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Need guidance: As junior, where should I start to improve my skills ?

Hello there, and sorry for my English writing.

I has been working as 3D junior artist in the studio for few months and the studio put me into vehicle section, which is fine for me cause I still have no any experience in the industry so I can learn a lot of pipeline and got some knowledge from this section anyway. (Still doing only LOD cause I’m newbie here)

Buuuuut the thing is that I wish I could become character artist someday.

I know that I have to learn so many things, and I plan to got new job in the next 2 years to some passion-related work area, like, fantasy or sci-fi work. (in current studio they made military game which is cool, just not my interest)

So, I got 2 years of learning and make my new portfolio, that’s mean I must upskill myself if I really want to achieve a job I want, I know it’s very tough to get there, not expecting to become character artist in few years.

Where I can start from ? I have some basic understanding of character making but seem like I got fundamental problems. Should I buy some courses ? I’m so confused when try to find a course that fit me well cause I don’t know what should I focus in the first start. Really want some guidance from you all.

P.s. I’m looking for course on CGMA, which is expensive but I can save money for a while to get. If there are other sites, please recommend me !

Here's my portfolio https://drive.google.com/file/d/1YX2HHNcJxjUIQSLaWdTKV7uJKgoYQs0m/view

Replies

  • Alex_J
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    Alex_J grand marshal polycounter
    try making a character right now using what knowledge you possess currently.

    show off the character here and anywhere else, and ask people for critiques. If you see professionals saying the same critiques on your work more than once, that gives you keywords to search for.
    So the process is like this:
    - Do work
    - show it off to others
    - using your own intuition and the advice of others, identify weakness in the work
    - research how to overcome these weaknesses
    - apply what you have learned to the next model

    This is both a fast and thorough way to learn and will build real confidence, compared to taking courses which will give you an illusion of progress only
  • smessier
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    smessier polycounter lvl 11
    It looks like you have some nice 3D fundamentals - I think you have what it takes to get into the industry as a character artist.  

    Your best focus right now based on your portfolio is life drawing and studying anatomy - dive into that headfirst.  If you don't really draw, then sculpt the human form from photo reference, and grab an anatomy book - https://www.scott-eaton.com/outgoing/books/George-Bridgman-Constructive-Anatomy.pdf -- I highly recommend picking up drawing, but I understand if it's too big a hurdle.  Once you have a few months of figure study under your belt, start applying that to projects.  If you can grab some freelance gigs for character art, even better.  Trial by fire can be a huge motivator.  

    Try out different art styles - realism, stylized, cartoony, and find your niche.  Having a focused portfolio shows art directors and leads that you're a good fit for their game, if you match their style.  A jack of all trades portfolio tends to have weaker pieces overall, but if you work hard enough you could make it work.  I started off with a variety of styles, and over the years have leaned more into the stylized territory.  However I have quite a bit of experience in realism and other subject matter - I just don't lead with it now.  

    Personally, I've never done well with guided learning - be it college, or an online course.  I learned the most "on the job" as a freelancer on the indie scene - it kicked my ass, but it leveled up my skills way faster than any schooling ever could.  When I had constraints, deadlines, and was accountable to clients, it focused my learning down to just the essentials, and every new gig was a new learning lesson.  

    Good luck on your journey - reach out if you have questions!
  • sacboi
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    sacboi veteran polycounter
    Scott Eaton:



    should be enough to get a general idea of what's in front of you
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