If it is of your own design it is fine to "replicate" uv techniques. If your using actual wow content it is not legal, be it concept art or models and your recreating them exactly this is also illegal. Otherwise it is fine as long as you own the designs and are just inspired by their uv space usage and techniques. I also…
Once you enable gamma correction, you need to fix the lighting in your old scenes. I suspect that's what you're running into here. All your old content will suddenly look wrong. Some articles here that should help you sort it out. The first one by Martin Breidt is very relevant to you, as it focuses on Max 2009 which has a…
With Neox on this one. Though, I will say a lot of studios shy away from the services that provide texture sources due to licensing costs and what not. Getting assets through legal without a hitch is usually very expensive and very risky. You'd be surprised the shit that gets pointed out and a cease and desist ordered, so…
Thanks for the feedback, really helpful! The external shot has gone for now, I wasn't sure on it myself, never really got finished like the others. I agree I need to add more game related content, I will be working on some over the next couple of weeks. Definitely need to show some different styles! Resume is also down to…
Seem like you are on Modo 801, why don't use the Baking UI Kit? baking in Modo is so convoluted without it. it should be in your account under register content. https://vimeo.com/93285046 Without seeing the scene file, its hard to pinpoint whats wrong,maybe try to bake a simple cube with round edge shader on your end?Also…
@danleachez & @pixelpatron thanks guys :) I retextured the face like 4 times, so im really happy you like it @anglorum yeah its a real pain isn't it :( depth peeling in viewport 2.0 is amazing and I'm using it, but unfortunately theres isn't anything similar in ue4 :poly127: the poly count is at 9000 at the moment, which…
Thank you very much Chase!! yeah the head is narrow, if you see the concept that Is based on, you´ll see it´s pretty stylized, I tryed to get that feeling :) I´ll try to post some close ups. Thanks again mate really glad you like it the starting concept by Laurel D Austin:…
Its mostly about memory savings, yes. The metalness workflow isn't more accurate or anything like that. Though some feel there is a benefit or simplification in the workflow when you author the diffuse and specular content in the same map. If your texture is all metals or all insulators, you don't need to use a metalness…
When opening your portfolio I should be seeing your work straight away (http://kieranduggan3d.netne.net/Models.html), not a picture of you. I think the layout and flow of the site needs addressing. Seems like you're into character art so I can't be of much help in terms of your actual content. But maybe take a look at…
Large question fellows, what does this have to do with games and game based content? I love tropes as much as the next guy, but what does this have to do with the development of games itself. If you ask me this seems to me more of "fan gate" if you as me, we need to be focused on fellows such. The Tropes lady doesn't…