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…
Does anyone actually make characters by polygon modeling these days? The impression I'd got was they generally either start from a basemesh that was probably originally a sculpt, or just sculpt and retopologise into something useful for rigging and animation. Thinking about sculpting, substance painter, etc isn't so much…
Yeah, I get the impression Marvelous is quite a go-to for clothes these days? It seems very advantageous. I do want to learn to sculpt clothes properly myself, too. I don't like to rely too much on simulation and cheat myself out of skill. In any event, I have a lot to learn.
about everybody having different opinions, that's what I said earlier. One person says there is only one way, another says not. One person says you must network, the other says it's pointless, and then after much argument it becomes clear that what the word means to each person is different. Everybody has different…
I wouldn't say its time wasted, every application you make counts and most studio's really do keep your profile in their database for future opportunities. There is the perspective that a rejection means "portfolio is not good enough", "there are other artists better than you" and while this might be the case, its…
Well generally speaking no, just being good enough isn't enough. You have to go beyond just being good which means self-promotion or rather being proactive in trying to get hired. For me I tend to go to Comic Con as they have portfolio reviews. Its mostly for 2D, but sometimes people will show up who want 3D artists. This…