Hey everyone! I’m a beginner 3D artist taking my first steps in the industry, and I want to understand how this side of game dev actually works in practice. Full commercial software and high-quality alpha/texture packs cost a serious amount of money, I simply don't have right now as a learner. Relying strictly on completely free resources sometimes feels like a bottleneck, and I often feel like it's hard to fully immerse myself in the industry-standard pipeline without using those actual industry tools. I’d love to ask those already working in game dev: 1. Attitude toward piracy during learning: How do leads and fellow artists view beginners building their portfolios with non-licensed software or re-uploaded asset packs? 2. Real risks and audits: How strictly do studios and clients actually audit source files (alphas, brushes, textures, add-ons) in freelance or commercial projects? 3. Best approach starting out: Is it better to squeeze everything out of strictly free tools (like Blender and CC0 assets), or does almost everyone use pirated setups while learning and not overthink it? I’d really appreciate any honest feedback and real-world experience!   submitted by   /u/ResidentQuarter1722 [link]   [comments]