PBR isn't that terribly complex... Getting a good working high to low poly workflow down I would say is far more important, that whole process of start to finish final is far more complex than doing PBR which can essentially be done by following cheat sheets. PBR doesn't mean shit without decent maps.
Learn physically based rendering. It's going to be the future of next gen video games. Create environments that show you know PBR. Something like a raining city intersection is a good example. Or create a very detailed car with PBR metals, steering wheels, chairs etc.
I was just suggesting for him to learn PBR as it is a workflow tailored to next gen consoles so consider it a head start into the game industry. It's not a point worth fighting I think.
I think you guys are confused. I'm not asking him to drop modeling. Again, I'm saying for him to just learn PBR. It's not about complexity, it's about being up to par with the latest workflows. His post even said he does "baking low to high" so I take it he's already aware of it. Doesn't mean he can't improve on it, but I…
Personally do not see age making a large difference in ability to be a skillful artist. I personally was in the industry at 17 (turning 21 in a few days), just takes dedication. My suggestion is to put your head down and find a specialty. Sounds like you enjoy environments, so start reading and watching tutorials and…
This is such a minor thing and its terribly easy nowadays. Some years ago you had to learn how to render things, this is all obsolete now. What does he care about PBR when hes starting doing art? Also if it is the current state of texturing, then this is pretty much the same statement as "Just learn how to do 3D art" What…