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.
- Be excellent at creating highpoly models, both sculpted and as manually crafted geo
- Be excellent at creating ingame meshes
- Be excellent at UVs and baking.
- Also pick a 3D CAD software like Fusion, Moi3D or Plasticity.
And then things will vary from one project to another. Honestly not much has changed in a while, and we are already years past the singularity point of being limited by details (not in the sense of "we can now put highpoly models in game" ; but in the sense of "anything can be achieved").
I think Marvel Rivals is a great example of taking a decade old workflow (straightforward baking from highpoly) and making it look fresh by leveraging handpainting and effects in a bold way.
Riot's Arcane does it too :
It may not be a new "industry standard" way of doing things, but it is certainly is a new and previously unseen look.