Greetings, I just got a job offer from a studio where they're working on an upcoming Netflix series, They offered me a role of environment artist. Well, I have a background of working with video games and I've been following the traditional PBR pipeline, that games generally follow like various optimization techniques,…
Hey, everything is sub-D in animation. You make a high poly which smooths nicely. There is not really any retopology (for environment artists, unless you're sculpting). Of course, it all depends on their pipeline. We don't bake anything at my studio.
Thanks a lot for replying, It is a Netflix series, and regarding rendering, I don't have an idea if the series and animations are all rendered inside Maya itself or they use another rendering engine. I will update the thread as soon as I'll have a meeting with the team and I'll get some details on the subject.
Thanks a lot for responding Eric. The main style they're going for is, Stylized with realism, hope you understanding what it means, kinda like Pixar animated movies
There are a lot of factors that does change the pipeline and the workflow. Is it a feature film with unlimited budget or a Kids TV Series with near to zero budget. Are you goin to use an offline render or are you using an engine to render the frames. If you use an engine that doesnt mean you render 30 frames a sec. Engines…
PBR is still applicable, but with offline renderer, so material format will be specific to their renderer. Ask about their pipeline... What renderer you'd be expected to use, what material pipeline. Offline renderers pay more attention to transmission and reflectance properties than games do. No baking nor lightmaps.…