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Help, I'm an artist not making art!

JoeToll
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JoeToll null
I've been a Character artist (professionally) for a year now. It may be that I'm in Australia, or it may just be the company I work for, but I'm expected to do pretty much everything to do with chatacters: rigging, skinning, animating, UE4 integration and blueprinting the relevant systems. I rarely sculpt or model (which are my strengths), and someone else does textures.

I'm an artist and I'm not making art.

Its made me wonder: Is this standard, or is my case an exceptional one?
Are there character artists out there that just do art, or is this a pipe dream?

Having a minor existential crisis here, so
I'd love to hear your thoughts and experiences.

Many thanks in advance.
(Feel free to ask if you need more info)

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  • [Deleted User]
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    [Deleted User] insane polycounter
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  • JoeToll
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    JoeToll null
    I have spoken up and made my aspirations clear, but its not likely things will change.
    I'm torn between staying and working on some really amazing projects, or leaving to try and pursue my goals.
  • [Deleted User]
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    [Deleted User] insane polycounter
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  • Eric Chadwick
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    You could also embrace it. This is a Technical Artist role you're describing, which can be lucrative, and enjoyable in it's own right. 

    But yeah if you hate what you're doing, strap on a parachute and head for the back of the plane.
  • JoeToll
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    JoeToll null
    I don't hate what I'm doing, I just don't think I'm particularly great at it, which doesn't do wonders for my sense of job security. 
    In the immediate future, this path I'm on leads me to relocation to L.A. to work alongside the film industry. I'd even get a considerable pay increase. A great opportunity, but I won't be making Characters/art.
    I don't want my employers to go to all that trouble, just for me to leave soon after. And I don't want to leave if what I'm after doesn't really exist.
    So, returning to my original question: is my case a typical one, or do most Character Artists do just art?
  • Eric Chadwick
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    Yes, most do just the art part. Tech Artists or Animators do the rigging & integration. Depends on the size of the team though... small studio = jack of all trades.
  • ambelamba
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    ambelamba polycounter lvl 6
    In my culture people are told to do what they hate doing. 

    I take it as you need to make some compromise, not slaving all the way. Yeah, like Eric said you could embrace it. 
  • JoeToll
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    JoeToll null
    I could embrace it, and I'd be working with awesome people doing cool stuff - not all bad. I've been talking to a lot of people about it, and will continue to do so. A compromise seems best. There are things I can gain from this experience, but ultimately I want to try my hand at making it as an artist, rather than this seudo T.A. thing I've got going on.
    Thanks for sharing!
    More input is welcome if anyone has more to contribute :smile:
  • Spoon
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    Spoon polycounter lvl 11
    I think it depends on how you feel about it.
    As Eric pointed out, this is another job, and (from my experience) a quite needed one.
    So if you actually like doing it, but just dont feel you are good at it, I think you should stick to it, or at least not cut it out completely.

    It's difficult to give advice on :) Some of our most beloved people here are the tech artists who helps us tech whelps get stuff working :)
    However, if you wake up every morning with suicide thoughts just THINKING about rigging, no one cares how lucrative it might be for you down the line.


  • JoeToll
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    JoeToll null
    Definitely not having suicidal thoughts about the prospect of this role, but my heart (and skills) lie with art. I guess my concern is, if I stick with this for however long, how much will it hurt me when I actually try to make the move to Character Art?
    I'm assuming the 'X years industry experience' doesn't really transfer across, because the skills are so different.
  • NoRank
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    NoRank polycounter lvl 3
    Well, by rigging it means you're dealing with characters and stuff all day long. It might not apply completely the experience, but it's something.

    And by doing this role, you will probably notice many common mistakes that character artists do and when you do yourself, you will try to avoid this mistakes.
  • melviso
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    melviso polycounter lvl 10
    I have a lot of respect for people who do technical art stuff in programming, rigging, vfx and animation. I usually enjoy modeling, sculpting, animation and rendering, making realistic materials and texturing. Rigging and complex simulations not so much.
    But I have realized that maybe practice is what I need to get a hang of it. So when I can make out time, I would try to rig a generic mesh character from scratch completely and then do it again another time to lock down how to do this without tutorials. I intend to do this for facial rigging as well. I am trying to learn the fundamentals and be comfortable with it before trying out any serious projects or even animating (tried out 3d and 2d character animation in the past.)

