So far I've mainly used Marmoset or fancy photoshop tricks to render my work on my portfolio , but during the
GDC lecture on portfiolio's it was mentioned that companies would like to see stuff rendered in engine, which makes perfect sense. Now i'm familair with importing models into an engine, but i'm looking around for a good lighting and presentation setup guide for characters in (for example) the Unreal engine. Are there any good guides out there? I've been looking for some specific character lighting setup guides but with no succes, I'm probably not looking in the right direction (which is usually the case, if so, my apologies
) But I was wondering if there were any out there. thanks in advance!
Replies
only the export process is usually far more application-specific, time-consuming and error-prone with those engines, is that perhaps the magic criteria - that only masochists may apply?
obviously this is not to say you should be ignorant of how to make your content work with engines. perhaps that's all they were on about?
It's even more important when doing environment art.
Is that really the standard requirement?
You want to apply at 3 different studios using different engines and create one version for Unity, UE4 and Cryengine each?!
Besides that they said that the software packages you are working with are not so important because they can teach you anything within 2 month.
Is it a good idea to use actual ingame screenshots or is that too distracting from the object you want to present? In some cases, for example, it might be good to see the weapon from first-person view, or is it recommended to always setup a dedicated scenario?
Marmo is still realtime, and materials behave relatively the same as they do in any game engine. I would argue your time is better spent improving your art and making badass characters than it is to learn multiple game engines just to do something that you can do in minutes with Marmoset.
There are obviously some different opinions, good to know in any case.
And with the advent of the viewer, it makes it much easier to demonstrate to employers your ability to create solid meshes, and not hide things behind post effects or static bullshots.