Cool video! Mostly for character artists tho. Is 6 months on a single character model really a thing..?
I for one am glad the crazy idea of someone working 6 months on a character is even out there. I've been working on mine for the last 8 months or so (roughly 2-5 hours per day, peaking at 18) with absolute zero experience in several key areas such as head anatomy, eye setup and hair cards. I've been very hesitant about posting this image, but here and now feels like a good idea. It's a little outdated but still relevant, hope you guys don't mind!This represents my progress spanning 9 weeks of soul crushing trial and error. Notice how my first attempt looks like a potato, it be bad. In the end it's by no means perfect, or perhaps even good, but I'm dead set to making another forward leap as significant as the one before soon.Returning to the topic, there have been numerous times when I thought this approach might not be the most efficient for learning, that I bit more than I could possibly chew, all at the same time. I was attempting to make simultaneous improvements in every area (anatomy, micro details, texturing, eye geometry, lighting and the variety of shaders). Speaking generally, perhaps setting lower standards or severely limiting your scope would allow you to see the end result much sooner, creating a tighter feedback loop without having to delay gratification to such an extent. Another way of looking at it is that you can never overestimate the negative impact the complexity of a task can have on your productivity, especially if you don't have a clear battle plan.On the other hand, powering through the lack of motivation, exposure or feedback (we all know how that works) can be a great exercise in building up the conscientiousness that is so important to bringing any task to completion. The point here is to rely less on motivation and to highlight the importance of schedules, learning to love the process and the self discipline necessary for doing something even if you don't feel like doing it.