@Victor_Lucas It's abandoning a core part of the gaming culture. Even for people who are primarily digital, physical media is an important pillar that benefits everyone in the space.
@TheCartelDel Absolutely. It's short-sighted. Even if physical media is a smaller part of the user-base, it's part of the CULTURE and that has larger effects on the industry a as a whole they aren't accounting for.
@RogelioD@TheCartelDel You also then need to pay for an AI model to hook into the MCP server, at least my understanding. As opposed to blueprints just being free and integrated.
After 3 years at Compulsion Games, I'm looking for my next adventure. Working at Compulsion has been a highlight of my career and I'm so incredibly grateful for the people I was able to work with and the projects we were able to bring to life.
https://t.co/Y8X30cFIfX
@henningsanden I remember a video from @ryankingslien years ago talking about how you need to get through "The Valley of the suck", and it's always stuck with me and it's something I tell my students. Sometimes you just need to trust the process.
@henningsanden Every studio I've worked at was primarily Maya/Max, but I've seen Blender used more often the last few years. That being said, many times tools/pipelines still required Maya/Max.
@mattiaslind93 There's also value in showing not only that you can bring an asset into unreal, but you know how to create shaders, materials, light a character properly etc...
@mattiaslind93 I think it definitely has value if you want to work in the game industry. Showing proficiency with one of the most widely used engines has value at a base level. However if you're just interested in offline rendering, Blender probably has you covered.
@henningsanden To add on to hard soft edges, not setting up your UV seams appropriately is a common issue I see. As in having a hard edge without a UV seam break. Could also add not hiding seams in natural seams like in clothing.