In an environment art portfolio how important is it to show that you can work modularly? As of now I am building two full scenes and I was then going to hilight some of the more interesting assets. I am of course going to do a few texture and tri breakdowns for these assets.
Is it important that I include some examples of being "really cheap"? For example, a building textured using one 2048x2048 texture sheet, or is that usually what an art test is for?
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Using a 4K texture won't be enough for buildings, so you can say, average a roof with a 1-2K texture pending on detail requirement, and tile, rotate and do everything to make it look good.
Yes, you will show your texture sheets, yes, you will show your wireframe, but all that is for naught if you don't make it look good while still being somewhat feasible in performance regions.
Another example: You make an axe, in a game, an axe will be pretty flat with 1K textures and a simply phong shader. However, in a portfolio, you can make it a couple of polies more expensive (EI: dents can be modeled in that change the silhouette, such as chipped edges) and bump the textures to 2K, as well apply fancy shaders that won't be very usable in games.
So yeah, as Kio said, don't lose your time too much on the most minute of details, just make sure you execute it well with industry standard skills.
Having modular experience is a plus, but so is any valuable experience you can talk about in interviews.
Remember this is the games industry, tons of artists are trying to get into it. You have to blow someone away to get noticed. So make it awesome, whether it's modular or not. (but you'll probably save yourself some work if you plan some modularity.)