Don't confuse this as complaining, more like just a rant but I truthfully don't understand Artstation and trends half the time, or even if I'm doing something wrong. I find it extremely depressing sometimes working through school, an internship (for 3D modeling) and doing my own art to hopefully get into a junior level modeling position for games. I've spent a few years now learning the pipeline and honing those skills and I'm quite decent at it now, but man it's super demoralizing working on something in between other things and hardly anyone sees it.
Most of the time my work gets drowned in everyday works amongst other things, I make game models, spend quite a bit of time doing so and it's not the best thing ever and not as exciting as making environments with megascans and having image
#5137 small character looking at large neon object or some other thing. 95% of the time I make everything I post because I'm learning and want to actually be capable in a game modeling position so it's like.... I know i'm not crap at what I do but I can't shake this feeling I'm not making any impactful work or impression even though i've been learning this stuff for 3+ years.
I get job offers sometimes for game development so like I said, I know my work isn't bad but i'm not going to pretend I'm amazing. I make models for games because that's what I enjoy. I just don't understand what i'm doing wrong (if anything), or why I can't seem to build a following or even reach people and it's a brutal feeling sometimes because I want to believe that helps without falling into that trap of comparison and needing likes to feel validated.
Replies
But really, if you want more views, more visibility, you need to do one of two things (ideally both):
Don't fall into the "well X thing that I don't like got more views than my thing..." trap. It's petty, disrespectful, and unless you're going to use it as motivation to become awesome (it sounds more like it's bringing you down), get that shit out of your head and move forward.
It's important to realize that there will always be someone better than you, luckier than you, more popular than you, more successful, etc. But that doesn't mean you can't be the best version of yourself.
It could also help to post links directly to your art station page for the piece. I see a lot of polycounters post links to their art station page for a piece once it's done. I've probably liked and followed more people that way than just randomly browsing art station. You should post your work everywhere (twitter, facebook, instagram, etc... -that could also include links back to art station) if you're trying to build a following.
@jStins sorry, https://www.artstation.com/dmpickle thats my portfolio. weeded out a few things because i've grown to hate some of my earlier things, some things are there that I need to rework still because looking at some things in my work I'm not happy with as i've learned on my own.
This is my portfolio: https://www.artstation.com/dmpickle
Edit: I also don't see how I'm saying what people can and can't like, I never said anything like that.
EarthQuake said: Thoughts....
I'd say lighting, shading and composition is a broad area where you could improve the presentation of your work. We spend hours and hours in 3D software, but it's important to remember we're communicating via 2D images 90% of the time. Thumbnails and presentation shots need to stand on their own as compelling and appealing images.
Also consider selecting more interesting subject matter. There are so many Glocks, M-84 grenades and hunting knives out there I can visualize what they look like with my eyes closed. And I don't even really care for weapons and all that stuff. If you're going to make a prop or weapon that's been done 1000s of times over, it needs to be really really good to get noticed at all. Don't go questing for likes as it's very challenging to know what will gain traction in the zeitgeist of the moment. However, do spend time considering what you like about a subject or concept. What makes it appealing to you? As you said, this stuff takes a long time. Spend that time on something you're really enthusiastic about.
With that said, doing some common props does allow you to compare your result to others and maybe identify specifically what your version does well and what needs work.
https://www.artstation.com/artwork/RwXoy
I know your Glock is one of your older pieces, but... Aside from some lovely model and texture detail, all these shots have good contrast, interesting composition. Any one of the presentation shots here could work as a poster that a gun / half life fan might have on their wall.
https://www.artstation.com/artwork/18YYNK
Not many m-84s with a ton of views / likes, but I think this one demonstrates a little more finesse and control of high frequency details in the texture. I think your scene could also use a little more bounced light to push back some of the darker shadows.
Your most recent piece (Buster) is looking pretty good and shows promise. Huge improvement from the Glock! Keep going and cull the older pieces as you add to the portfolio. Post your WIPs here and on other platforms. I'm not so sure Art Station is the place to be noticed when you're starting out. Probably better to think of it as a platform to host your portfolio and point people to it. More views will come, but it takes time to build a following. Just worry about creating better art for now.
In my opinion, is a benchmark you're well aware of. So continue to strive for a sought after fidelity, at which point people will eventuality associate the name with the art, hence worth their while following.
Plus not forgetting those eyeballs that count, too.
