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.
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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.