That's an interesting point. If most game companies use an in-house engine, won't something done in unreal *not* impress them since they aren't using unreal at all?
The point of a demo reel or images is to demonstrate that you can do the job of making game art. In the workplace you will be using a game engine and not 3ds max.
Thanks for the help guys, very much appreciated! @Allert: This is for an in-engine render for my demoreel. I plan to make this scene kickass, so I need the advice of as many people as possible. Once again, thanks alot!
Well - I guess if you want people to see your 'ingame' stuff, definately go for unrealEd (or any good game engine will do). But if its for an animation short, you'd probably want to render it out in max. Heck, you probably can use .fx shaders in max too right? I'm a Maya user, so I'm not sure. EDIT: As Sprunghunt…
well - if you show them something in unrealEd, it tells your potential employer that you know the workings inside a game-engine. That would definately be a plus. They would see you know your way around realtime shaders, textureblending, normal maps etc.. Rendering things out in max would also need shader setup, but I'm not…
Awesome. Thanks alot for the help guys. I have another question however. Currently, 50% of the people I have talked to told me to render my scene (for my demoreel) in Unreal (either UDK or UE3). They say the results I can achieve will be much better compared to a render in 3ds Max. Also, it will be a plus since it shows…
Sorry for the double post, but this is somwhat of an update. So I had a discussion with my teachers and a few lead art directors. Here is the deal. In about a month (I am in a game design school right now), we will have a team project to work on. I will be the environment artist for my team. The goal is to make a playable…