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Current Industry Standard workflow for 3D artists??

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Hi everyone,

I'm currently working on my hard surface game art portfolio and was wondering if anyone had any insights on what workflow is considered industry standard so I know which one to focus on, or does this actually matter? I've always been under the impression that as long as the art looks great, is optimised and works in game, then the workflow and software don't really matter.

However, I've also seen/read/heard many artists talk about workflows like the Weighted Normals workflow being good for games and others more recently talking about the newer bevel shader workflow and of course the good old high to low poly workflow, so you can see my confusion.

Any insights from industry professionals would be really appreciated.
Thank you.

Replies

  • Klunk
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    Klunk quad damage
    blimey that's a broad church..... type of game,  style of game, type of asset, what tools you have, what company you work for and does it  use an in house engine or a commercial offering and does it have a simple to use asset pipeline or some devilishly crazy nut job of one, If you have talent then I wouldn't worry too much on the how, look at what most  the  roles you are looking for are asking for in the way of packages.... the tech guys will fill you in on the how once you've got your foot in the door. Obviously it's nice to understand what the techniques are and how they are used and applied, so you don't look like a complete dunce at the interview ;)   p.s. A lot most of the time companies don't even care what workflow you use as long as it's doesn't require extra tools, is productive and the end product looks good in game.
  • kosh3d
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    kosh3d greentooth
    As Klunk already said, workflows will depends on a ton of factors, there is no "standard" workflow that magically works for everything.

    I made a writeup on a realistic props pipeline a while ago, maybe there is some helpful info for you there: https://polycount.com/discussion/237029/breakdown-of-the-aaa-pipeline-for-game-ready-realistic-hero-props
  • zetheros
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    zetheros hero character
    Since you mentioned hardsurface, I've heard boolean modeling is pretty powerful for hardsurface these days. Frank Polygon's sketchbook is pretty insane https://polycount.com/discussion/221392/sketchbook-frank-polygon#latest

    I do a lot of hardsurface, but it's character armour so the workflow is a bit different and I do it mostly in Zbrush
  • dimwalker
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    dimwalker polycounter lvl 17
    I think it's still mostly about art looking good.
    No one will put too much effort into researching technical side of your art at early stages. That's what test assignment and trial period are for.
  • poopipe
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    poopipe grand marshal polycounter
    Most large studio workflows are designed to be simple and repeatable because most people are not exceptional. 
    Even something as simple as manually weighting normals is a risky move unless you have a robust review culture. 
    (It can't be tested with tools so you're reliant on people for validation)

    Concern yourself with being good at making stuff and knowing how to do things. 
     You'll be told what the pipeline demands when you get there and if you know things you'll be able to do it straight away. 


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