So i know this is pretty subjective and also depends on the work (i.e current gen vs. handheld), but out of curiosity what do most people consider the favorable method of presenting finished work in a portfolio, fully triangulated and game ready or quads?
as i see it here are the pros cons'
quads:
pros: shows how good your geo flow is when working
much easier to read and find problems or mistakes
looks nicer in a beauty shot
cons: not 100% indicative of the final product when taking into account how the final output engine will interpret the smoothing & triangulation (if done automatically)
tris:
pros: shows that the artist has a sound understanding of how game engines render the final product
shows that the artist understands the limitations of realtime engines and how to adapt from the very start and not after the fact
cons:looks messy for presentation
hard to see how the artist went about constructing the asset
I guess in the end you could just throw both in there, but for the sake of keeping a clean simple portfolio i'd like to hear your opinions, thanks guys!
also, keep in mind i'm going off the school of thought that your final product should be shown in a realtime engine if you're after a job in games
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Which, to me, addresses the cons for displaying it as quads. If it looks good as a beauty shot in-engine, and as a quad mesh in (whatever), then it should look good as tris in (whatever).
Maybe you could have a third image, which is the model, triangulated, with only normal and AO maps applied? Maybe spec/gloss if you need it to get a read on materials. No diffuse, no coloured spec, etc. No colour, apart from tinted lights and a gradient background.
Other than that I really don't mind how someone does it, as long as you can tell whats going on.
In some cases it might be better to view it as tris, some things like rocks, terrain or other organic things like a statue or a tarp draped over boxes. Stuff that won't deform, would probably better optimized if made of tris instead of quads.