
Originally Posted by
SoloWingMetatron
I work as an artist, based in the UK and graduated with honors from Teesside University, the top university for games development in the country. Throughout this time I have worked and liaised with a number of AAA and indie companies...my work spans a number of asset fields including characters, mobs, environments, props and vehicles....all of which require the artist to follow the core principles of the development pipeline...these principles are set in stone and are used by any and every company....modelling, sculpting, UVW maps, unwrapping, diffuse maps, normal maps, specular maps, displacement and height maps, materials and shaders, topology, geometry, Ngons, skinning, rigging, the list goes on....all of which are procedures that have to be followed by all companies....point blank.
So for the final time.....yes I am qualified and know what I am talking about.....but since we're reading reciepts here....what experience exactly do you have that backs up your defense?....
Furthermore not once did I say creating assets was easy.....see my list of processes above that we have to follow for each asset...all of that is bog standard development workload....nothing new, nothing special and it is only one part of the pipeline.