[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/ic/ - Artwork/Critique


View post   

File: 80 KB, 645x773, 7r0z6ezlrbq01.jpg [View same] [iqdb] [saucenao] [google]
4077425 No.4077425 [Reply] [Original]

Ok guys I think this is time for me to take a redpill and do reality check.
I've been learning drawing for 5+ years during my university study (irrelevant meme degree in architecture which I did only to escape from my poor post-soviet country) wanting to become an environment illustrator\concept artist. I've done that for many hours every day, sacrificing my social and personal life. I thought I achieved some level of skill that would make me employable and I could make some living (or at least pay my bills) out of it and enjoy doing what I do.
But as a result, I got nothing.
I am 24 now and nobody replies on my job applications, nobody contacts me when I post on forums that I am available for work, nobody contacts me on Fiverr or other freelance sites. I'm running out of money and soon I will have to go to some McCuck-tier jobs just to pay my bills and food. I am now living in a country where art industry is nearly dead (Australia) and there are only a few jobs in this field here, but they are for lead artists with 10+ years of experience and massive portfolio with AAA stuff in it.
I don't know what the fuck is wrong with me and my art and where I turned the wrong path (maybe when I believed that I could make it). I don't know should I keep trying or just give up and go wagecucking 9-5 and eventually commit sudoku because I have failed myself and my life goals. Or start drawing furry porn, which to me is basically the same. Depression and anxiety eats me.
Just wanted to show to you guys to where this path could lead you. To show that even if you put enormous amount of effort into this skill, it eventually could bring you just to some level of mediocrity. To break this myth of "lol dude just put some hours in it and you'll succeed". To show that you will most likely ngmi unless you have a natural talent or you can afford an expensive art school and learn from professionals. But you don't care and I'm a faggot, I know.

>> No.4077427
File: 1.03 MB, 4000x2265, 1 (2).jpg [View same] [iqdb] [saucenao] [google]
4077427

I didn't want to put my stuff on OP pic, so I'll post some of it here.
You can shit on me, that will be totally fine and expectable.

>> No.4077442

>>4077425
>5+ years

That's it? Is this what kids consider hard work now?

>> No.4077443

>>4077425
Your work is very nice. Don't give up anon. Just keep doing it if you enjoy it. You need to do some foot work desu. Talking to people irl is much more effective. Your work would have been accdeptable 15 years ago for AAA. Now directors dont want paintings, its all photo bashed

>> No.4077445

>>4077425
your attitude is negative. people dont want to be around that. stop trying to impress people. trying to make people hire you and like you is irrational. No don't give up.

>> No.4077457

>>4077427
Is this a joke post?

>> No.4077460

>>4077425
I don't think you should give up anon, but you should probably change your strategy. Would it be possible for you to relocate to USA? When I look around on job sites here I see lots of "game artist" type positions that cover a range of experience levels as well as different specialties and parts of the pipeline etc. Another thing is it seems like you are pigeonholing yourself by focusing on environment concept only. Try adding some character pieces to your portfolio. Have you worked with 3d software at all? Learning Zbrush and modeling workflows can be a huge boost in your portfolio and marketability and allow you to fill "production" roles as well as "pre-production" (also working with 3d is pretty fun imo). Anyway just some food for thought. I am like six years older than you and struggling to make it after graduating a few years ago so I feel you

>> No.4077469

>>4077425

I can say without a doubt that your skills are up to par with industry standards, but there's more to being marketable than having skill. I like to say that the Art Business is 40% art, 60% business (don't quote me on the percentage though, it's more of an expression for how much of it is business over actually producing art.)

Do not be forlorn, because landing a job related to this hard-earned skillset still relies on the ever important factor of luck. Luck cannot be forced, nor can it be circumvented, but it can definitely be mitigated.

The very first thing you need to focus on is survival. Getting a day job to feed yourself and afford rent is not the same as giving up on your goals; it's showing responsibility and adapting to the reality that finding work as a concept designer has not yet yielded results, and you are getting a day job for survival.

Ryan Stegman had to move back in with his parents when work was slow and he was having difficulty finding jobs in his pre-Marvel days. You are not a loser or a failure, you are in a rough patch, same as many other people in life who overcame it.

Next, you want to assess your methods of applying for these jobs. If you're sending resumes to companies directly, have they announced any open positions? Did the examples you send match the theme and style the companies are known for using? Have you considered seeking an agent, or reaching out to your university or professors for advice?

>> No.4077472

>>4077425
>>4077427
I'm glad you made this bait, maybe /ic/ will stop seriously responding to threads like these now

>> No.4077473

>>4077469
You truly are retarded to get this baited.

>> No.4077475

>>4077427
your work is great. You clearly have a lot of knowledge. Your concepts could use some work, as the content is quite generic, but your execution is excellent.

Q: How much of a presence do you have on each social media website you use for art?
Q: Have you been customizing your portfolio for each application in an attempt to tailor to the studios tastes? Also is your portfolio physical, digital or both?
Q: How many completed projects (including indie and solo work) do you have under your belt?

