My name is Anaïs and I'm confused.
The images are not working well with my html/CSS and I'm still teaching myself how to do it properly. The whole blog needs a big work on that aspect, but the images here are a problem that can be overcome by right-clicking and openining them in a new tab.
The UI and Sprites parts are missing, but in the end it wasn't a problem in the project for my collegues.
The settings offered here are a bit too specific to my workflow, and for people using different texturing softwares or even differents settings in substance, it can change. Also, an explanation on how to have the same lighting in substance than in the engine or a plugin could really be helpful, as working on PBR rendering in different softwares with different lighting can drastically change the result. It wasn't a problem at all, rather a happy accident, but worth mentionning here.
I know it is expected in the industry, and I expect it as well, for people to speak or at least understand english good enough to use the softwares and resources in english. It wasn't the case for one of my collegue and that was a difficulty for him, so I took the time to explain to him in French what I needed from him what he couldn't get here. Linguistic accessibility should be a concern in the industry in my opinion, but I'm not trying to diminish the efficiency of using an internationnal language to have access to more people.
This is like my 3rd or 4th perforce or github video tutorial and everytime I miss a point, or I am unclear, and the explanations could and SHOULD be better. BUT I know some other groups at school are using my videos including the old ones and that helped more students than just us. I'll be able to have a proper and efficient versioning video tutorial one day, but even the very first one that was a disaster was really helpful so I kept the tradition this time again.
This one again doesn't have pictures and is just a wall of text.
I had the feedback that it was still really helpful for the good practices and to keep in mind how to avoid basic mistakes. Maybe having something more detailed depending on the two main 3D softwares of the industry (Maya and Blender), especially for the export settings.
Speaking of the export settings, I did a quick .py add-on for blender to match the world orientation with unreal at export, but wouldn't importy on the correct folder in the software's files and was inefficient or required to be manually pasted there. This sounds like something that I need to learn too, but in the meantime I gave instructions to the artists on discord to save the correct settings and that did the trick.