So I'm a student studying at a school that focuses mostly on cinema quality CGI. I've been using Marmoset for my stuff, but one of my professors seems to be really against me using Marmoset. His arguments are as follows: Now admittedly, I can understand a lot of the points he's making, except for 2. My understanding is…
My entire portfolio is in Marmoset 2 at the moment and I just got a job as an environment artist..... so there is that. The main reason my portfolio turned out that way is because Marmoset 2 was the only PBR real time render application out at the time, and I thought that was an important skill to show off. With that said…
Yes there's going to be a difference between marmoset and ue4, but that's the case for every game engine. They all handle things a bit differently even if they're PBR. You could build everything in ue4 and then get a job using a proprietary engine that is closer to marmoset in material and lighting setup. I look at…
First off, I have to agree with the sentiment that if you are doing cinema quality assets, you need to learn vray or mental ray first. As earthquake mentioned, learning toolbag 2 can be useful to learn PBR and display your assets quickly and nicely. I do think that if you have to choose now between Unreal or Marmoset,…
Personally I use marmoset to get some good looking images for my portfolio. Some of the engines I've worked with are quite old and don't do my assets justice, so I throw them in there to get some nicer shots. (Exactly what ZacD said right above) That said, getting stuff working ingame and showing them in context is also…
Marmoset is the easy way definitely. Marmoset is very valuable if you are less experienced with engines, shaders and rendering, as its literally a "make art" button, just turning about everything nice in terms of rendering. If you have to get a job soon and do not have time to dig into complicated rendering stuff, I would…
Is it a good idea to build a portfolio like that (for a character artist): 1. present the highpoly mesh +textures + fibermesh-hair with marmoset 2. present the optimized mesh + textures + haircards in Unreal 3. is it even nececary to show the plain meshes (so the polys can be seen ?
I agree 100% with your professor. If two people apply to me, one with all work done in Unity or Unreal, and one with all work done in Marmoset. I will hire the Unity/unreal one for sure if they are about the same level (and provided there are no other aspects/arguments). In fact even if the guy with the Marmoset work is a…
You can't forget that working with an engine also makes people aware of the limitations. I've worked with plenty of artists that have a really hard time accepting things like tricount limitations, texture size limits, compression artifacts, drawcall limits, etc... That's always a struggle. I'd argue that creating the best…