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>> No.3589533 [View]
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3589533

>>3589197
>If you draw in a variety of styles, the higher the chances of getting hired
This is a common misconception, but the world is filled with proof that suggests otherwise. It's just not true. Go look up any successful artist (illustrators, in particular) - they all have a singular cohesive look & feel to their portfolio. I think you'd be hard pressed to find a professional illustrator who doesn't have a cohesive style to their portfolio. 'Jack of all trades' type of illustrators take a back seat to those who have a more specialized, confident portfolio.

One of the issues is that art directors often categorize illustrators into styles and looks, and make notes of their strengths and what they might be useful for. To have a portfolio that is not consistent in its style means that potential clients don't quite understand what they'll be getting. The direction of your work comes across as confused and lost rather than intentionally varied. A professional portfolio is not the place for stylistic experimentation (thats much more appropriate for social media).

>t's been working pretty great for me.
>when I have less comissions to handle
I'm curious - what types of work are you getting? What do these jobs look like, and who are they for?

>> No.3573625 [View]
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3573625

>>3573543
Happy to help!

>is $250 a month an achievable amount for my first 3 months?
It totally is, but it hinges on a few things:
1.) Your overall sense of appeal - are you making things that other people will enjoy? Are you making work that is appropriate for wearing on apparel, or other products? Do you have a versatile style that allows you to draw all sorts of different subject matters?
2.) Are you designing around topics and themes that have a specific audience in mind, or are you just randomly making stuff?
3.) How many designs do you have ready to go? If you only have a handful of designs, you might struggle to make sales. A majority of your designs are likely to flop.
4.) Are ya feelin' lucky? Your work might get featured and give you a solid boost in sales numbers.

>also i want to target the "skull"/rock designs audience with skeletons and shit, do you think it is wise to do so?
Sure - that is ONE particular keyword / niche to design around. If your whole plan is to only do skeletons & skulls, then you might struggle to make a lot of passive sales. To develop a steady, reliable stream of sales, you have to be casting a wider net. If you're doing nothing but generic, cool looking skulls, they might not generate much. However, if you can figure out a way to tie in your skulls to different niches, then you can really expand the reach of your work. For example, you could make skulls designs based on popular video game characters. You'll then be tapping into the audience of different game fanbases while simultaneously making skulls. Does that make sense? In other words, fill in the blank with a niche / keyword: "_______ skull". Some examples could be "mario skull", "wolf skull", "nature/tree skull", "pizza skull", etc. etc.

Hope that makes sense!

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