Hi Peter, DDO supports 16 and 8 bit displacements, where medium grey means no height, white means maximum height and black means maximum negative height. Here's an example: I hope this helps! - Teddy
Happens all the time in lots of industries. We are just insulated from having to deal with courts and lawyers. Example: http://www.law360.com/articles/275523/kohler-claims-rival-knocked-off-its-kitchen-sink-designs
I like how the head turned out, lots of personality! for spec reference check out hazardous's textures on his rubi malone character; it's a great example. http://www.polycount.com/forum/showpost.php?p=1412038&postcount=20
I think result is not that bad considering how faster and easier it is to make skin pores using substance painter, then with texturing xyz-mari workflow. I know the quality is not the same, but this can still be usable for in game model for example.
You can simply add the same world position offset graph to the lamp as well. Then it works. Believe me, this is the way of doing it. Let me know if you can't manage to get the desired result, and then I'll make an example.
Not sure if this was asked, but in terms of dropping out I have a question as well. Would it hurt you in the long run trying to get a higher role? (for example lead artist, senior artist, etc) or is that still more experienced based?
You don't have to be good at hard surface modeling to add in some small detail. A grate can be a cube with a texture of lines on it for example, as long as it isn't seen close up. It will really help break up that tiling texture.
I think the sculpt is missing a lot of the qualities that the original concept had for example the sharp corners and angular design. Right now, the sculpt looks kind of generic while the concept had a nice stylization to it that really spoke to me.
Hmm, you have a little texture stretching on the near arm. Might want to think about the texture work in general, the face for example has no definition to it, it seems like a tiling map across it. Keep working at it, you'll get there :)
You can do things within a shader that adjust adjust contrast and brightness. For example using a multiply node to darken a texture. But they're not as user friendly as anything photoshop does and it's not as efficient as having textures that look correct to start with.