Physically based shaders, ZBrush (env + characters), Substance/dDo, linear workflow/gamma correct workflows. Being thorough and organized as the assets you'll handle will be bigger and more detailed than current ones. Tip: look at how they organize stuff in film - strict pipelines, strict naming conventions, more rules -…
Hello I need to know what core software skills a Senior Games Artists and Games Designers need in the games industry for the next 5 years. I have to write a paper on the subject so I thought I would ask the professionals. While I am confident I can document all the basics I need to know what will be happening five years in…