I think the real trick is showing creative modularity without giving away the fact that you are using so little to create the final scene. The less repeating the viewer picks up on the better. For instance this is a great example that blew me away with how little was used to create this entire scene, and it looks great…
It isn't that important. A modular workflow is just part of a studios pipeline, and there is the expectation that you will have to learn their pipeline anyway so they are prepared for that. What they are usually looking for is that your art skills are polished because that is the hard stuff they don't have time to teach…
I've been to a talk on the GameArtisans studio, they invited a guy from Eidos. He told us that he uses the modularity technique on a daily basis. But well, if the other guys from this thread say so, just learn it anyways. ;)
In an environment art portfolio how important is it to show that you can work modularly? As of now I am building two full scenes and I was then going to hilight some of the more interesting assets. I am of course going to do a few texture and tri breakdowns for these assets. Is it important that I include some examples of…
I get that, that is obvious. I just don't see portfolios hilighting modularity. It's usually here is a sweet asset and then a breakdown of the textures. More often then not the texture breakdown is just one texture sheet for that one bad ass asset. I don't see to many that show, here is a village and this asset is this…
Think about it, the employer is going to be looking for VIDEO GAME ART skills, as well as traditional skills. You are going to need both either way if you want to increase your chances of getting work, so learn to make your art and make it efficiently.
IDK, you are going to need it either way, so why not show them you can do it? it's designed to make your life easier and you will most likely have to use it. It's like not knowing basic art theory at that point.
They really wont care, you simply have to use the stuff that is very much used in the industry not so they will hire you, but because it will look better and they will hire you on that. Using a 4K texture won't be enough for buildings, so you can say, average a roof with a 1-2K texture pending on detail requirement, and…