Some general ideas for work
>porn
>no seriously look into porn
>indie projects (the ones that pay if you can find them, they tend to not mind if you work from online either if you can be awake at the same time as them and just generally feel like you're there when they need you)
>use social media and leddit to get ur work updooted so people ask you for prints or commissions

>> No.4077476

>>4077469
>Getting a day job
Not op but getting a day job doesn't mean financial stability anymore, and people in my position would have to commute for hours cause relocating to the city is more expensive than the pay you get. I have no idea in what kind of fantasy world one can come back home at a decent hour and fresh enough to study drawing. All my job experiences had me crash on the bed as soon as I got home.
It's basically quitting.

>> No.4077479

Also keep in mind that you live in the digital age, and that people who do concept art and many jobs of the production pipeline often work from home and come from all corners of the Earth. You can work for American video game studios and email your art from Australia. Don't let your physical location dissuade you from applying for jobs in other countries.

>> No.4077480

>>4077473
>>4077472

didn't realize it was bait, but the information in the thread is pretty useful

>> No.4077481

>>4077476

Literally any non hard labor job? Stop being fat and disgusting and maybe you’ll have more energy.

>> No.4077483

>>4077479

That’s not even close to true. Most places still want you to work from the office to where they can you know, have an actual working relationship with you and direct you. Lmao. Don’t know what fucking crackhead fantasy you have.

>> No.4077487

>>4077481
>12h between work and commute
>If you're tired as shit it's because "you're fat"
Can I make assumptions too and assume you have Downs?

>> No.4077489

>>4077476

We all have to look at our personal situations and find solutions in our own instamces of life. Whatever the employment may be, you -must- survive. This takes priority over everything else. You can not accomplish your goals if you are dead. I'm not going to feed OP any presumptions about the working world around them, OP will need to focus on scoping out a means for survival while he shoots around his resume and waits for someone to bite.

Also >>4077479 is me, I lost my tripcode somehow.

>> No.4077491

>>4077427
Fuck you

>> No.4077492

>>4077487

Is that supposed to sound exhausting? With that mindset you were ngmi anyways.

>> No.4077493

Assuming that you really are who you say you are, you only have 9 images on your artstation and i can't find any other social media presence other than that one site. That's a REALLY small portfolio. Consider doing more networking, posting your work on twitter and instagram and even deviantart. If you want to be a concept artist for video games or whatever you're going to have to apply to places outside of Australia. Consider applying to places in Canada, the US and Europe.

In the meantime, i don't see why you can't be making mad money with commission work to occupy your time. Your pieces are easily worth over 100+ dollars. You have the skills to pay the bills. You're at the point where now you need to really focus on marketing yourself more. Don't give up anon, your work is pretty. You can do this!

>> No.4077496

>>4077472
i knew it was bait. lol.

>> No.4077495

>>4077473

If that was bait, then well done. I've been had.

>> No.4077497

>>4077457
I wish it was, but I'm serious.
>>4077442
What is hard work to you?
>>4077460
>Would it be possible for you to relocate to USA?
I would go anywhere, but I don't have much money even for tickets.
>is it seems like you are pigeonholing yourself by focusing on environment concept only.
Well, many serious artists say that you should specialize rather to be jack in all trades. But some say opposite. I don't know who should I trust but I never had much passion about characters desu
>Have you worked with 3d software at all?
yes, I'm using sketchup+keyshot sometimes to get basic blocks. Learning Blender now. Tried to learn ZBrush but since I'm not into characters it ended up with nothing.
>>4077469
>Getting a day job to feed yourself and afford rent is not the same as giving up on your goals;
Well, I agree with you. But I did that back in my home country and after 8 hours of labor work it is very hard to do study drawings and other stuff.
> If you're sending resumes to companies directly, have they announced any open positions?
Yes.
>Did the examples you send match the theme and style the companies are known for using?
Mostly yes. For now I'm applying to anything because it is hard to find a company with the same style.
>reaching out to your university or professors for advice?
My university is in another country and professors there didn't give a shit about students. Plus, I have studied an unrelated to digital art field so I don't think that they could advice something valuable.
>>4077473
>>4077472
Unfortunately to me this thread isn't a bait and the situation in OP-post is 100% true for me. I don't know how can I prove that I'm not a troll.


OP

>> No.4077499

https://www.artstation.com/runolite

>> No.4077500

>>4077492
I have the suspect you are a larper who never worked a day in his life

>> No.4077501

>>4077500

Whatever helps you cope.

>> No.4077508

>>4077497
>I don't know how can I prove that I'm not a troll
Maybe by not calling your work mediocre? Looks kinda generic but definitely not mediocre

>> No.4077510

>>4077497
Have you tried applying to smaller companies that make those item finder videogames? I have no idea what they're called. Find the object? I don't like the fantasy environments, they look very generic but that one with the corpse in the water made me think of those games. They are very focused on environments. Maybe you can get a start there.

