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What's the most important for being a character artist?

Hello there, I've been learning character modeling for almost one year. I'm trying to find a job as a junior character artist now but I'm actually a bit confused.

My teacher worked as a character artist for 13 years (mostly in China), but he is now full-time teaching. What he always tells me is that the body figure and the face(correct anatomy for example) are more important than the clothes, the armors, the weapons. I'm doing my portfolio right now. I know that if I follow what my teacher said, It's gonna take quite a long time for improving because I don't draw well. (I'm learning drawing as well but I started pretty late) In my opinion, his saying is pretty reasonable because it's the essential difference between character artist and environment artist.

Well now I have a friend who is an environment artist working in a top game company currently.  He told me that I can just download some human model online like Gumroad, and focus on doing perfect clothes, weapon armors. Since for the junior character artist, they can only do the basic models like clothes, weapons and armors. If so, it can be easier since I know getting to know well all anatomy knowledge is more difficult than that.

I don't know anyone who works as a character artist in a company. So I'm wondering for doing character modeling, what on earth is more important? Which part should I focus more for now?

 Thanks!!

Replies

  • slosh
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    slosh hero character
    I would say your teacher is correct.  Anatomy is the most important thing.  Even if you downloaded a really good anatomical model and created amazing clothes on top, if people hiring you know you didn't create the body/head, I doubt they will give you much thought.  The Jr level guys that I see getting gigs are the ones that know how to do anatomy AND the clothes.  You could get lucky if you get really good at clothes with Marvelous Designer but it's a shortcut and will catch up with you.  Plus, not knowing proper anatomy will probably hurt your ability to do proper clothes as well.  I would highly advise you not take that shortcut.  Do a full character and start with proper anatomy and proportion.  Once you have a good base, move onto an outfit for that character.
  • sakura_mage
    slosh said:
    I would say your teacher is correct.  Anatomy is the most important thing.  Even if you downloaded a really good anatomical model and created amazing clothes on top, if people hiring you know you didn't create the body/head, I doubt they will give you much thought.  The Jr level guys that I see getting gigs are the ones that know how to do anatomy AND the clothes.  You could get lucky if you get really good at clothes with Marvelous Designer but it's a shortcut and will catch up with you.  Plus, not knowing proper anatomy will probably hurt your ability to do proper clothes as well.  I would highly advise you not take that shortcut.  Do a full character and start with proper anatomy and proportion.  Once you have a good base, move onto an outfit for that character.
    Thanks so much for your advice, it's very helpful!
    I don't care spending more time on practicing to be good enough to be hired since I know it's a long-term thing, I'm just curious if I'm doing it wrong way. People tell me that working in a company is the most quick way to improve so I'm thinking if I can be hired , I can improve much faster. I think doing correct head and figure anatomy is the essential ability required.
  • Biomag
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    Biomag sublime tool
    From what I've seen and hear you will most probably not do much anatomy as a junior. Base meshes will be provided for the projects, faces might be even done by seniors. Clothing and armor on the other hand need to be done quite a bit - and with micro transactions and skins this won't be getting less. So realisticly speaking you will be doing mostly outfits as a junior - less chance of screwing up something important.

    That said this doesn't work for portfolios. If your anatomy sucks than you will have issues with proportions and faces - two things that get noticed immediatly, no chance to hide it from senior artists. Just putting up armors and clothing won't be enough to make an impression because there are more than enough artist that have full characters and if I am looking for a specialist than I will probably hire someone who already has production experience.

    Learning anatomy is the biggest challenge, but it also improves your eye for details the most. Once you see the fine shape changes in a human body, its not that hard to learn to read materials and sculpt them at a higher level. So do full characters and always start with your own anatomy. You can use basemeshes as a starting point, but make sure you do the full body sculpt as a beginner to practice and learn. Even if its covered later by clothing and armor, you will learn whats beneath and better understand the clothing on top. This way you probably will hit the production level for anatomy and clothing about the same time. Still chances will be that you will be doing mostly clothing at the beginning of your career, but you will need the anatomy to stand out during recruitment.
  • NikhilR
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    NikhilR polycounter
    One thing you could do, is depending on what style/level of characters you have in your current portfolio, you could apply for positions in companies that do not need the kind of requirements that say naughty dog requires of their character artists.

