Hey all,
Recently I've begun to dig further into materials and textures via Substance and I can't overstate how much I'm loving it. For the first time in the years I've been working various (non-art) roles within the industry, I'm actually feeling passionate and having fun.
I've considered the option of pushing for art-based roles in the distant future after I develop skills further, but I'm concerned that modeling may be required in some capacity for all environment art - that typically, one can't get away with strictly making and painting textures and shaders 100% of the time (and I don't currently have any care for picking up animation).
Do I have a tough road ahead by trying to strictly be a shader/materials guy, and I should either pivot to include FX or learn modeling - or is it actually standard for there to be non-modeling roles like this at standard AAA studios?
Thanks for the help!
Replies
Learn modeling or FX, whatever fits your fancy.
There are Texture Artist/ Shader artist positions, but they're rare.
Where's your portfolio?
What I think is important is to demonstrate in your portfolio that you can use Substance in real-world scenarios and not just to make "cool materials" that don't serve any real-life application in a production environment.
Like Panda said, do you have any work to show?
Good luck!
There are definitely Shader and Material Artist roles out there. I work in one. But you still need to know how to model. Some materials are best made by creating a high-res model and baking it. Often you'll find yourself needing to tweak a model to work properly with the material or shader setup you made. And sometimes you find yourself assigned a task that is mostly a matter of the right materials, but still requires making some simple models for in-game use.
Despite this it's highly unlikely I'd hire anyone who wasn't competent at least with regard to modelling and UVs. The reason for this is that you have to understand how the materials and shaders you develop will be used in order to make them - the comment above about real world scenarios is absolutely correct.
The only way it'd work is if the candidate was very technical and was to focus on pipeline tools and rendering related stuff.
You will find more specialised roles in vfx - dedicated texture artists, dedicated hair combing artists etc..