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I'd love to create a model based on one of her concepts one day. It's very detailed but not overly so, there are always places for your eyes to rest. Her creature and character art have a very unique feel about it. Carlyn Lim is one of my absolute favorites. I also adore the works of Maria Panfilova, her sculpting is very fluid and organic and it feels like it draws inspiration both from eastern and western sculpture styles.Īs for 2D artists, concept artists, and illustrators, there are a couple of names that I should mention. I love their sculptures and always eagerly wait for every new piece.įrom the western scene, the first two names that come to mind are James W Cain and Simon Lee. Recently I've been fascinated by works of Japanese sculptors, especially in the collectible industry. But I have a lot of artists I admire outside of the video games industry too.
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Have you ever wanted to learn how to do wings? You can do a model of your favorite flying character.įanart is a love letter to someone else's work, don't forget to mention them.īeing a gamer all my life I've always been inspired by video games and artists behind them. Especially nowadays, when thousands of voices on social media surround us constantly.Īlways choose the project that contains a challenge or a study opportunity. It's so easy to mix up a passion for a theme with general hype for the popular franchises. I have a couple of rules for myself considering fanart projects that end up in my portfolio.īe genuine and authentic.
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Moreover, there is no better motivation to spend hours and hours in ZBrush for a personal project after a full day of work than a passion for your favorite character or the story.
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If you are on any social media these days you can see artists who have 10-12 years of professional experience are posting fanart of their favorite characters just as often as artists who are just starting out with 3D. I know that just a couple of years ago people would be quite skeptical if they read that and it's often considered unprofessional to show fanart in a portfolio, but nowadays attitude toward the term is changing. To put it simply, I like to make fanart in my free time. My solution to this is to spend my free time creating art related to the themes and IPs I'm excited about. On an organizational side of things, I'm using PureRef for managing my references and Notion to manage schedules, ideas, projects, lists of tasks, and so on.Įvery artist working professionally knows how hard it is to keep a portfolio up-to-date especially when professional projects are taking at least 2 to 4 years.
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I've also used 3D Coat quite heavily for my hand-painted textures and early work. I use Substance Designer from time to time although it's believed not to be as useful for character art as for environments, in the cases of unusual chainmail patterns, or creating a fast but beautiful base for your model, it's unbelievably helpful. I don't think it will become part of my permanent pipeline, but it's an amazing program for a variety of very specific tasks and a very useful skill to add to your toolbox. For example, lately, I often find myself using Marvelous Designer for both personal and professional work.
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In my spare time, I like to try different software just to see if it can be incorporated into my current pipeline. Everything else changes depending on the project. Also, for my personal projects, I almost exclusively use Marmoset Toolbag as a renderer of choice. My "go-to" software set rarely changes it consists of Maya, ZBrush, UVLayout, and Substance Painter.