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
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
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.
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.