Yes, this is what's going on right now. I really just want to make stuff, not worry about countless checklists and reworking stuff over and over. MLIs are Material Layer (Instances) that you load in MSIs, Material Stack (Instances), and then blend with RGB blend masks. It sounds easy and it should be but so far every…
I actually don't know what MLI stands for, but I'm familiar with terrain masking and material blending. It sounds like a lot of communication issues to me, which sucks A problem with corporate structure in games is that you need approval on everything, it's especially frustrating when you're a specialist and just want to…
eh, I always thought environment art has been more technical, and for good reason because of performance and simply a lack of manpower to paint entire landmasses or cities by hand when you can use procgen, modular workflows, and masks to accomplish most of it. Even with a game with handpainted assets there will be a lot of…
I've only participated in 3 failed projects so I don't know if this is general but they all had one thing in common. They all used real-time in-engine MLI workflows with low res RGB masks with maximum 4-5 layers. The documentation was usually terrible. The clients also made huge changes to the workflows every few months…
I'm an outsourcer part of a conglomerate. I have a job. I have good bosses. I'm lucky. At least financially speaking. The problem with being an outsourcer though is that you are kind of a jack of all trades master of none. Plus, all projects I participated in were highly technical with basically no artistic side and aside…