Just be sure you have a working knowledge of how to texture well without the use of DDO. Otherwise it may be a bit difficult if some studios you apply for do not use DDO.
Listen to Swizzle. But to add a bit more, generally you want to avoid anything that's straight up the default content or something from a tutorial, but using the smart materials as a base is exactly what you should be doing.
in almost every situation knowing how to use quixel suite/substance would be an asset. more and more studios are using them, and even if they are not, recognizing and using tools that save you a ton of production time is a huge asset in most managers eyes. People really need to stop thinking of these tools as "cheating". If something helps you get your work done on time or ahead of schedule, that's a good thing.
They might 'guffaw' if you only use the default stuff and never actually learn how to use DDO to make a unique looking piece of art... The general logic is, yeah learn them because they are a huge boost in efficiency and they are the future (Also the present ) but still make sure you know how to texture without them.
It's always very obvious when someone has just slapped on some default quixel smart materials/dynamasks. If they can't tell what you textured it with, then it's fine - the more tools you can use the more flexible you are and the faster you can work.
They might 'guffaw' if you only use the default stuff and never actually learn how to use DDO to make a unique looking piece of art... The general logic is, yeah learn them because they are a huge boost in efficiency and they are the future (Also the present ) but still make sure you know how to texture without them.
Exactly this. If I can spot the legacy dDo preset you used to texture an asset if your portfolio, that's a bad sign. Really, if I can look at assets in your portfolio and it's glaringly obvious that it was made in dDo, or Substance, or whatever, that's not going to reflect well on you. These tools are capable of of extremely wide ranges of output if you put the work in.
I think you should be careful not to get trapped into I'll texture it this way because that's easy to do with the least amount of custom touch in ddo, substance etc, instead imagine what you want to create and use the tools to get there, then it doesn't matter how you got there.
atleast for your portfolio I think that's the right way to go to avoid simple and easily noticed default textures, in a professional environment I think many could live with it when thinking about the amount of time you save.
You might as well question why are you using Photoshop instead of MS Paint. Studios produce assets, production costs time, and time is money friend. If there is a way that is more efficient and cost-effective while maintaining quality, it will be used.
Just make sure that when you use it, you point that out in your description. Its a production tool that many studios use, so it won't make you look bad.
Maybe your understanding of materials will get questioned if you *only* use ddo for all of your material work, so it might not hurt to do some badass custom work for some things, and ddo for others. Just showing versatility and that you understand texturing in addition to knowing the time saving production tools may be the safest bet.
It probably really comes down to the individual studios and what their material/texturing pipeline looks like.
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That said, it's always a good idea to show you can use modern tools, so having dDo stuff in your portfolio could actually be a plus.
The general logic is, yeah learn them because they are a huge boost in efficiency and they are the future (Also the present
) but still make sure you know how to texture without them.
atleast for your portfolio I think that's the right way to go to avoid simple and easily noticed default textures, in a professional environment I think
many could live with it when thinking about the amount of time you save.
Maybe your understanding of materials will get questioned if you *only* use ddo for all of your material work, so it might not hurt to do some badass custom work for some things, and ddo for others. Just showing versatility and that you understand texturing in addition to knowing the time saving production tools may be the safest bet.
It probably really comes down to the individual studios and what their material/texturing pipeline looks like.