@Tiles you can be honest without being horrible like this. Your goal should be to help people while wanting them to still make art. Sometimes tough love can help some personalities, but it's not something I'd risk on a stranger. @jcourtchandler Welcome to the journey! The fact that you are posting and looking for answers…
Being brutally honest? Your fundamentals (such as anatomy and lighting) are either novice level or non-existent and there's nothing about your work that feels concept art besides having a turnaround in it. Its not a surprise why you haven't gotten anything back as most employers are used to hiring guys with top notch…
I also recommend a mentor so that you get more direction and at the same time build a relationship with an industry contact. I recommend this mentor, https://www.linkedin.com/in/timothée-mathon-41896b158/ Though you would still need to work on fundamentals before a mentor accepts you. For this I recommend Feng Zhu's…
If it's about designing, don't fall into the "I need to draw everything from scratch from imagination"-trap, try using 3d geometry/ mannequins as a base for your concepts, do overpaints - possible with photos too. In 2D, trace silhouettes to get a base. I think designing less about perfect execution, but exploring options…
@jcourtc Hey there , I've only a couple of further thoughts that might be useful cos looks like just about everything one can suggest as constructive feedback has already been shared. Anyhow art in my humble opinion amongst other things is highly subjective, where one man's/woman's trash can be another's treasure....etc,…
Yeah, your characters looks simply ugly and deformed to be brutally honest. That's why you don't get a job. You wouldn't want to play a game with these characters neither, would you? :) You picked the hardest part first. That's why you are stuck. Character design is nothing that you start with. You may arrive at it at one…
not sure if you're following this thread anymore @jcourtchandler but you're just going to have to work hard. A lot harder. 4-5 hour grind sessions after work. Hours of tutorials. The kind of art on your portfolio looks like the stuff my friends doodled in freshman year, and they were not aspiring artists. I could tell you…