Hi all!
I'm a college student working towards a degree in game art, and I recently attended a campus meeting about internships in the game design field. It was made clear that a portfolio is a must have before applying (uh, duh), and that only the best work should go in yadayadayada.
What was not made clear is what software is acceptable to use to showcase "engine ready" work in a portfolio. I assume that it would be foolish of someone like me to render assets out in something like iray, make them all pretty with light and stuff, and then put them in a portfolio since it's not the kind of situation my assets are for. They're for real-time.
So the question...
Is it better to use an actual engine, like UE4 or Unity, over Marmoset Toolbag 3. And, is Marmoset even qualified? It does say it's a real time renderer.
As a student living paycheck to paycheck, I can't rationalize a purchase like Marmoset just because it's cool, unless it's a viable option for a game asset centered portfolio.
Thanks!
Z
Replies
Marmoset is quick to display nice results, and i find it easier to set up, but I don't think you lose out by learning to do it in something like UE4.
The downside is that if you want to showcase your high poly, you won't want to do that in-engine and Marmoset handles HP pretty well. But in that case, just grab it from wherever you modeled your HP.
However, if that is an expenditure you don't feel comfortable making at this point, using something like UE4 or Unity works equally as well, you'll probably just need to spend a bit more time familiarizing yourself with the software and setting up a nice presentation scene (or you may be able to find an already prepared scene online somewhere I don't know)