Oh god damn there are not enough good lighting tutorials. There are some general "principles of lighting" in the vein of art fundamentals, but very few practical tutorials by dedicated lighting artists. Noone would tell you "you don't need sculpting tutorials just follow these fine art fundamentals" - because ultimately…
Learning that 95% of Max and Maya is completely useless and watching tutorials teaching everything was discouraging and pointless. Watching artists just do their thing start to finish on a model was really eye opening at the time. Nothing is set in stone and you can do anything.. as long as you are quick, optimize and make…
Particle/visual effects. There's a lot of tutorials that are like "set these settings to these numbers to get this specific effect" but not much on individual particle design or anything fundamental, like how anatomy is fundamental to character sculpting. Also not something covered in your typical "Learn to become a game…
The first PBR tutorials on the internet were hard to follow, because it made it sound like the workflow was entirely technical instead of artist driven. It also didn't help there weren't a lot of stylized references in the beginning. It became easier to accept when I just treat it as "realistic workflow" because there were…
Recently, lighting in Unity. Besides the lack of good documentation and tutorials, as others have mentioned, my impression is that the entire code/tech approach to lighting is in total flux. Therefore it's hard to tell what, if any, documentation makes sense to follow. Hopefully things will settle down within a year or…