It's mobile games models that are very low poly. Pc and console models are not that low poly any more. I had been tasked to evaluate candidates portfolios in the past and it's a hell of an annoying burden usually . They often look perfectly same , tell you nothing about a person as an artist when it's just generic hi res…
Maybe a bit offtopic and i do not want to rant: Isn't this exactly "the problem" also in other areas (even other "industries") ? "The industry" does not define clear standards (and also the management fires everyone doing the real work).. So not only the newbies does not know what to put into their portfolio but also the…
Snipping your post rather than quote in full because its one up from this... Its true, UE5 game-ready and UE4 game-ready are different things. To my mind however, a lot of points you raised about shifting and unclear industry standards are things that get addressed during an art test and/or interview. If you're making a…
Hey, Game-Ready models are very low poly. Which makes them very hard to look good for portfolio renders. I generally spend extra time to re-bevel and subdivide the low poly version to make it look better. But i already have a high poly at hand. - Is there a workflow where i can efficiently turn my model into high poly…
If you have game ready models, start showing them as they are. re-beveling and subdiv added on top for "beauty" is shooting your foot.The imo easiest and quickest way to render game ready models with a low barrier is using Marmoset Toolbag. drag drop the meshes as a gltf or fbx file into it. Throw a good lighting on it,…
"Which makes them very hard to look good for portfolio renders. I generally spend extra time to re-bevel and subdivide the low poly version to make it look better." This makes no sense ... Please show what you mean by providing examples. IMHO it sounds like you are unknowingly shooting yourself in the foot here, as no…
My general workflow goes as: Make High Poly > Make Low Poly > Unwrap Low Poly> Bake > Paint > Use low poly model as final asset. My final textures fits perfectly to the final low poly model but it is a low poly model and doesn't look very impressive. And my textures do not fit to my high poly model, because unwrapping…
a portfolio piece is there to demonstrate a few things 1: that you can make a nice looking model and textures (ie. be good at art) 2: that you are capable of deliberately arranging your UVs (as in not spamming an autounwrap button) 3: that you are capable of deliberately building a model with readable and efficient…
You are right about the big value of this forum :wink: .. But also i have the impression that usualy people go through some education (school/ certified courses) to gain this skillset. But even then sometimes aren't hired. Maybe those "uncertified" users are "cheaper" ?? IDK what is more "best way" in the long run. Also…
Yeah, I'm with Pior - what is this for? Just show your high poly and your low. The whole point of baking from a high poly is so your low poly looks more detailed than it is. Its generally ok to have higher poly counts in portfolio content than you would in a final optimized game.