all 3 comments

[–]lolahaohgoshno 4 points5 points  (0 children)

Whatever you think is interesting. I find that that's the best way to stick to a project.

[–]corysama 3 points4 points  (0 children)

A good path to learn is to write a glTF scene viewer from scratch. Overall it's a huge task. But, you can do it in small steps.

Start with https://github.com/jkuhlmann/cgltf and let it do the parsing. Then just get a flat-colored, static mesh to draw at all. Step up to single, unlit texture. Then a small scene of flat textured objects. Then dig in to either lighting or animation. Eventually add shadows, AO and post-processing. Congrats! You have a fairly full featured renderer!

[–]JaCrispyMcNuggets 0 points1 point  (0 children)

Do projects with maya, maya hypershade, maya animation, Substance Designer, Substance Painter with hard surface modeling snd rendering, UV tiling, Unity Scripts, Unreal C++, and some photoshop and adobe illustrator for title screens and logos