I'm a 3d environment artist and I'm currently working on my portfolio. I'm working towards smaller projects with more focus on quality and high detail. One feedback I got was that it's not a bad idea to have a high-quality prop in my portfolio as well. I was wondering if having a weapon is okay? I know that there are weapon designers but I love making weapons. It's sort of a prop...
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Weapons encapsulate an hard surface discipline throughout all phases of the creation process. Also I think worthwhile, is to research established artists like Tim Bergholz, JL Mussi...etc in order to examine their individual methology generating these particular objects.
Think:
- Ornate fountain/statue in a courtyard.
- Grandfather clock in a manor house.
- The main computer terminal in a nuclear bunker.
- Jukebox in a diner
- Old typewriter in an abandoned house.
So you have a hero asset and an environment and you showcase both.
Broaden your vision, use photography or cinema as inspiration, then imagine your chosen environment in a game as a end of level area or even better as an in game cut scene. Think what sort of quality do I need to pull that off.
All the best.
Weapons, plural? I'm gonna start to wonder if what you really want to be is a weapon's artist, which could be a mark against you.
look out on udemy they have 90% sales every so often. Guy named Ulibarri makes the most accessible scripting/visual scripting instruction I've found anywhere. That's a great way to get started.
Knowing how to make art is a huge plus but it is a separate branch. To me it makes sense to take the most direct path possible once you know what your goal is. And with all the resources we have you literally don't have to wait a day to be designing and selling your own game ideas. There is no obstacle to prevent it.
as far as making games goes just make pong and tic tac toe and stuff like that first. you can still practice art skills by making them look nice once you've built the mechanics. if you can make tic tac toe look nice then i am sure you can make any game look nice. slow is smooth and smooth is fast.
very few people can actually finish a game so that has to count for something. as always the inhibitors to production are human issues. know thyself is the only real guidance needed because then you can solve any issue.
if you notice that you start noodling with art and forward progress slows you got to ask why.
if you notice that you diving into technical issues or over-engineer your tools and this slows forward progress you got to ask why.
if you procrastinate ask why.
beware excuses: ever meet the sort of people who really suck at lifting weights and so they'll say something like, "yeah i'm more of an endurance guy." Don't be that guy. If there is a job you got to do just find a way to do it or die trying.
I'm was doing exactly. I was reverse-engineering old atari games like pong and space invaders, etc. Also, from there, make it my own with gameplay changes/improvements and graphical enhancements. I really want to get into 3D games once I get the feel of making 2D games. It's actually quite similar, just an extra dimension. The code remains similar. It's just that I have to finish the project, have a deadline, schedule around my job to do this, and then push myself. Get it done.