I'm more interested in creating environment assets from scratch rather than building whole environments in-engine from already existing or modified assets, but I noticed that a lot of games these days use megascans and store-bought assets, and even outsource asset creation entirely. Am I even an environment artist then? Can I apply to such positions? I generally want my job to finish on the stage of exporting the model (and maybe importing into the engine and setting up materials etc., but that's it).
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sounds like you'd fit better in a governmental type organization, more so than a corporate one, and definitely not an indie one.
Yeah, but I'm asking if my remark is true. I don't know the situation in the industry very much.
when i hire people for help, if they don't do that I consider it a mark against their professionalism.
The final product affects how your work is presented. And how your work is presented affects how much you can get paid in the future. For example if you work on a successful game you can demand a higher salary.
And learning new tools and technology is part of the industry which you should get used to. During my career I've had to learn about 20 pieces of software. I've worked on 4 different engines and learnt 3 programming languages (I'm not even a programmer). Even now there will be a shift towards different workflows with new technologies like Nanite making old techniques obsolete.