"Build it and they will come"
(...oof damn my glacial typing, moi pearls of wisdom overlapped, again)
The recent stuff I see a lot of flaws still but i'm happy I was just able to make it work in the end, school often times distracts me from doing what I enjoy. It may sound like a crappy excuse but it's true, I know there are others who can relate. I understand fishing for likes isn't important, but what I wish for is feedback and often times you have to dig for that, let alone get people who care enough to do so. It is why I wish I could get eyes on my work, so I could understand what i'm doing that sucks, or what could be better to improve.
@PolyHertz I saw your feedback as well, thank you for that. I've tried other places as well like reddit and twitter, usually just gets buried though. I'm no stranger to dislikes on reddit without comment for what i've made so... i'm not sure to make of that, so I just chop it up to people not liking it and moving on I guess. Deviantart is nice, Artfol is nice but not really a place for 3D though and twitter i'm sure is okay if you have a following already otherwise.... it's like screaming into a void. I'm sure I will connect eventually like @sacboi said with consistency, i'm still new for the most part and I'm not sure making props or other game models will really connect with people as much as other things but I do like making things for games so thats nice.
Artistic theory Color and Light
Theory applied in CG Digital Lighting and Rendering
I totally understand your feeling. But keep this in mind. IMO Social media is a marketing tool for artists. Everyone who has gotten "big" didn't get there by accident. I've been working steadily in the industry for almost 15 years and I've never had a big following or top row. I've worked on large name projects and small across games and film/advertising. I've worked at Blur and many other studios in LA, it's something I skipped for a long time because I didn't enjoy the experience I got from social media. I just love making art. I don't feel the need to post except for self improvement purposes. (but I got a lot of that in person on the job too).
I'm only now deciding that I want to build a social media presence because I'm almost 100% remote at this point so I need to start building an online presence to increase my client base. (Post Hollywood strikes in LA, things have been slow)
I just wanted to share this because I believe both tracks are equally valid for building a career. You have to choose what you want out of the industry. People don't get famous accidentally Vitally Bulgarov, and Fausto De martini got picked up by blizzard cinematics because they targeted that company and posted online with a purpose since they didn't live in California. The internet is great if you're non local, but not needed if you're nearby a hub I'd suggest. But then again times may have changed, so follow your own gut and trust your experience.
Edit- Just realize I necro'd this thread but it popped up in the top of the feed on the main page for me. Still, I believe it's a relevant topic and I hope it helps someone out there. - Cheers!
Hey there!
Wow.., I completely forgot about this post as it's been a while since I wrote this haha. I appreciate your words of wisdom, and I agree a lot with what you wrote. It's understandable though building up a presence online (especially now). That said I do think it's pretty important to have some presence and a following if you're doing commissions or some freelance work, even starting up your own business, so I get it. I'm sorry to hear about the strikes and everything... it's rough out there; These past two years have seemed like the industry is in a nose dive, but I remain hopeful things will level out soon and creative peeps can find stable work with good pay.
I'm happy to say my mindset has changed drastically since I wrote this a few years ago. I personally don't focus social media as much anymore in my own instance. However, I do agree with you that (now) I mainly do it to show what I loved working on, and for self improvement to look back/reflect what could be better, etc. But what did improve things for me personally was shutting out all the noise of social media, sitting down and just working on bigger projects for myself and trying to learn 1-2 things new every time. That ironically took me places and got me introduced to people/companies that saw my work online, which was really cool.
Admittedly, looking back at this post it came from a place of insecurity in me and I was going about things all wrong. Thankfully, I've learned a lot since then focusing on creating what I like, improving myself, and my skills. Don't get me wrong, I'd be lying if I said recognition isn't nice every once in a while but I consider that a bonus more than anything. Large follower counts are cool, but not a 'must' for say, keep making stuff and people will vibe with it happens at random and that's kind of the fun part. I'm thankful this past year I just completed my first year in the industry as an environment artist and already worked on one title and soon another, so I'm very grateful. I guess this is an elaborate way of saying things fall into place, and everyone's experience will be different but I do think persistence is key.
I guess one thing I will add on for newer artist's is: Don't get your head warped by all the awesome artwork you see on Artstation or online in general. Yes, there are insanely skilled people who have done this for years, but that doesn't mean you can't get there too. Social media is kind of like a highlight reel for everyone, it's not often popular artists are going to discuss their failures and troubles along the way to get to where they are now but also is a valid thing to pursue to get yourself out there. Just don't be consumed by it, it's unhealthy. (just my opinion)
Polycount may disagree for necroing this post hahaha, but I appreciate it, it's a good reminder and hopefully it does help others who may come across it. Cheers to you as well! Thank you for the comment and I wish you luck on building up on social media additionally, I wish you (and everyone else who may read this) all the best in the future.