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What's next? (seeking help as a 3D artist)

bhenderson
polycounter lvl 4
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bhenderson polycounter lvl 4

Hello, my name is Bryant and I recently graduated from one of the Art Institute schools. I always had a love for characters, and I have always drawn them my whole life. I wanted to be a character designer for video games (who doesn’t). Once I got to college that dream was quickly destroyed with talk of an oversaturated character artists field. I then switched and adapted to 3D after deciding that concept art in any form was not the way to go. With that change I was not steered in the right direction. I was taught 3D but not in the correct fashion, my school advertised “teachers who worked in industry” but all of my teachers were fresh college grads. They pushed me to be an “environment artist” but didn’t teach me the steps to get there, so I am here asking anyone who is an environment artist and or 3D prop artists what would be the proper steps to get to an industry ready level. My school taught me how to watch YouTube videos and follow them to a T, and now my confidence is lack luster and I get discouraged every time I watch a video to help or learn something because I feel like I get so sucked into the video and never experiment on my own or learn things that stick so I am open to any advice and critiques and  I can link my portfolio as well and you can give me feedback or idea on how to branch out from being stuck watching videos and going by those? Thank you so much for any replies, I am really trying to better myself as a 3D artists and I love environments and would love to make them for film or games (mainly games) but I just have no idea where to start and all of the steps needed and how to build that confidence to be able to model from concepts, references, and or imagination.

My portfolio - https://bryanthenderson.artstation.com/


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  • Blond
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    Blond polycounter lvl 9
    1-Choose a focus (Environment or Character Art)

    2-Review and Inspect folios of other Evn./Char Artist of your levels as wells as established experts to define personal goals and set a certain standard for your work

    3-Take a few weeks off and focus on working on a project (scene/asset/char modeling) 
     and come on Polycount to get comments and critiques ( be very patient, civil and humble)

    4-Refine and Polish your work, then update your folio.

    Right now, your folio is lacking. It's 2019, your work feels a bit sluggish/ lackluster imo, even for a recent graduate. I'd suggest you remove most of your schools and academic work (theyre never on par with industry standard anyway)...

    As for overall direction, discipline and confidence over your work and career path; this is a difficult moment for every recent graduate but remember youre an adult now. these are the kind of decisions you ultimately have to take yourselves even after advices.

    How money tight are you? Are you paying rent or live at home? If you live at home, then the obvious choice would be talk/deal with your parents about your next steps and expectation.

    Find a job part/full time so you can save a little and use your free time to pimp that folio out.
    That's what I did  every summer, even during school, I'd try to get a new piece for my folio outside of school work (this landed me various short term contracts even before graduation).

    But yeh, boyo, school's over and that was the easy part; the real grind starts now.
    Stay strong and disciplined about this and youll make it.
    Plenty of jobs out there.


  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    AI seems to be haphazardly hurting students more than helping.

    @Blond 's advice is basically right.  
  • RS7
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    RS7 polycounter lvl 3
    Hi there,

    My reccomendation would be starting off as a generalist. Try to get your hands on everything. Get to know how to create characters and props and environments andd maybe some animation and FX stuff and so on. Challange yourself, be committed. If there is some competitions going on, try to participate, when possible. You can compare your level to the others and it kind of puts you on spot, where you have to perform in certain timeline. This is the good kind of stress, that helps you to improve your techniques.

    Starting off as a generalist, you build yourself a solid foundation that is invaluable later on. When time goes on, you start to realize, what aspect you like the most. At the moment you think that creating badasss environments is the shit, but you might realize at some point that creating pyro sims or animating things turn out to be the most satisfiying of them all. You kind of start to feel the natural attraction towards sertain things, so i'd go with my instincts. Probably you are better at these than you are at the other things you trying to "push".
    Specializing on very early stage at your career is not something I personally would reccommend.

    Other thin is, that there's lots of smaller studios out there, that does not receive thousands of CVs, like Blizzard for example does. So, you have much better chance to start from these kind of companies.

    What comes to your portfolio, then i would reccommend you to push it more. Put some decent effort in it. Ask yourself, is this the best you can do?? Or maybe You can do better... I would say the Potion Model is probably the strongest piece in your portfolio. I would take this as a standard base and make sure that everything you do is better than this one. Push the textures, work on culpts, get some details in there, work on the big forms and so on... I would get rid of everything else in your portfolio and leave this one piece there as a seed. All the new stuff you add later, you should compare to this one and ask yourself, did it got better.

    Get yourself familiar with different software. I'm not say any names, because these are irrelevant, but get your hands on one solid texturing program, one poly modeling program, one sculpting program and someting you can use to render all this stuff out eiter real time or offline render. And you can go anywhere from there.

