Hi everyone.
Colleagues and experienced artists, please share your experience.
Once again, when I go on ArtStation and look at the works of other artists who work at well-known studios, I often notice that even the simplest-looking assets they make look like they are worth "1000$” — whether it is just a rock, a mug, literally anything — and this really throws me off, because I simply do not understand what I should do next.
So, I sculpt a model in ZBrush, make the lowpoly, bake everything, and paint it in Substance Painter, 3DCoat, or somewhere else — the exact software doesn’t really matter. Technically, it can already be sent into a game engine, but the work still does not look like the ones made by great artists. It just looks like a bunch of neatly painted polygons. Please tell me how to make it better, how to get over this barrier.
Below I will show an example of the latest prop I made.
Please feel free to criticize it, tell me what and where is wrong, and how I can improve my result to reach the level of AAA artists. As a reference for the quality level, I mostly look at models from WAYFINDER.


Replies
Wayfinder has a neat "painterly" style. Note that it usually takes a few years of practice and creation to learn the skills needed for this kind of work.
We have some resources on our wiki that explain some of the work necessary to create work in a similar style.
http://wiki.polycount.com/wiki/OrbCrasher
Also see Fanny's work here
https://fafart.blogspot.com/p/tutorial.html