ages ago I used to use Kerkythea cause I was learning stuff on sketchup and it actually landed me a part time job doing renderings for some interior design people who knew less than me about 3d stuff.
I've been using Blender for the last few years, but I really dislike Cycles render and I would like to start using a piece of rendering software which is widely used by game studios so it looks good on a resume/cv, which possibly is compatible with Substance Designer/painter.
I also regulary render objects in Substance Designer/Painter, but I'd prefer something I could render large scenes in,
I've played about with Octane render as well, but I found it complicated, however if its highly recommended here, I'd give it another look.
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If this is a complete scene with game assets you can render in a game engine: Unreal Engine, Unity (with the realistic preset), Godot (with the Environment and GIProbes node).
All of them have there strengths and weaknesses.
To give you a recommendation i need to know what you like to render and which hardware resources do you have.?
in this case i wont render at all and use a realtime engine or Mormoset.
If you want to know what people on artstation use, just look at the page. At the bottom of the comments is a list of software used. If they don't have it posted and you want to know, just leave a comment to ask.
Don't get trapped into thinking you need some fancy graphics card and cinema-level renderer to make badass photorealistic art. Look through the game art, 3d digital filters and you will see that using some modern shaders and careful attention to detail, there is quite a few artist creating work that you would swear is real life -- and displaying it in ue4.
Toolbag has a free 30 day trial, and you can find introductory tutorials here: https://marmoset.co/posts/getting-to-know-toolbag-3/
We publish a lot of workflow breakdown articles written by artists in the community too: https://marmoset.co/category/toolbag-tutorials/
If you're doing something more involved like setting up an entire level, then Unity or Unreal are very good choices. I haven't played with the latest real-time stuff in Blender but that looks very capable as well.
Should I not display my work in game engine to prove, more or less, that I am capable of getting my work into engine and making it work there? Of course I agree that rendering in Toolbag is much easier, but I thought competency in game engines was important to show in a portfolio? If you have a published game under your belt, could that excuse you using Toolbag?
However when you're making a whole scene I'd use Unreal. I agree with @BIGTIMEMASTER that you should show that you can make your work look good in Unreal or Unity. Especially if you want to become an environment artist.
If you have substance painter you can directly export from substance to Sketchfab. Sketchfab is supported by artstation. No extra download required.
https://sketchfab.com/exporters/substance
https://www.allegorithmic.com/blog/substance-sketchfab
thanks for the detailed answer and the link. I think that was enough varied opinions to help me answer a question that's been bugging me for a bit now. Been looking for an excuse to just do my character portfolio work in Toolbag, rather than digging deeper into UE4 to more or less do the same thing.
The only drawback it takes more time to transfer something to Octane than the rendering itself and texture bakinfg is rudementary. Still I would be super happy to see it in Zbrush insted of Keyshot which I bought, tried for a week and never used since.
I am familiar with both. A Unity game I developed a ton of modular characters for is about to be published, so I'd hope that would be enough to show I understand how models work in a game engine. It's just a matter of taking a week to do some studying and messing around in UE4 to get the same quality I'd get in Toolbag. I'm totally up for that -- I like working in the game engines -- but if a lot of people are saying, "meh, character artist is fine working in toolbag," why not save the week of work?
Very cool. Thanks a lot. I'll bookmark that. I did something similar in Unity and had pretty nice results. Actually I just used some of the HDRI skyboxes from Substance Painter and piped that in and it made things look a lot nicer, particularly shiny metal materlals. I'll give this a try then, when it comes to presentation time. I suppose it certainly doesn't hurt at all to present in a game engine, assuming I can achieve the right quality, and if I do, that's one more check in the box for a recruiter.