Hiya, I'm looking to build an online portfolio and want to include some game engine assets but my only experience is with Radiant and TS2.
What I would like to know is the learning curve from the engines I know to the latest and what employers would prefer to see.
Thanks in advance.
CE2 is cool, but the workflow is a bit slow IMO compared to UE3. In Unreal Engine 3 you can also enjoy using the node-based material editor, which can help you in several areas regarding shader structures across several other engines.
Node based material editior sounds like fun, that's similar to Maya right? Hah another program I haven't played with yet!
Agreed. Comming from maya I personally couldn't stand its hypershader....unreals material editor is much more user friendly imo
Now if you're looking to be the guy that places those assets and builds the levels then yeah knowing your editor inside and out becomes much more important.
Just showing off assets, could be done in anything that doesn't make them look like ass, including 3dsmax or Maya. Showing it off in game really won't make or break the asset, at most it might provide some creditability to your resumes claim to know UE3. They'll be looking at the skills that went into making that asset, not the tiny skill set it takes to place it.
Vig - Gracias to you too, that actually puts my mind to rest as my knowledge on current engines is nil I just figured that a 3d game artist would be responsible for modelling, texturing, rigging (if and when necessary) and then porting to the engine. So is this all a totally segregated procedure or does this depend on the company?
Of course I agree with vig that getting your art looking good in max and just throwing it in UE3 to show you know how to export it is most important, it can really look good to make a scene of the whole thing... such as creating an entire scene of your own assets at a small block of a gas station or whatever.
"It's not finished until it's in-game" is my motto.
I agree that importing assets into a popular engine is something every artist should probably do once or twice and be familiar with. But I don't think they should center their training around it unless they want to use the editor every day. When someone says they want to "make assets" they should work on the skills that help them achieve that goal with just enough attention to the peripheral work to get it done.
Too many people get caught up in the how-to's and tutorials and end up wasting their time on skills they don't need or don't plan to use. It's important that people don't scatter their learning too thin and become a "jack of all trades, master of none".
With that said, Kovac hit the nail on the head. It really depends on the place and just about every place is different. Everyone understands that you won't know the pipeline inside and out on the first day but they hope that it will take an afternoon to fill in the holes instead of a week painstakingly going over every nut and bolt.
Long post short: Learn what you need to, but don't neglect your core skills.
Xenobond - What did you mean by Crytek making normal maps look faster?
or was it black...
ah ah ah, that was hilarious, but yeah i totally agree with it!
About the CE2 vs UE3 thingie, I guess it all comes down to what style you are aiming to.
For instance, if you want to do "photo-realistic" kind of props, maybe it's a good idea to use CE2, everyone knows how realistic that engine can look.
On the other hand, if you'r looking to make something more high tech, a little bit more stylized with blooms and shit, maybe it's nice to use UE3.