Thanks for the post beefaroni forgot to reply!
Sorry to drag up a post again but though it was better than starting a new one but I feel like I am constantly spinning tires and not moving forward the way I should be.
This moves away slightly from the original question towards portfolio type stuff but I am wondering if I just aim too big and should be more focused on ultra small type scenes/props to build up a decent portfolio and try and get an entry level position?
The brutal truth is I haven't finished a scene since early 2014 since then its been a lot of fapping about going nowhere fast.
Posted links below to my "current" and unfinished previous projects both of witch have gotten to the stage that its very hard to work on them and the same bits get re done over and over.
http://www.polycount.com/forum/showthread.php?t=138987http://www.polycount.com/forum/showthread.php?t=135917
Replies
For some reason I still have trouble seeing my own projects till the end. Always get moivated doing something else, and leave the project in early wip :O
As much as I love working on larger environment's I think I am going to have to focus on small stuff until I can land a job as my portfolio needs to be totally updated.
You of course need a schedule as people above have said, but in addition to that, I involve somebody else - I have friends that I show a lot of my work to, and I make them aware of when I want it done by and to what standard.
These friends don't fuck about - they're brutal and straight with me about the quality and the time its taking and that pressure keeps me on track.
Left to my own devices, I will take too long, but when people I respect are watching I tend to work harder, faster and get stuff done.
Obviously, I offer the same back to them. It works really well - highly productive, mutually beneficial professional relationships
The biggest hurdle for me is barrier of entry, as soon as I have been doing work for 5-10 minutes I just zone out and go at it all day. I would recommend changing your mentality rather than setting a deadline. Think to yourself... "If I am on my PC I must never have a moment where I am wasting time or repeating something I have done that day, do I really need to check the news?" Then open a 3D application and file you worked on recently and do something, anything.
Once that barrier of entry is broken you just roll with it.
The problem I found was everything I did started to age really badly. I find it's better to just work on something you really want to do, right away. That way, you're always up to task and you can make updates more frequently without worrying about falling behind or putting it off to another day.
It's really just down to discipline, treating it and approaching it professionally. Some days you feel like working , some days you don't, either way, you sit there and do the work that is needed from you.
https://trello.com/
Think I need to just make sure I keep focused and not get thrown off when I mess up or get a bit demoralized and keep that clear focused vision in my head.
I think it's important to at least try and get in the habit of working under time constraints. Because that's what you will be expected to do at a job.
This is something I'm still working on and trying to improve myself.
Trello is great if you travel a lot because it syncs between your browser and mobile versions seamlessly, but it's not that different from using an excel spreadsheet.
You could try and post threads on polycount or create a blog. Tell yourself that you would post/update on a daily or weekly basis. When you do a summary so often it's easy to spot where you are dragging out too much. For example you start modelling on Monday with the expectation that you will be finished with the high poly by Sunday... you will feel the pressure on Friday when you are still just blocking out!
I've noticed that I tend to get a lot more "creative" under pressure, really taking advantage of shortcuts and doing things dirtier than I would like. However at the end of the day the difference is negligible but I've progressed more than I would otherwise.
But deadlines can't always be met, they are a target, but you can't always hit the target, one thing I set aside a week for took me half a day, then I have ran into other problems, some stuff you just run into complications, and then there is hardware failures, unforeseen circumstances etc, can always push your idea of when it should be done back or even rarely speed things up.
my key largely is I make a list I write the time that it should take and I start crossing stuff off the list, and if I cant make my personal deadlines try as I might, I keep my morale high in the knowledge that its getting done regardless.
Just don't let things turn into a cluster fuck where you are putting doing shit off, try and stay organized and you will be fine.
Why are you doing the project?
It should either be for your portfolio or practice.
If its for your portfolio, have a good idea what you will be showing, etc.... dont detail out things that will never be seen. Or at least limit the time on the unimportant stuff.
If its for practice, know what you are practicing. If its lighting or mood, build your scene with about 70% focus on the that, and leave the other 30% to the other stuff like textures, modeling etc...
Just concentrate on one thing at a time and switch to something else when you feel bored or unproductive.
It's all about not wasting time and being organised. oh and also, once you have a plan, try to not turn it around half-way thought the project, espiecially while browsing the net for inspiration, it might feel like all the other artists are making way better work but really put the effort on sticking to your original plan, having confidence and finishing.
I used to have multiple sticky notes around my desk for a checklist, which I found to be pretty helpful when doing things without a deadline. Physically crossing things off and having the reminder of what you've done/what's left to do has helped me in the past.
@leleuxart yeah I totally understand the retail thing that's what I am doing at the moment too. I guess it motivates me in some ways too because it reminds me I don't want to do this shit for much longer and I need to get out asap.
I have this program procrastitracker installed (http://strlen.com/procrastitracker/). As long as I'm getting about 8 hours of work done a day I don't really care how long something takes as long as it looks good.
For my most recent project, I was really learning how normal maps worked and wanted to get a good bake as well as mirrored UVs. I spent a long time figuring that out but I think the benefits were worth the time spent. I feel that if I was on strict deadlines than I would have probably taken the easy way out of normal mapping (whatever that is..) and the project would not have turned out as well.
I do plan on implementing deadlines once I understand the entire game pipeline fully though. It'd hard to say "hey, I'm going to spend 1 week texturing this thing" if you've never actually done really high level texturing.
Sorry to drag up a post again but though it was better than starting a new one but I feel like I am constantly spinning tires and not moving forward the way I should be.
This moves away slightly from the original question towards portfolio type stuff but I am wondering if I just aim too big and should be more focused on ultra small type scenes/props to build up a decent portfolio and try and get an entry level position?
The brutal truth is I haven't finished a scene since early 2014 since then its been a lot of fapping about going nowhere fast.
Posted links below to my "current" and unfinished previous projects both of witch have gotten to the stage that its very hard to work on them and the same bits get re done over and over.
http://www.polycount.com/forum/showthread.php?t=138987
http://www.polycount.com/forum/showthread.php?t=135917