I had my differences originally with Rorschach. Mostly just on silly things like life outlooks. I got to know him better in Google Meetups when those were still a thing. I really enjoyed when he came on. He just had this down to earth nature to him. He will be missed, and I think to more than a few Polycount and/or Epic vetrans.
Funny side story, I did find out at one point, "Trainspotting" was one of his favorite films as it reminded him of his younger years in that area.
Since I've not the time to wip something up atm so I'll just leave it to Frank.
I'm fairly sure he'll more than likely have a solution helpfully broken down step by subd step, residing in his treasure trove of wisdom-ness :thumbs up:
One advice I'd like to share is that once you have a 3D character that demonstrates process and technical details such as high -> low, UV mapping, texturing and presentation, for future models I would focus on making detailed high res sculpts that show anatomy and also include creatures and hard surface characters.
The reason I recommend this is because if your portfolio is full of characters that show the process from start to finish, that's information a reviewer already has, they know you can do a character from start to finish. And with many senior and leads being from film background they keep insisting on quality and while that can be a fully finished game ready character presented in game engine, they usually want to see good attention to detail on hi res sculpts.
Many AAA game studios have proprietary tools and pipelines so you will very rarely work on a full character from start to finish. A lot of your work may be finishing content that is outsourced and giving feedback, in that sense the team wants to know if you have a good eye for quality and detail.
Thank you for preserving his work, it still immensely holds up and Kevin's passing is a huge loss for the community. My condolences for the friends and family who knew him in person, he will be missed.
Which could theoretically give you more views by making it easier for people to find you in search. However if you have no work you won't show up in search on the site, whether you have pro or not. Plus you need to have a reason for people to search for you to get that boost in views.
Honestly, I wouldn't worry about it, out of all of the perks pro offers this is like one of the lowest priorities for why I would have pro. Likes and views can help with spreading your work around but are ultimately meaningless in the grand scheme of things, especially with algorithms really prioritizing quantity over quality, they feel hollow. It indirectly punishes 3D artists because out work can take a lot of time, especially with the current caliber we're expected to hit. Make stuff for yourself, and to attract the kinds of jobs you're interested in, don't worry about anything else.
Have you made a lot of character models already? If not, I'd suggest:
Do all three.
Do a quick version of each, not trying to make it perfect, just like 70%. Do your best work but do it within a schedule - like 4 weeks per character, going from beginning to having it posed and rendered in your portfolio. Just cut out whatever you have to in order to reach the deadline. don't worry if it turns out bad.
Once you have all three in your portfolio, then a few things will be accomplished:
- you'll have a tight handle on your workflow
- you'll have "finished" art which you can study in order to identify specific things to fix and you'll be able to get specific, detailed feedback on it from others
- then, in order to take the models to the AAA level, it will just be a matter of refinement, which is a lot easier and less stress (and more fun) compared to going through an entire character, trying to get it right in one go
this model versus that model is not really important, as long as you faithfully represent the concept and model is technically solid and appealing