13 more posts in this thread. [Missing image file: ]
Right, riddle me this /ic/:
>Want to get into that sweet AAA industry as a concept artist;
>Every job opening is asking for a senior, 5 years of experience or a shipped AAA game, not even one fucking junior opening;
>Need to get experience, shoot for smaller studios;
>Smaller studios; Indies that don't pay that well, do mobile/social gaming;
>Have photorealistic portfolio, smaller studios don't have budgets for photoreal games, instead they shoot for candy crush/ heavily stylized cookie cutter stuff;
>Put together a new portfolio with stylized stuff in it to smaller/indies/social gaming companies;
>Send it out, radio silence or I don't have the style they're looking for;
>MFW I have no fucking idea how to break this loop
I'm honestly lost. I want to work in AAA gaming and I'm willing to pay my dues by working in a smaller studio even if it's by doing candy crush shit all day long just to get the experience.
"You gotta put in your portfolio stuff you want to do" is a shit advice for beginners. You're just pigeonholding yourself and narrowing your options.
So I ask, how the fuck do I get where I want to be?
Useful thread here
4 more posts in this thread. [Missing image file: ]
Tl;dr: Devin Platts (Texahol) just uploaded a Gumroad tut on his process for painting characters and you should go buy it (inb4 I'm him).
One of the biggest problems that beginning artists have with digital painting is lack of a clear process. They don't have an order of operations to follow, so they just start slapping down paint and hope for the best, which is a recipe for failure most of the time. Lack of good process = lack of good results. I notice this particularly because it's a problem I've struggled with. It's hard to build a process that consistently produces good results, but once you have one, you're golden, because now you've broken down a very complex task (painting a picture that doesn't suck) into a bunch of small, manageable tasks (line drawing, flat color lay-in, ambient occlusion pass, lighting passes, etc) that you can practice and refine without getting overwhelmed. Much more efficient and much less likely to result in frustration.
This guy who's Gumroad I'm pimping has been talking about the importance of process for years, ever since I first saw his work on CA in like 2006. He's built a very nice process since that time, and I've always wanted him to make a good tutorial on it, because it creates sweet af results without a massive time expenditure. And now he's released this tut. I've watched it and it's good. You should buy it (it's 4 bucks) and watch it.
p.s. No, really, I swear I'm not him