Hi,
I know there is a job position called 2d concept artist and 3d character artist. It's not the same. The roles are not the same , i am aware of that.
So, the pipeline goes basically on getting the concept art from the concept artist and you gather additional references (if needed) and you execute it into 3d. Somebody will say simply as that.
But something is telling me that it doesn't work like that always. There must be a pain part. (also i am aware about capturing the soul of the character pain part)
Why companies hire 3d character artists with some 2d artistic backgrounds, or fine arts? i assume because of that. So they can handle those sitautions by themselves. A lot of 3d character artists knows how to draw in 2d characters, so its a plus but im wondering how is that vs those who dont know how to draw or concept but are pretty much good in sculpting of anatomy and props.
I'm asking this just to know what to expect when getting a task of creating 3d character for production. i mean if that is a job.
thanks in advance
Replies
That doesn't mean that one will be asked to create 2d artwork on the job though. Rather it means that an understanding of 2d visual codes is, indeed, a soft requirement to do the job well. For instance it doesn't matter if a 3d artist is able to spend hours modelling an anatomically correct eyeball, anyone can do that. However knowing how to fake a cast shadow or a shiny highlight or a wet tear line in the context of stylized art (or even realistic art) to create a lively look, or why emphasise this or that element of the design to convey it well in 3d can only come from a solid knowledge of illustration, painting, animated cartoons, and so on.
If anything one could also add photography to the list too - as only people who've used cameras with different lenses can fully understand how to interpret reference pictures, especially for faces. Of course one wouldn't list that as a requirement, but that could very well come up as a question during the interview for instance.
All that said, one could also argue that all of the above is self-evident and that it isn't really worth listing in the job description in the first place, especially since a quick glance at a portfolio says it all (usually bad presentation = poor 2d skills). But maybe doing so can help trimming down the number of applications.
And of course it all varies depending on studio culture and also art style. The more lightweight the art style, the more porous the disciplines are ; and people are more likely to wear multiple hats in smallest teams. No need to be a master painter to make prop assets for Katamari Damacy - and as a matter of fact, if I am not mistaken the studio leveraged students to help with that.
https://en.wikipedia.org/wiki/Katamari_Damacy.
The further along in my career that I progress, the more I'm finding that the most challenging part of our work has much less to do with its technical aspects (How do bake? What this button do?) and much more to do with the fundamental elements and principles of design. These things tend to be much easier to practice and explore in other mediums - such as drawing and painting - but the lessons learned there transfer directly to our work.
For a modeller position, you are not asked to be the "concept guy", but you must know how to draw, at least well enough to express ideas (just the basics), like with the overpaint of a 3d model, for example.
If we need to make a change because a concept is quite abstract, we point it out to the concept artist in order to make the final changes in the design. A drawing is the best language.