmactastic: Well, to be honest, I didn't really paid much attention to it before you brought it on the table but I kinda didn't care since I got it in the polybudget. But yah, it would use some optimisation in the ideal world. Anyway, worked on the UV's and the textures today. Derped with max's render to texture padding.…
I like the subject matter - I think the main issues with this are its values and lighting. The shadow cast by various bits of the image don't match to any one light source, and the shadows on all materials - be it grass, metal, or cloth, all get crushed pretty hardcore into obscurity. I think bits of the armor are nice,…
Not too bad for a first model! There's not much to critique due to it's simplicity, however. If anything I would say the reflections seem a bit too glossy, but that's without seeing any reference for the object. Since you seem to know the basics, I think you should just go ahead and attempt the entire weapon. Jumping in…