Got a #art / #gameart / #gamedev kinda question:
Let's say I have an artist who really likes modelling (and is quite good at it), but tends to get stymized at texturing. Not can't-do, just that isn't their favorite.
Hit with me aesthetics that are geometry-forward, that either minimize texturing, or favor broad-stroke texturing, or at least less focused texturing (so hard surfaces/generative akin to trimsheets or noise maps or auto-world-UV-texturing or etc)
It isn't that she can't learn to do it better, I just feel strongly that you should build around what your team is best at and most enjoys, and I mean. There's no particular reason we gotta shove down the default path here!