I'm wondering if it's professional to use Megascans in an environment art portfolio? It looks mind blowing but kinda seems lazy to me, and I'd rather show that I've gone to some effort in my work. What's everyone else's opinion on this? Are Megascans ok if you want to get hired? Would it look unprofessional to a company?
as long as you state that you used megascans for ground etc there should be no problem, but I don't think there is much point in creating a tileable texture with only premade megascan textures and scans and put it into your portfolio, however if you get your own stuff into the megascan system that changes things.
I think this really depends on usage. Are you taking megascans content, slapping it in a scene, and presenting it in your portfolio as if you made it from scratch? I wouldn't do that. Are you using megascan materials in the authoring pipeline to create materials for content you did create from scratch? A lot of people have…
hmm wouldn't say don't use it, but it shouldn't be the focus, I will probably use some in future environments or small environments for asset presentation etc, no harm done, just fill in that you used megascans. You can see some really nice renders on artstation etc that is created in megascans, no one would take that as a…
Well It's also about being able to use the tools available to you to finish your work in a fast and satisfactory way. Not often or probably never are you gonna have to create every little branch in an environment you are in charge of. I think if you can create stuff that fit in with the megascans assets and textures then…
Yea, I saw Megascans as the new CGTextures for this generation, making big worlds takes a lot of work. On a production environment i wouldn't mind using them as the end result is what counts. Portfolio wise, if you end up using them in a smart way to create something unique I don't see any problem. If you are building…
Yeah, where are my giant Telvanni mushroom manse scans? If your portfolio is simple enough to only be made with Megascans and nothing else, you probably could use a more interesting portfolio.
Im with PixelMasher on this one, its all perspective and context. If you have pieces that already showcase your skill level, why not explore with megascan stuff. Theres more to game production than modeling and slapping a texture on it. You can showcase composition, level design, lighting and so much more. You can also…
In my opinion I would suggest you don't do it. Because not every company will be using MegaScans, you need to be able to create your own good looking materials. I'm not saying that in production you will always use your own textures, not at all but even so you need to be able to show that you can do it. I think it's…
if someone has 3-4 solid environments in their portfolio demonstrating they know how to create environment art from the A to Z workflow, then having a couple 100% megascans enviros wouldn't really bother me. You can build out an environment very quickly with them and what is going to seperate a good megascans environment…