Hi @rima are you still doing Scott Eatons anatomy for artists course? How has it been working for you? Anatomy is difficult to get right. My philosophy is while it is certainly useful to get skilled at creating anatomy, maybe its best just to get used to sculpting to a point where you can see and compare differences…
It seems like fixating too much on anatomy in isolation is quite the self-sabotaging act, then. I know nothing about clothing, texturing or presentation. But I will invest the time, soon.
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…
Challenges are also a good way to network and learn about workflows from other participating artists. Outside of current market realities the main barrier to character art positions on the employer side is that they don't have a need for as many character artists as they do for other departments, but it really comes down…
Well, I think even with budget and such variations, there are faults you can make anywhere. Mainly, I worry about poor anatomy; unless I'm working on something PS1 level, that would show no matter what the project is. And in general, just....Things that don't show the best I can do. I'd want to always be putting my best…
This is what I've concluded as well while I'm working on my own character portfolio. No one would know or even care whether or not you use a base mesh since most people in the industry do and ultimately everything you sculpt is going to come from some kind of base object anyways. I personally say find the best base mesh…
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.…
What I mean is, it's a crutch if you use a shortcut to bypass doing something you don't know how to. If you can do it just fine yourself, it's a time saver. If you can't do without, it's a crutch. That's how I tend to look at it. Which is basically in line with what you're saying about the fundamentals. I think what I'll…
someone could tell you that it is a handicap and you aren't a true artist or character modeler if you cant someone else might say it's nonsense and that every studio they worked at used base meshes if the goal is to get a job i think that it makes sense to try the path of least resistance first and only upgrade your…
Hi! If characters are your driving motivation, I would keep going. I think for real-time rendering many of the techniques applied are the same regardless of subject, a main difference being that characters deform. Considering that a character design often includes props too (costume, bags/backpack, cover/helmet,…