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
I think it's important to work on what you want to work on. The games industry isn't really a good place to make money in my experience, so you might as well enjoy the process of creation.
yeah man, I fucking hate our industry. A lot of our leaders (none at the companies I've worked for) are completely out of touch, and - through action or inaction, demonstrate they are unwilling or incapable of learning from their mistakes. Meanwhile highly cherished IP and entire companies are being strip mined and sold for scrap to the lowest bidder, while highly skilled workers are thrown by the wayside to be replaced by some guy in India working for 10-12 dollars per hour. Which is fine, good for the dude in India, but the lack of regulation and respect is disgusting.
Love the job though. It's quite sedentary, that's basically the only downside.
work to impress yourself; after all you are your own harshest critic. That said, don't forget to look at what your peers are doing. Personally I've been studying the character & creatures art from the new Wukong game. You can also try recording your progress so you know how much you can make in a given time frame, and if you ever feel like you're in a rut and not making any progress, you can look back and see if that's actually true or if your brain is playing tricks on you.
The industry will get better as soon as we get more leaders who know how to make games and communicate with their audience, and who aren't hamstrung by inane corporate decisions.
I think any of the concepts are completely fine. There is room for more grounded and realistic forms of armor, and I think that would really kick your work up to the next levels is paying attention to
construction: making sure it feels believable and real
presentation: really knock it out of the park with lighting and render to make it shine
I think a lot about Paul Widelski's work, which is very grounded but absolutely kills it on the construction and presentation front