    As in if you were applying for a company that does children's animations, understanding proportioning and form to achieve a stylised/cartoony result may be sufficient at this point.
    Most of these companies may not have the budget to accommodate a level of skill they clearly do not need, and it some cases their budget might be higher since they are well established in what they do and as a result you may have more freedom in your work.
    It really comes down to market share at this point and their willingness to do the best with it for their hires.

    I do know of artists that have been hired on the character team in AAA having a relatively early understanding of character anatomy, but an edge in making armour and clothing. It does happen.
    This is because a lot of the hiring process also depends on what the company needs at the time, not all of which is listed in the job requirements.
    Like one could easily assume that making a human character was insufficient, given that the company wanted creatures which they did not list in the requirements because their job listing was a cut and paste from 4 years ago to save time. 

    A good artist can adapt and learn quickly, and a good company knows the value of an artist beyond what is in their portfolio (life experience for example). Unfortunately a lot of this can be lost in the complex machinations of a studios day to day operations.

    So it doesn't always come down to the quality of your work, but as an artist you must keep pushing your craft for yourself.
  • oglu
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    oglu polycount lvl 666
    I think the most importatnt is be open for feedback. Dont freak out if get hard critic.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    What does your artwork look like right now, @sakura_mage ?

  • pior
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    pior grand marshal polycounter
    The biggest misconception here (coming from your friend) is to assume that Junior artists are somehow expected to be lesser skilled. That's the completely wrong way to look at it.

    Juniors are just that : juniors. As in : they haven't had enough practical inhouse or self-driven experience to be exepected to operate at a senior level. But when it comes to artistic skill they are not given some kind of free pass - they'll be competing for the job with everyone out there, and there are some extremeley talented juniors all over the place.

    Now of course some pipelines/projects have a need for some character artists to focus on gear only - and naturally, that sort of stuff will often be assigned to juniors. But thinking of this as some kind of low barrier of entry to aim at would be 200% misguided and is a backwards way to think about it. As usual, the only way to go at it is to strive to be the absolute best at the job, rather than to cut some hypothetical corners.

    Lastly ... hoping to "pick up" anatomy and faces while on the job is pretty risky as imho it would show a certain lack of humilty in regards to the complexity of the topic. This stuff is pretty damn hard to get right, and while there will always be a certain amount of knowledge sharing within a team there is a limit to what one can learn by proxy - as opposed to putting in the work on one's own time, failing, and starting over again until eventually getting it right.

    "He told me that I can just ...is actually pretty condescending coming from your friend.

    [This place inentionally left blank to insert a joke about environment artists :D ]
  • Alex_J
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    Alex_J grand marshal polycounter
    pior said:


    Lastly ... hoping to "pick up" anatomy and faces while on the job is pretty risky as imho it would show a certain lack of humilty in regards to the complexity of the topic.
    Bingo.

    Nobody can insert anatomy into your brain and make your hands output art. Even if you watch all the best tutorials, read the best books, study from real life, there is still massive amount of trial-and-error leg work involved. Reason is because tiniest errors in human anatomy, anybody can pick up on it. They probably can't say what is off, but they'll know something ain't right regardless. You sculpt a tiger or a frog, as long as it's like 85% correct people will think it's good. But humans have to be perfect.

    Learning anatomy is not rocket science -- i am convinced that almost anybody can do it and it shouldn't be feared at all -- but it takes tiiiiiiiiiiiiiiime.  More time than somebody wants to employ you for in which you can't output what they need. So develop your patience, make an "exercise" regime to extend the limits of your patience if necessary. That's probably the number one risk of failure -- not having enough patience.

    I would say focus on anatomy first -- once you achieve the level of "seeing" necessary to consistently get anatomy right, everything else is the same but maybe more simple. Armor and clothing will be pretty straightforward.
  • sakura_mage
    Biomag said:
    From what I've seen and hear you will most probably not do much anatomy as a junior. Base meshes will be provided for the projects, faces might be even done by seniors. Clothing and armor on the other hand need to be done quite a bit - and with micro transactions and skins this won't be getting less. So realisticly speaking you will be doing mostly outfits as a junior - less chance of screwing up something important.

