Ham
Render
Question:
I have a question for you guys. I've always heard that a 3D modeler should not waste time creating own concepts and that in a studio you should be able to replicate the concept your give as close as possible. But I'm sometimes worried that I'm missing out by not creating my own concepts. What do you guys think? Do you think it's bad or good to spend time making your own concepts and then basing your models on that if your goal is working in a studio.
Replies
If you want to work in a indie company, specially for companies that make mobile phone games, they love to have people like you. A lot of mobile phone companies also does 2D Games so they always looking for generalists that can cover more than one job. For example if they want to make a 2D game and in the company they have 2 artists, one for 3D and one for 2D, the 3D artist won't have anything to do, so a 2D game would be unviable for the company, but if they have a generalist like you who knows to do both things it wouldn't be a problem.
But on the other hand if you want to work in a bigger studio then forget about it, most of them if not all want specialised persons, even in the 3D World they want an artist for the Environment, another for Hard Surface, another for Characters, etc.
Hope it helps!
I actually studied concept art before I went into 3D so the interest is still there. But I totally agree with you that the concept has a lot of potential but the execution is not unique enough. I actually started doing a revision of this piece a while back where I have some more elements in the scene that will stand out.
One issue with my self teaching has been isolation. It’s not until now where I've been active on forums. Therefore currently i don’t have one or two go-to people to show my stuff to and get critique. But hopefully I’ll eventually find someone to reach out to. I don’t wanna come off as nonchalant but i don’t wanna get critique from the wrong person. Giving good critique is a craft in itself and it’s hard finding someone who gives effective criticism. .