So i keep getting the same feedback, that my anatomy is not amazing, my textures leave alot to be desired and all around have the name Beginner said alot about my work.
Iv studied tons and get this every time i make a character, i cant afford mentor ship and am not sure what wall im hitting that i cant pass to get out of that beginner stage an hit the industry as an artist. This is a study i did over a few hours today.
Im not sure if this kind of study is what i should be doing or not but i hope it put on display were im at an maybe whats so wrong with my art that someone might point out. Cheers.
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https://www.artstation.com/garethstandfield
Maybe you just need to break out of your comfort zone for a while. Instead of doing another stylized cartoony/anime person with soft features, try finding some reference of a person with much more pronounced facial features. Like an old and skinny person, or someone with big cheek bones and deep nasolabial folds in a really hard light, or . . .something. (I don't know). Then apply the facial features you've seen and studied to your anime characters, but softer. I've seen some character artists start by going way over the top with anatomy details, then smoothing things out to look softer and more subtle.
One other thing, eyes are one of the first things people look at when seeing a character, and the eyes of your characters often look a little off. Mostly because of iris position and proportion, in relation to the eyelids. The FFXV guy looks a lot better, but some of your older characters look surprised, cross-eyed, or both. When the eyes and eyelids are at a neutral position, the lower edge of the iris rests on the bottom eyelid, and the top eyelid rests about halfway between the edge of the iris and the edge of the pupil. There are a lot of other little proportional details like that which are important to doing realistic eyes. You have the scale and position looking pretty good for your FFXV guy (what's his name, I want to say Noctus), but the position of the eyelids still need a little work to match the reference. And I know that your older characters are meant to be stylized, but keeping iris position and eyelid shape more realistic can look really good with the kind of semi-realistic style you were going for. Like these:
The same goes for your material and texture work. Just because you are doing stylized characters doesn't mean you can't utilize the techniques used for realistic characters. In fact they could help you a lot. Things like color zones, roughness zones, material definition, micro-surface break up, sub surface scattering, ambient occlusion, edge wear, and more can be used for stylized characters if used in a stylistic way.
I may not know exactly what "wall" you are stuck at, but I hope some of what I said can help you. I know how frustrating it can be to feel stuck or lost, and I hope you can grow to be the kind of character artists you want to be. But I'm not a pro character artist, and I've only studied anatomy a little, so take my advice with a grain of salt.
Oh and one more thing. I found this Youtube channel the other day that looks pretty good called "Flipped Normals". They seem to know a lot about facial anatomy, (or at least more than I do). Of the vidoes I've watched, I like this video the most so far, it's from their playlist "Improve Your Sculpting!": https://www.youtube.com/watch?v=vIKxffo7YsU&list=PLBX-X8mPyxIrlgpiwEPmurv_9nv9seLik&index=7