Hi! The way I handle mirrored parts, is to bake with to game mesh (mirrored geo, UVs of mirrored parts offset, vertices at mirror axis merged + vertex normals averaged). This way there is no potential shading difference between mesh that's baked to and game mesh.
Besides the way studio's operate, I think the key issue here is what comes across as qualified when judging artists in the game industry, and the other factors involved in ultimately hiring them. I'd like to believe that it does ultimately come down to the quality of their art, and of course this is crucial if they are to…
what went good: - I was really impressed with how they handled the event, it felt really professional. Kaci did a really great job and I enjoyed the variety they presented. I hope she returns. I was fortunate enough to be able to see both the stream and the live event itself, and I have to say the stream captured the event…
Some of my original designs. Also made a tutorial about how to use textures, where to find them and how to merge them together. https://www.artstation.com/artwork/21KPy