hello artists, I am an artist who wants to get a job as a character artist. But I am having trouble of getting my foot into the industry sadly. I'm currently doing a masters in game technology as a 3D artist pushing to be a character artist. Been trying to get a job before my course ends but no success with replays saying I don't have the skills they are looking for. I have a tablet game already out on google play called Astral Switch which I was the character artist and animator for the game and currently working on a PS4 project for the course as mainly a character artist and 3D modeller. Need help with some feedback and tips please. I would greatly appreciate it thanks.
https://play.google.com/store/apps/details?id=uk.ac.bcu.gamercamp.astralswitchrelease&hl=en_GB https://chrishirkill.artstation.com/
Replies
I don't like your design sense. I have a feeling you designed most of the characters yourself. It could be stronger, and/or use more appealing original concepts.
You texturing overall leaves me wanting. For the realistic characters, it doesn't seem to be enough. No fabric normals for the fabric threading. For the cartoon characters, no addition to the flat coloration. I want more depth from your textures. I want more body, and maybe just simplisitically, more complication.
Logan 5's skin looks more oily than skin like. Hair cards should definitely be more feathery.
Tactician needs more feathery hair cards and it should not be shadowing on itself so harshly. The concept seems weak.
Technician is your strongest human character. Outside of rendering quality and hair refinement that is needed.
Mantis seems to have failed to follow the concept a lot. Certain silhouette feels of "thin limbs" and material changes like with the scythes are not apparent on the model. A lot was lost from 2D to 3D translation.
In my estimation, you're not there yet. Overall, it seems to be an issue of polish and refining your design sense to be more appealing, or at least stronger.
You design sense can be helped by continuing sketches and concepting on your own, and getting those designs vetted by others, etc.
As a solution, right now it sounds like you're hustling already. It's hard for me to think of something else that could significantly help.
It's tempting to want to settle with "anything" just to get into the industry, but this is your life you're committing yourself to. Any lack of experience will immediately reveal itself since this is a money making business. There's no consequence in just waiting and building a stronger portfolio, versus going straight into the grinder and forcing yourself to keep up with the veteran talent.
A white man playing as another white man playing as a black man would be interesting in so far as that I haven't seen a 3D black RDJ character model before.
Cartoon pirate is going to be really dependent on the concept since it's been done before.
Female knight on a horse will run into the same challenge.
Concept from Jake Bullock
this concept from Felix Pelletier-Marion
I'd prefer black RDJ. If it's well executed, you'll have something strong on your hands.
You could also apply the same detail to the cartoon/stylized characters and still maintain the stylized look.
Also what the characters lacking that is preventing them to be realistic, is it the texturing or the sculpting or both. How could I fix and improve on that.