Henlo,
i got the opportunity to work as a 3d character artist in the local studio but i failed on the test.
They saw my portfolio and they didn't complain about my 3d modeling/sculpting/texturing/topology at all.
I realised they're not that much interested in that since almost everybody can do it these days who is at least 5 years into this.
Also, they don't give a shit if You did something from sphere or u used a basemesh.
The point was in blendshaping,facial rigging, which would lead to understanding rigging and animation systems = which means functionality.
So, even if i don't have skills as top row artist on zbrushcentral i could get hired if i could do facial blendshape and rigg character in maya.
Nobody cares if You have nice good looking 3d character if it's not ready for animation. So it will lead more to understanding technical stuff even as a 3d artist.
5 years ago, i think i think i was tricked by artstation and zbrushcentral looking all these cool 3d characters, focusing on 3d modeling ,sculpting ,painting but ignoring technical side ,rigg and animation even i cared about topology tho.
3d scans,photogrammetry, basemeshes, all widely used and welcomed if it could finish a job faster and sell it. The industry doesn't give a f***.
Now, i want to start learning rigging and animation aspect of 3d characters. Not to be rigger or animator but to be able to deliver functional character.
Replies
One of the most important aspects of the job is supplying something usable to the next person in the chain
99% of internet education skips that part, which is why 99%of internet education is worthless
I want to say the industry is changing, people say you need to make character from sphere, nobody gives a shit if u use basemesh or scans if you can make functional and sell it.
You dont have to learn rigging and animation. You just need to know what the rigger and animators need.
Its pritty standard that you get a reference character to meet the tech specs and quality beside a pipeline documentation.
it's a pretty vital skill if there's no basemesh to work from - eg. you're making a 7 legged snail monster or something.
My point earlier is that the vast majority of tutorials teach you only to make the thing in the tutorial, in isolation and with no consideration for the next poor bugger down the production line.
It's great that you're willing to learn some rigging - this will make riggers like you a lot more and also make you much more useful ion a production environment.