Odd comment, but then again a comment calling dozens of constructive approaches BS probably needs to check under its own show.
> You simply have to put your time in the trenches
Ahh yes, just learn math. Very informative. Math after all is like hitting the gym. You grind fractions an hour a day and next thing you know you invented calculus.
>All the tools being sold to you are ephemeral and will soon become obsolete
Soon in the grand scheme of an immortal, I suppose. But OpenGL 3.3 is some 20 years old now and could have made for a decent career for a decent human career.
>You can try to use tools created by others but the results will all just look the same as theirs
those math textbooks don't exactly teach you how to make nice shaders. The fundamentals of light and how it traverses is great, but a lot of real time math (even real time ray tracing) is a lot of tricks and hackery. Stuff you won't find even in dedicated raytracing books like pbrt. This is unfortunately where those "fundamentals" break down and we need to traverse into computing. Fortunately there's 40 years of computer graphics research to reference.
>if this is too much bother I'd suggest going back to non-digital mediums for your artwork like pen & ink watercolors oil paints etc.
I'd argue that harder for how my brain and body is configured. I don't need a steady hand to make 3d shapes, something that most take for granted.
>If you can't handle vector calculus and complex analysis then that's too bad
Glad you weren't my teacher. Probably wouldn't be in industry with that sort of mentality.