Hi,
As someone wanting to make 3d character art a career & in the process of creating a portfolio, I'm seeking help on how one would go about picking a 2d concept to model off of.
Having looked at Artstation's 2d section, there are certain concepts that have a loose style. Should one deliberately pick those to show off how one has interpreted the piece? Or avoid those as they can be confusing to model off of & thus potentially result in a poor piece?
Should the concepts picked be of only one style (say, cartoony or realistic) or a mix?
Some concepts have both the front & back illustrated. Others don't. What should be preferred?
How closely should one stick to the concept? Is it okay to change things such as proportions (albeit slightly), or add or remove, say, accessories?
Finally, should one even contemplate having at least some original concepts that have been thought up completely from scratch? Having read some forum posts in the past, there doesn't seem to be a consensus?
Also, I'm from India. I assume a lot of the 3d projects here are ones that have been outsourced from elsewhere. Would that make a difference?
Thanks for taking the time! Cheers!
Replies
I was bookmarking pages in my browser from Artstation. Didn't realize there's a function in Artstation that does the job better! Will heed your advice.
@Alex_J @Ashervisalis Any thoughts on this part?
What if the concepts that I'm thinking of are more akin to illustrations that tell a story rather than a specific character concept that dedicated concept artists usually create?
Tbh, as I'm typing this, I just realized that my "illustrations" will need to be realized in 3d first, before anyone else can comment on whether they should be part of a portfolio.
So I should probably leave things as is, for now. & get back after posting some work.
Of course, still open to any further advice from folks on the OP. Again, thanks for taking the time. Good day!
I have indeed started to map out which studios exist in and around my location. Next, I plan on looking at the projects they have handled in the past & then gauge what art styles they expect. That should help give some direction.
I also get your point about modeling being a more technical endeavor. At the end of the day, it is indeed commercial art that we are making & consequently, being a professional entails working to a specific brief.
Indeed, I also take your point about networking. Especially given the fact that I have, so far, pursued 3d as a hobby, for the most part. So, in essence, I'm not in the loop.
Many thanks again for laying out such a detailed reply.