They're all different fields with their own complexities.
If there is one that's harder than the others, I'd suggest Technical Artist would probably be the one, given you need a handle of coding, or at least scripting as well as art.
This is my first post here, so I want to say thanks for supporting this forum and hope for community assistance.
I want to introduce my gems rendering application, containing 2265 different gems design and rendering parameters selection: https://gemview.yesbird.online/ . You can download designs in OBJ or POV-Ray formats and use it free for your projects.
All designs accrued from this great resource, and using by professional gemcutters at author's permission: https://www.facetdiagrams.org/ .
@HarryT25 There are some great fine details you've got, particularly in the grip. I could see where the contact of the palm and fingers could slowly wear down those sections. It really helps make it feel like it was carried and used.
Something I think would help moving forward is a focus on some larger stains across the body. Don't be afraid to play with just the roughness values, it can be a great way to add subtle wear to a surface without affecting the color.
Reference back to the concept and you'll see the edges, even the subtle ones at the top, have dust and grime build up. There are smears in places where you could interpret that something got on it and then was wiped off later but left a smudge. Those things can really help sell the believability of it.
Worth checking the fbx dialog is set to Media&Entertainment . Helped me few times with 3dmax glitches and smooth groups should be definitely off for import. Otherwise any custom normals would be ignored.
Hey y'all, last week I released a micro-game that I designed and build mostly by myself, I also produced a 20 minute "making-of" which you can watch below