Took me a bit to plan and write this, but felt like I need guidance from fellow artists and professionals.
Background: I'm a recent grad student from a Game Design major and was fortunate enough to get a Game Artist Intern position for educational mobile applications right as I left. However, I mostly did texture and UI artwork along with QA. The company has laid off our team after a year due to budget issues.
Situation: Although I'm without work, financially I will fine for a couple months with family. I'm thinking of rebuilding my portfolio to my interest in 3D Character and Prop Art since the work I did there was mostly 2D art and extremely low poly stuff.
My Questions:
#1 Since I'm more geared to a school style based of learning, how should plan and study 3D art efficiently? (While I was working, I did learned Zbrush on the side and bought Marc Brunet's "ULTIMATE Career Guide: 3D Artist.")
#2 What exercises should I do daily to improve? (I worked a 8-5 job so I was thinking working on improving myself 5-6hrs a day)
#3 Should I have realistic pieces and stylized pieces in the same portfolio? (I'm currently looking at Firaxis, Bethesda, and 2K games as places of interest atm).
#4 Art specific question, for realistic character models is there a good tutorial for Facial Texturing? I'm clueless about displacement maps and how people add skin pores in zbrush and export onto their retopos.
Examples of my Current Work:Marmoset:
https://www.artstation.com/artwork/8Xd3w
Replies
What I always encourage people to do is to start small with things they want to create. You want to create something that's not too complicated but is something that will push your skills (eg. work/blacksmith tools). Model, texture, render/get it into engine, move onto the next object. Rinse and repeat until you've got a range of props and finished them. Half the battle is working out the workflow. If you can get this nailed down then it doesn't matter what you work on, you'll know the best and fastest way to complete it.
Talking about completion, make sure you finish what you start. Don't have unfinished work on your portfolio. It also says a lot to an employer: this person can start and finish a thing. It doesn't sound like a big thing but knowing you can take an object from start to finish goes a long way.
It sounds like you'll be committed to working on your levelling up your skills so working 6 hours a day is realistic. I wouldn't go over by too much unless you're feeling particularly good that day. Make sure you take plenty of breaks and do things that aren't associated with learning 3D. eg. go on walks. Burnout is a thing and is pretty detrimental when it hits.
To help you stay on track have a go at planning your days and then reviewing your goals at the end of that day. Doing so gets everything out of your head and onto paper, gives you an idea of what you want to achieve that day, what you want to learn that day, and what you can accomplish in a day. Don't worry about speed when you're learning new things. What's more important is that you're learning, understanding and applying the knowledge to the given situation.
Like BoonS said, find artists that you want to be as good as and figure out how they've created the things in their portfolios. Try not to get disheartened when looking at awesome work (it happens to everyone) and try not to compare yourseld to them either. You'll get there eventually as long as you're committed to what you want to achieve.
Good luck!
depends on your interest. choose the one you think you would like to invest on it for quite long term.
find some area of interest, preferably with deep learning curve. and be obsessed with it. .
since you like academic style learning then , learn lots art foundation. shapes. dont just read or watch do it. everyday.
make interesting stuff out of simple shapes.
dont forget, : watch some movies, read comics, play games, and... analyze it