    That said this doesn't work for portfolios. If your anatomy sucks than you will have issues with proportions and faces - two things that get noticed immediatly, no chance to hide it from senior artists. Just putting up armors and clothing won't be enough to make an impression because there are more than enough artist that have full characters and if I am looking for a specialist than I will probably hire someone who already has production experience.

    Learning anatomy is the biggest challenge, but it also improves your eye for details the most. Once you see the fine shape changes in a human body, its not that hard to learn to read materials and sculpt them at a higher level. So do full characters and always start with your own anatomy. You can use basemeshes as a starting point, but make sure you do the full body sculpt as a beginner to practice and learn. Even if its covered later by clothing and armor, you will learn whats beneath and better understand the clothing on top. This way you probably will hit the production level for anatomy and clothing about the same time. Still chances will be that you will be doing mostly clothing at the beginning of your career, but you will need the anatomy to stand out during recruitment.


    Thanks for your reply!! It's true that senior artists can always see the errors in anatomy  just by one glance (I think for the people who learn art it should be the same..) I don't have that experience so I cannot imagine it. That's why I'm sometimes confused about the requirements for the juniors because everyone can see the tiny problems in clothes and armours.. What you adviced is exactly what I am doing right now, as a beginner I'm doing it pretty slowly though ^^;. Thanks so much!!!

  • sakura_mage
    NikhilR said:
    One thing you could do, is depending on what style/level of characters you have in your current portfolio, you could apply for positions in companies that do not need the kind of requirements that say naughty dog requires of their character artists.

    As in if you were applying for a company that does children's animations, understanding proportioning and form to achieve a stylised/cartoony result may be sufficient at this point.
    Most of these companies may not have the budget to accommodate a level of skill they clearly do not need, and it some cases their budget might be higher since they are well established in what they do and as a result you may have more freedom in your work.
    It really comes down to market share at this point and their willingness to do the best with it for their hires.

    I do know of artists that have been hired on the character team in AAA having a relatively early understanding of character anatomy, but an edge in making armour and clothing. It does happen.
    This is because a lot of the hiring process also depends on what the company needs at the time, not all of which is listed in the job requirements.
    Like one could easily assume that making a human character was insufficient, given that the company wanted creatures which they did not list in the requirements because their job listing was a cut and paste from 4 years ago to save time. 

    A good artist can adapt and learn quickly, and a good company knows the value of an artist beyond what is in their portfolio (life experience for example). Unfortunately a lot of this can be lost in the complex machinations of a studios day to day operations.

    So it doesn't always come down to the quality of your work, but as an artist you must keep pushing your craft for yourself.
    Thanks for the advice! Your opinion is very exhaustive!
    I agree with you, there's the possibility that a company only needs some who make perfect gears. I guess that's why my friend suggest me this way to try a quicker way (because I'm not very young ^^; He suggests me to find a job ASAP..) But I believe most companies want employees who have good knowledge of both anatomy and clothes making, or even more. I think I should be more patient and just focus on learning. Thank you!
  • sakura_mage
    oglu said:
    I think the most importatnt is be open for feedback. Dont freak out if get hard critic.
    Thank you!!! I think it's very important, too. Everyone see humans everywhere, everyone specializes in critiquing characters.
  • sakura_mage
    What does your artwork look like right now, @sakura_mage ?

    Hi^^ I don't have an Art station account for now, I'm now working on my third artwork and I'm gonna post my work after finishing it.
    Welcome to see my Artstation at that time if you are still interested!! Thank you so much ^^
  • sakura_mage
    pior said:
    The biggest misconception here (coming from your friend) is to assume that Junior artists are somehow expected to be lesser skilled. That's the completely wrong way to look at it.

    Juniors are just that : juniors. As in : they haven't had enough practical inhouse or self-driven experience to be exepected to operate at a senior level. But when it comes to artistic skill they are not given some kind of free pass - they'll be competing for the job with everyone out there, and there are some extremeley talented juniors all over the place.

    Now of course some pipelines/projects have a need for some character artists to focus on gear only - and naturally, that sort of stuff will often be assigned to juniors. But thinking of this as some kind of low barrier of entry to aim at would be 200% misguided and is a backwards way to think about it. As usual, the only way to go at it is to strive to be the absolute best at the job, rather than to cut some hypothetical corners.

