I don't think this particular transition is going to be difficult for artists compared to the move from diffuse textured models to digital sculpting and baking and creating specular and gloss maps and learning to use shader networks... because the workflow isn't going to change nearly as much.
This is actually a very interesting point. My take on this is that, all the shots you linked to could have been achieved in games made ... back in the PS1 era. Now obviously I am not talking about crazy detailled tech for surface rendition and lighting - just talking art direction and shot design. Such things are why these…
Sunuva! You serious? We have that uniengine demo up n running, which lets you toggle between wireframe tessellation on and off. It seems to do a decent job of actually adding realtime displacement... or am I misunderstanding this? It does seem to do a good job of augmenting lighting. [ame="…