Greetings,
I just got a job offer from a studio where they're working on an upcoming Netflix series, They offered me a role of environment artist.
Well, I have a background of working with video games and I've been following the traditional PBR pipeline, that games generally follow like various optimization techniques, specific topology, lightmaps, baking, and stuff for a couple of years now. I just wanted to know how the pipeline is modified for working in Animations, like a high poly budget, dynamic lights, and stuff. As they don't have to run real-time so there must be much more freedom and artistic choices.
I don't know much about it, that's why I decided to put it up here so you can help me understand what the basic differences are with working in the Gaming and the Animation industry from a POV of a 3D environment artist.
Thanks a lot in advance.
Thanks
Replies
Offline renderers pay more attention to transmission and reflectance properties than games do.
No baking nor lightmaps.
Topology is still important, but as an env artist, less so than for characters.
We need more info to help you.
I will update the thread as soon as I'll have a meeting with the team and I'll get some details on the subject.