    PS. do not rely on Youtube stuff only. Go for gnomon. That's one of the best material you can possibly fine online. Real thing. Youtube guys tend to be amateurs and you might learn some bad habbits from there.

    Good luck!
  • poopipe
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    poopipe grand marshal polycounter
    Of the 150 (ish) people my studio has employed over the last couple of years not a single one has been a generalist. It was the same for the 5 years prior to that - before then I wasn't involved in hiring so I can't say for certain.

    Studios employ for specific roles - knowing other stuff is nice but if you can't do at least one thing really well you're basically useless.  


    Blond's advice is solid, I'd suggest you follow it 
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    No to the generalist.

    Juniors who are mediocre at a lot of different things are not prioritized over juniors who are decent at one thing.
  • Zi0
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    Zi0 polycounter
    No to the generalist.

    Juniors who are mediocre at a lot of different things are not prioritized over juniors who are decent at one thing.
    What he said
  • RS7
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    RS7 polycounter lvl 3
    No to the generalist.
    I do not agree (with some reservations).
    Obviously, if you do have some real interest in the beginning wiith, and you really feel like you have found your call, then you should go for it.
    But if you are still searching your thing, then it is good if you touch different areas at first and then decide.(ideally you should be able to realize some of it while you are at school)
    It will pay off at some point, when youe employee asks you "can you do this and that, besides the suff you do on daily basis". And if your answer is no, i can do only rocks in zbrush, then you are in tough spot. You better do these rocks real good then.

    In my experience, juniors who has decent understandiing of the whole pipe, perform better than those, who are juniors in one specific area.
    You are still junior. We might hire for specific role, but real specializing starts from mid and/or senior level anyways.

    You should definetley get solid foundation first and do not worry that much about specializing on one specific area.
    This is kind of similar thing in traditional painting. Young pople area really eagre to find their "personal style", but in fact, this will evolve naturally, that's not something you can push for. Otherwise it will come out as a cliche or kitch.

    Just be open to everything, really. You got plenty of time. Take it and use it wisely. Treat it as an art form, not just a job and you are golden.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    RS7 said:
    No to the generalist.
    ...
    In my experience, juniors who has decent understandiing of the whole pipe, perform better than those, who are juniors in one specific area.
    You are still junior. We might hire for specific role, but real specializing starts from mid and/or senior level anyways.

    ...
    Would it be possible to do both though?  I remember my time as an Art Director on The Maestros (45 person student game, out on Steam), I was able to hold both: making character assets for the game, while understanding the consequences of what I was doing along the whole pipe both at an asset making and leadership level.

    I don't think understanding the pipe is opposed to creating assets at one specific place, but I'd imagine there'd be hella issues with someone trying to make assets at multiple places on the pipe.
  • Ex-Ray
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    Ex-Ray polycounter lvl 12
    RS7 said:
    It will pay off at some point, when youe employee asks you "can you do this and that, besides the suff you do on daily basis". And if your answer is no, i can do only rocks in zbrush, then you are in tough spot. You better do these rocks real good then. 
    Whilst this can be true, it is under the condition the person already has a job in the industry.

    What others are saying, is that it 's beneficial to showcase a portfolio that is structured, refined and focused to a particular field that meets the needs of job posts, in order to get a foot in the industry. Once in and having a few years under your belt you could go in either direction, highly specialised or more general. But getting into the industry is the initial main goal.

    To the OP, since you have mentioned confidence twice, I would address that first. Start small project that are easy to get into, take plenty of screenshots of your WIP's so after a while you can see your progress and improvements, regain the fun, passion and enjoyment that you once had. Hopefully that will build your confidence in a healthier way.

  • Alex_J
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    Alex_J grand marshal polycounter
    You can't wait until you are a pro to have confidence. That's too long.

    Gain confidence by learning to trust yourself to learn and grow. Do that by, well they already said it ^^^

    Longest journey is only many tiny steps.
  • Taylor Brown
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    Taylor Brown ngon master
  • bhenderson
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    bhenderson polycounter lvl 4
    Thank you everyone for the input as well as the feedback and suggestions as well! I will apply everything as needed and work on specified areas. I am leaning towards  environment art so that will be my focus. I will apply the given information here and also be posting my work for feedback as well. Thank you to everyone for replying this has definitely helped out a TON and steered me in the right direction!
  • Taylor Brown
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    Taylor Brown ngon master
    Thank you everyone for the input as well as the feedback and suggestions as well! I will apply everything as needed and work on specified areas. I am leaning towards  environment art so that will be my focus. I will apply the given information here and also be posting my work for feedback as well. Thank you to everyone for replying this has definitely helped out a TON and steered me in the right direction!
    We believe in you, buddy! Join Dinusty's discord community as well for another great resource in your journey. You won't regret it.
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