Well ... because. I am not being ironic or sarcastic here. If you are judging what to learn and how to learn it based only on what *appears* to be the norm to you from the outside, chances are, you'll likely be wasting time. Because by definition, as a beginner, you can't guess things. I can gurantee you that someone…
If I wanted to have others decide things for me, I wouldn't be asking so many questions, would I? I'd just jump on the first thing that's spoken with enough authority. Congratulations on your work, good for you. But just for your information, no, I haven't been sat on my arse the whole time this thread has existed just…
There's some valid points in there a: there are definitely more jobs making props than there are jobs making characters. so... if your goal is to get a job ... b: most characters are covered in clothes and props on the other hand though ... are we interested in getting any job or are we interested in getting a job as a…
All schools over here. There are a few exceptions, but generally speaking solid zbrush based juniors are super easy to find. I mean we work in a niche and our work is heavily focussed on being very clean and polished. Being able to model, to create your own basemeshes is just very valuable at that. It also saves time down…
Atleast in AAA, a basemesh is very commonly used and a lot of the model is spliced together from exisiting assets. Very rarely did a character artist in studio have to work from scratch and if they were assigned such a task there was considerable time alloted for it. Lot of the work was outsourced, so its more a matter of…
"There's also more emphasis on the high poly since automation takes care of a lot of the process to make models game ready." ... That's pretty much the last thing someone interested in learning character art should consider. The point is not to learn this or that ultra-specific workflow from this or that studio. And @Rima…
You could also use a base mesh and focus on detailing, from my consultation with senior artists they are okay with using base meshes for portfolios. There's also more emphasis on the high poly since automation takes care of a lot of the process to make models game ready. And a greater focus on hair which is challenging to…
The issue is that I've not actually seen any prop modeler positions at the junior to mid level unless its 3rd party outsourcers like Dekogon. Ubisoft Toronto has Model artists, but at other studios its more specific like Weapons Artist, Vehicle Artist, Hair Artist, Clothing Artist, and sometimes its just Character Artist…
just repeating fabi but i was going to say, the number one best way to overcoming analysis paralysis and other forms of procrastination is to have a deadline and stick to it. That is a little more difficult if you are the only deadline enforcer, so joining some competition can be a great thing. Could even just be a…
"The issue is that I've not actually seen any prop modeler positions at the junior to mid level unless its 3rd party outsourcers like Dekogon." Not every position that a studio relies on to operate is listed, therefore you can't infer how studios work just by looking at their job openings. Such openings are, by definition,…