Maybe the advice to focus on high poly with regards to automation taking care of much of the repetitive tasks was more specific to my case? I do think that since a lot of time is allocated to learning pipelines at the studio, it may be advantageous to streamline the more repetitive aspects of a workflow provided there's a…
You could start from a base mesh and get the body sculpting done in five days, clothing in five days, texturing in five days, and then five days for wrap up and presentation. 1 day = 8 hours of focused work. I'd consider that pretty quick pace but with your current skillset I would expect that you could output a…
Clothing and shaders you can learn about alongside anatomy. I expect you will be using Marvelous designer for clothing and shaders would start with substance painter for textures. While character creator (the software I recommend) would cover a lot of ground, you could also look into the metahuman workflow.…
Simulating clothing from Marvelous is great to get the clothing to fit. After that you can add more detail using zbrush's simulation and cloth brushes. Clothing simulation does require a proper base model, so that's where anatomy comes in but with focus on larger anatomical forms. This is why the emphasis on smaller forms…
I think the most cost and time efficient thing to do is to make models as good as you can and as often as you can bear, and gather as much feedback as you can (for free) from communities like this. Experienced professionals will give you in depth critiques for free! Some of those schools might give you a big leg up on…
Well, for me....I enjoy doing sculpting, but I get no satisfaction out of having done it. I've never looked at anything that's come from me and seen anything good in it. But I don't want to stop it, either. I don't really have a complex goal right now like telling some story, or expressing something; I just need to become…