    Lastly ... hoping to "pick up" anatomy and faces while on the job is pretty risky as imho it would show a certain lack of humilty in regards to the complexity of the topic. This stuff is pretty damn hard to get right, and while there will always be a certain amount of knowledge sharing within a team there is a limit to what one can learn by proxy - as opposed to putting in the work on one's own time, failing, and starting over again until eventually getting it right.

    "He told me that I can just ...is actually pretty condescending coming from your friend.

    [This place inentionally left blank to insert a joke about environment artists :D ]


    Thank you for you reply!! Hmmmm it's a good point that junior should be expected to be skilled. I know learning anatomy might take several years, but all the companies prefer you have experience... So my friend's opinion is to do gears or something that takes less time to learn to at least first get experience in the project then learn anatomy while acculating project experience, which makes sense too. However I'm not a quick learner and I can totally understand the situation that you described about "pick up anatomy on job" ... 

  • sakura_mage
    pior said:


    Lastly ... hoping to "pick up" anatomy and faces while on the job is pretty risky as imho it would show a certain lack of humilty in regards to the complexity of the topic.
    Bingo.

    Nobody can insert anatomy into your brain and make your hands output art. Even if you watch all the best tutorials, read the best books, study from real life, there is still massive amount of trial-and-error leg work involved. Reason is because tiniest errors in human anatomy, anybody can pick up on it. They probably can't say what is off, but they'll know something ain't right regardless. You sculpt a tiger or a frog, as long as it's like 85% correct people will think it's good. But humans have to be perfect.

    Learning anatomy is not rocket science -- i am convinced that almost anybody can do it and it shouldn't be feared at all -- but it takes tiiiiiiiiiiiiiiime.  More time than somebody wants to employ you for in which you can't output what they need. So develop your patience, make an "exercise" regime to extend the limits of your patience if necessary. That's probably the number one risk of failure -- not having enough patience.

    I would say focus on anatomy first -- once you achieve the level of "seeing" necessary to consistently get anatomy right, everything else is the same but maybe more simple. Armor and clothing will be pretty straightforward.
    Thank you for the reply!! 
    Do you think in order to learn anatomy (or let's say practice our eyes) , figure drawing and portrait drawing can be more efficient than making character portfolios?
    Yes I know that it takes a long time to learn to get correct shape of the human, I have friends who work on it for more than 2 years (part-time job in a restaurant at the same time) and does get a big improvement. He said the same thing that patience is also the quality required for this job. 
  • sacboi
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    sacboi high dynamic range
    To be honest, figurative drawing from life or in fact portraiture is as much of a challenge if not more so than generating a high end game/cinematic res digital character...now the question I'd ask, can you actually draw in the first place?
  • melviso
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    melviso polycounter lvl 10
    I am also interested in this as well. How best to nail down anatomy? For a while, I have been drawing on paper and replicating humans from magazines and so on, I noticed now my eyes tend to break the human figure into geometrical shapes to guage distance of features where to place them e.tc. I am wondering whether rather I should be replicating them using 3d sculpting rather than drawing or should the two be done together bc at the end of the day, both require different techniques like for example the process for creating the hair would be different so if I am doing this in 3d, I am learning all the techniques while learning anatomy as well.
    This thread has a lot of interesting info.
  • Alex_J
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    Alex_J grand marshal polycounter
    something I've learned over past year:

    Most beginning art mistakes come from bad interpolation of 2d photo reference. I think looking at photo and reading lighting to discern forms is dependent on good understanding. Much, much easier to study from real life as a beginner. Eliminates many misconceptions and errors, builds more thorough understanding. Dispels any mystery. Very easy to understand form and volume when you can just put your hands on it. So sculpt yourself, your spouse, your dog, your telephone. Everywhere I have made a big stride forward, it was because I studied real life thing.

    I think if I was a teacher in a school I would not allow students to be working from concept.  First year would only be building real life things in front of their faces. Build the understanding first, then interpolate from 2d reference.



  • wojtekfedunik
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    wojtekfedunik triangle
    I think if you like to model characters, go in that direction. But you can always take care of basic models like clothes, weapons and armors and free-time modeling skills.
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