Hey all,
So I'm not sure how many people have had this problem, but I've personally noticed that usually, when working on a project, my motivation/enthusiasm on it depends on whether the project will actually be used somehow, and not just left on my hard drive to take up space.
Whenever I work on a single model, I get the feeling like I'm doing pointless work or wasting time, since the model wouldn't really be needed - if that makes any sense. It also feels kind of bad to just leave a model just "gather dust" and take up space on my HD. But when I work on an asset for a game, for example, I feel a lot more motivated knowing that the piece actually has an use and feels like it's needed, and won't just be a waste of time.
A few ways I've thought of trying to overcome this would be to:
- make custom content for a game, like a custom map or custom models (though I'm not sure what games actually allow this, I've looked into Age of Mythology though, as I'm a huge fan of the game. I also know that COD 4 allows custom maps on the PC)
- make a larger project that takes up multiple assets, and thus perhaps making it feel like the assets have an use in the project (like a composition or even a game, as I have a fair bit of Unity/C# knowledge)
Anyway, I'd like to hear you guys' opinions on this; maybe I'm taking a wrong approach here? I feel like working on a larger scale project could do the trick.
Replies
Besides markets, there's also contests and competitions for fun. IE the monthly environment challenge can perhaps be motivating to you, while not strictly a competition it's nice to be able to work on the same thing with other artists and share your works in progress as motivation to the end.
Finishing a complete scene for portfolio takes a lot more dedication than the creation of a single asset (of course).
There's a set of additional skills needed to make a scene look good.
I'd go for a small scale scene. Oh and choose your concept/theme wisely! Something that you can manage, but with a few elements you still need to improve on. Oh and of course take something where you find a decent amount of reference images.
Since you know C#, start there. Make something that needs models and will give them a purpose to exist. If the assets you make work for your project they have a higher likely hood of working for others as well.