I ASK INANE QUESTIONS
ITZ NEVER STOPS COOOMING
- Joined
- May 8, 2009
- Messages
- 328
Not many.How many game artists of today really understand how the shader pipeline works in the tools they work with every day? I can bet you, not many.
Understanding shaders, and worse, being able to code them was always treated like some sort of weird black magic.
Right up until the moment we've got introduced to shader graphs, that is, because after that it all went about thataway:
Hey bruh, I just made this cool shader graph in UE, it perfectly blends three different tiling textures. And I even saved some memory, because most textures are completely parametrized and there's are almost no texture lookups!
Gaming industry: doing less with more.
Right up until the moment we've got introduced to shader graphs, that is, because after that it all went about thataway:
Hey bruh, I just made this cool shader graph in UE, it perfectly blends three different tiling textures. And I even saved some memory, because most textures are completely parametrized and there's are almost no texture lookups!
Gaming industry: doing less with more.
Now if only they were any good at their actual job, that'd be great. Competence, tech knowledge, ability to work well with the constraints, know-how - none of these are a replacement for artistic skills that are usually defined in much more nebulous terms, but are absolutely essential for a good artist. But then again, it's not like the industry wants good artists.
https://youtu.be/CYbYvImd7Bw And that's just the concept art. If only you knew how bad things really are.