Since I started to study to be a 3d artist, I always oriented it towards the film and animation industry, and all my past jobs were as 3D artist for animated films, so I all the technical stuff that I learned so far (workflows, polycount, topology, texture resolution...) was aiming to this field. The thing is that I would…
Use Unreal engine and study the latest content available. You already have the know-how, your transition should be smooth, very smooth, so don't worry. What we do for games or animation is practically the same nowadays. One example is Arch Viz, Unreal engine is being used a lot, and the assets used in realtime are the same…
Well, I dont have a game content in mind right now, I was mostly looking for the differences in modeling, UVing, texturing of sets and props... between both fields. Im just trying to figure out what would change from working in a movie production to work in a game production.
All of the above applies to high-end PC & console development, which is certainly a healthy section of the market. However for mobile & web (a significant market) optimization is still essential, and will remain so for a long time. I'd love to write all that off, but we're not there yet. And we can't use artists who don't…
In games the technical part is all about performance.... memory efficiency and rendering speed. It has to render 60+ frames per second, and it (usually) has to fit in memory. Subdivision surfaces mostly aren't used, except as a way to generate textures ahead of time. UDIMs mostly aren't used. UVs are often straightened…
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