How important is it to show portfolio assets in an actual engine vs Marmoset? I'm new to game art and I'm in the process of learning UDK but Marmoset is an excellent tool for showing off assets. Is it OK to put Marmoset renders on a portfolio site or would that be considered a bullshot by those doing the hiring?
Replies
For environments - UDK
Show that you're a good artist first and foremost. Show fundamental understanding how how materials work. Show understanding of your modelling/texturing skills, and understanding of materials and surface properties.
Showing you understand anatomy/skintones is a lot more important than how you render it x 1000000.
This industry changes SO damn fast, the tech you learn now is going to be drastically different in 2 years. The theory never changes.
I could show you plenty of amazing game artists who have nothing but V-Ray/Mental Ray renders in their portfolios.
If you feel comfortable tweaking the heck out of Xoliul's shader, use that.
If you feel comfortable bending marmoset to your will, use that.
Personally I've been breathing UnrealTech since it hit the market, so my preference is pretty well set.
Regarding tangents and normals. With my limited technical knowledge this is my picture;
- UDK - Based on the normals and what not from Max
- Marmoset - More towards Maya then Max(?) regarding normals
- Unity - From what i understand, haven't worked with it, it's based on Maya normals.
- CryEngine3 - Max?
Other then that there's the viewport shaders. The benefit is that you won't really have any problem matching the shading and normals. I've used Kodde shader for Maya and Xoliul's shader for Max. There's also the ease of not having to export stuff out.It wont make crappy work look any better, so make sure your work is kickass.
At least that's as far as character art is concerned.
When it comes to level design and environment artists, then presenting it in-engine is more relevant since you want to show you know how to work with editors and remain within realtime-constraints.
The main difference is the in looks is the material itself, you can do all kinds of crazy material stuff in UDK, while Marmoset is more traditional.
Honestly, just try them. UDK is free and Marmoset has a good Trial, what more could you ask for in a forum other then testing yourself?
But you could also use Maya/Max/Softimage if you wanted I suppose. You just lose some of the nice real-time bells and whistles that UDK/Marmoset have built in and easily available.
For levels I would use a game engine like UDK or CE3 as they are much more versatile in that regard and are suited to displaying those types of things, allowing for real time vfx, flowing water, full weather systems etc.
But in the end you should use whatever you can get the most pleasing realtime results from
As far as synced bakers go...
Max is supposed to match UDK, but it's still broken AFAIK
Marmoset was synced to xNormal, but since the new TS was added, it doesn't match 100% (thought its still pretty close)
doesn't really matter which, if you worry about which one then you're wasting time. even if a studio doesn't use unreal.. i'd still say to go more in that direction to show you can learn an engine enough to get your shit looking pretty so they don't have to give you a newb course on how to use tech. tech savvy/competence is a skill that can be attractive to employers too.
Unreal rendering has a certain 'aesthetic' I find that it's very well suited for. High value contrast, very sharp crispness to the textures. But for other things, Marmoset is possibly better for. Others I would say the CryEngine is better.
I oftentimes find there's nuances you have to do to tailor make your bakes and textures specifically FOR an engine.
In the end, do what looks the best. Including VRay/Mental Ray renders.
There are many studios that have developed deferred rendering solutions, and many of the studios that use Unreal have HEAVILY augmented it to suit the needs of the project.
I think an understanding of realtime engines and shaders are important (and they can guage that in your interview), but the first and foremost focus should be what looks BEST.
:-)
Ryan James Smith did very2 good job explaining noob like me how to make
good instance material, once created, you can easily switch texture images and adjust the parameter just like marmoset