Hello!
I'm a student artist who is looking into incorporating 3D environments into my portfolio. I have a passion for level design and environmental art, so I started by learning Maya, ZBrush, Substance Designer and Painter, etc. so that I can make assets for environments. While I'm still learning, I feel comfortable enough with these software that I'd like to start to produce environments for my portfolio pieces instead of props and weapons. However, I've been having a hard time deciding what I should do.
To preface, I have a lot of experience using Hammer SDK as a kid. I've probably put over 1,000 hours into it and I feel comfortable with the software. However, I had no 3D experience outside of that, so all the assets I used were from the Source library that's included.
Most people from what I can tell choose to learn Unreal Engine or Unity, producing static environments to be used as pictures for their portfolio. It just seems a little unsatisfying to not be able to experience these environments with your friends in a game. I'd like to create an environment that also showcases level design and is something I can play on.
I think it would be fun to create a free-for-all map designed for a small group in CS:GO using custom assets. As I mentioned I already know how to use Hammer SDK, so I wouldn't have to spend time learning an antiquated engine. I created maps for my group of friends when I used to use Hammer SDK and it was so much fun it convinced me to become a 3D Artist. However, I have some worries that I don't know how to structure into a paragraph so I just listed them below.
Is using an older engine like Source a bad idea for portfolios?
Level design seems difficult to convey through pictures, do employers care about that on a portfolio or do they just want to see high graphical fidelity?
I want to use my time as best as possible. Is it likely that a project like this would detract from learning more important software such as Unreal Engine or Unity Engine? Is the experience from working on a level in Source drastically different than from other engines?
Are there any other problems with this idea?
There are also some technical questions I wanted to ask about completing a project like this. Originally I wanted to create a map that had all custom assets, and while that might be feasible, it sounds like absolute madness. I feel like at most I could make most of the props and some textures for prominent areas. What are your thoughts on creating assets for a map? How often should you use them instead of recycling textures / props? It seems strange to showcase a map I made on my portfolio and have a bunch of textures I didn't make included, but I don't know.
If scratching this and dedicating myself to learning Unreal Engine instead is better, then so be it. I'm just trying to decide on what I should do to start. I'd really appreciate your opinions.
Thank you for the help!