    I do archviz stuff which I completely love but I also want to tell stories too with archviz. So a photorealistic character moving around a house, would require all these things but I am learning it in phases. So I would encourage you to embrace it, it would help you in the long run. With this, you can pose your characters for your portfolio if you need to and also maybe make a short film or branch into another category in the future. But if you really dislike it, no need to do it.
    Another suggestion, in your free time, try to make character art to keep your skills on point as you work in these other areas.
  • Woggle
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    Woggle null
    Just wanted to thank everyone in this thread, i had the same questions with my current job and this thread helped me so much. I got hired recently to create interactive content but i quickly get wrapped up in rigging, skinning, unwrapping, and shader development as well. My employer is an Advertising firm and they didn't really have a clue what they were looking for initially. I was confused as to where to put myself in the industry (As people  that wear many hats often do), so im glad to see what im doing IS tech art! Impostor syndrome is spooky yo!

    And Joe dont fret about the skill sets being different, the fact that your working in game development is a win on its own. Take what you learn and apply it in your own personal work. Always look towards your next opportunity and work in your free time towards it. 
  • Men_and_Monsters
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    OH GOD! i'm gonna stop this right now! JoeToll what your doing is NOT normal! Now I can't speak for your company. if it's small then you may be forced to wear different hats  but if you were hired as a character artist and your NOT making characters but everything else that makes them run then your NOT a character artist! what you are is a Technical Artist! Now don't get me wrong. Technical artists are VERY needed in games. In fact studios will let go 10 enviro and character artists before they ever think of letting go of a tech, but if that's not what you want to do your shooting yourself in the face long term. your portfolio will rust and when it's time to get the next job you'll be behind the 8 ball and trying to play catch up. My advice, work on your portfolio on the side while your working for them and keep applying to other places. you ARE getting valuable exprenice, trust me if your a character artists that knows the pipeline that well of how to get them in game and fix problems you'll have a HUGE leg up on someone who only models and textures. so you didn't make a bad choice in working there you just took a bit of a detour to your end goal. Keep working for your stuff and look for an opening somewhere else while working this job. and try to keep your artists soul live brother! PEACE!   
  • JoeToll
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    JoeToll null
    Wow, thank you all so much for your great advice!

    Just a follow up: I resigned from my job.
    I'm staying on to finish off a project because it actually has character work, then I'm (hopefully) on to bigger and better things.
    I'm really looking forward to having all of my time dedicated to making characters again, instead of the few hours I have after work.

    Thanks again everyone!
  • Kevin Albers
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    Kevin Albers polycounter lvl 18
    I've worked in the industry a really long time, and I've definitely noticed a long term trend of 'artists' working less and less on the 'pure art' tasks relative to everything else. Part of it is that the technology gets more and more complex, so there is more tech stuff that needs to be done. Also, bigger teams means more management and organizational work. Also, the trend to outsource more means a lot of the artists who 'just do art' are working at outsource studios (usually in less developed countries, making a lot less than most western artists), and artists at AAA studios do a higher percentage of dealing with everything else.

    Many artists hate this trend, not surprisingly. Some are fine with it. I suggest to people who look up this thread to keep in mind that if all you want to do is the pure 'art' side (by which I mean things like creating assets, sculpting in zbrush, doing concepts etc), that it's less realistic to get those gigs. The extreme competition for character artist jobs, combined with outsourcing of modeling and texture work means that it's a tough proposition, unless you have really top skills and/or lots of experience/seniority/leverage at your workplace.

    If you just want to do the pure art stuff, AND you live in China or India, this is all fairly good news. For western artists, especially people just thinking about trying to get into the industry, it's something you need to adapt to (or deal with by spending more time finding the gig where you don't have to deal with the other stuff).
  • Eric Chadwick
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    Yes, this. ^ Erm, these.

    25 yrs in game art, now managing an art team in non-games art (architectural rendering, basically).

    I am 100% of the time doing management at the moment, growing the art team, ramping the pipeline, cooperation with outsource team, etc. Was hired to do 50/50 art/mgmt. Still a ways off though haha.

    Anyhow, I've been working on setting up 2 pathways for artist promotion... 1st is into more management-oriented roles (traditional growth pattern), 2nd is individual-contributor path (specialist, pipeline architect, mentorship, less management). 

    The latter is a harder sell to the company at large, where most promotions are based on taking on more and more management. There's a strong demand in my team for it, but above a certain point a specialist expert role becomes self-limiting. You can't really have a sole contributor at the same level as a company head or creative director for example.

    At some point, adding management to your skill set is just inevitable. If you're ever going to work in a team structure, and you want more compensation.

    Something to think about.
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