>> No.4077512

>>4077475


This^

Your skill level isn't the issue here, it's your networking ability. You gotta connect any way you can and reach out. Discords, join facebook groups, instagram, conventions, mentorships. Heck, even fire off a few emails to some concept artists and ask them how they got around this hurdle. As long as you're looking for serious solutions I'm sure they'll be happy to answer you. In the end, spend more time doing anything you can to get your name out.

>> No.4077524

>>4077497
People think you're baiting because your art is good

>> No.4077525

>>4077425
If this thread is legit then I'm completely hopeless. How the fuck do people get this consistently good in so little time? Is there a catch, like you can do this but everything else is a kangaroo? I just don't believe it.

>> No.4077526

>>4077493
>Assuming that you really are who you say you are, you only have 9 images on your artstation
I put there only IMO the best of my artworks. I delete old ones from time to time.
>i can't find any other social media presence other than that one site
I have all other social media. But that is not the point of this thread, I don't have many followers on any of instagram/DA/etc.
>going to have to apply to places outside of Australia. Consider applying to places in Canada, the US and Europe.
I did that and I didn't get any replies.
> i don't see why you can't be making mad money with commission work to occupy your time
Because
>nobody contacts me when I post on forums that I am available for work, nobody contacts me on Fiverr or other freelance sites
>Your pieces are easily worth over 100+ dollars
That is even more sad considering that each illustration takes me about 3 days to finish. Even working full time with no weekends would not cover my bills if 100 bucks is all I can get for one piece.
>>4077512
>Your skill level isn't the issue here, it's your networking ability
You are kinda right here, I'm a bit of an outcast and just don't know where to promote myself and how to connect with people. Besides, as I can guess, my artworks are generic and don't excite people much.
>>4077475
>How much of a presence do you have on each social media website you use for art?
Not much. I have about 150 followers on artstation and 30 on instagram.
>Have you been customizing your portfolio for each application in an attempt to tailor to the studios tastes?
No, I just don't know how to do it. I just send them a link to my AS.
>Also is your portfolio physical, digital or both?
Digital.
>How many completed projects (including indie and solo work) do you have under your belt?
Unfortunately, none.

>> No.4077527

>>4077525
Soviet work ethic

>> No.4077528

>>4077525
fucking copy shit man. its not a mystery.

>> No.4077530

>>4077528
You mean copy other finished stuff? This is not made from scratch?

>> No.4077531

>>4077525
The trick is to do conscious studying while you practice. It can be done, but you gotta draw 4-6 hours a day, every day. If you want to work in an industry doing this stuff, you have to pretend like you already are. The people doing this are painting/drawing for 8 hours a day. Drawing no longer becomes about the motivation to draw, but instead requires the discipline to do it when you don't feel like it.

>> No.4077532

>>4077497

I too do manual labor in the field of construction and I agree that it's exhausting work that leaves you drained both creatively and physically. That work became my main focus for 5 years while I hit my student loans with everything I had, and while I had time off between jobs (general contractor, work 10 hrs/day 5-7 days per week for 1-3 weeks per job and had maybe 1-2 weeks between jobs), I didn't always feel motivated to spend that free time making art. That being said, I'm only a year away from paying the whole thing off, and once I do, I can take off as much time as I need to pursue other ventures, artistic or not. This is not the freedom I wanted or the life I was expecting, but the reality I was faced with and the path of survival I chose.

You already have a body of work that represents a skillset that that meets the quality needed for the specific position you're pursuing. While you're sending out your resume and waiting for someone to take notice, you need to put food on your plate. That is a non-negotiable necessary evil, it's better to take a job you hate while trying to seek a job you love than to wind up in such financial dire straits that you can't even make the leap when the opportunity finally arrives.

You're waiting out the luck factor right now, it won't be rushed by you or anyone else. Stay vigilent, stay smart with your money, and survive. If the opportunity comes around and it requires you to move and you can't afford to do so, it'll be a wasted chance. Do what you need to do to survive during the hard times. Remember that you're unknown this early on. Seek jobs in other english-speaking companies. Seek studios that produce scifi-themed content, and be clear about the position you seek, since that's what you're clearly good at in your examples.

>> No.4077533

>>4077526
>Besides, as I can guess, my artworks are generic and don't excite people much
Maybe fix that by getting inspired. Visit gallaries and museums, read lots of books, watch good movies, socialize, exercise etc

>> No.4077535

>>4077533

Are you stupid?

>> No.4077537

>>4077533
>Visit gallaries and museums, read lots of books, watch good movies, socialize, exercise etc
Well, you won't believe, but I did all that. I followed all those rules like "build visual library, read cool stuff, do gym, fit body - fit mind, etc". I have a huge gallery of those artists who inspire me. But, I guess, that doesn't work on me and I still produce crap.
>>4077532
Thanks you for your advices anon. They gave me some bit of hope.

OP

>> No.4077540

you mother fucker i said a 100+ not 100 base lol. If you charge a $100 for a commission at the level of work you provide then you're fucking out of your mind lmao

It's on you to discover how much you're able to comfortably sell your work for(do not sell it for fucking pennies asshole) but i have to imagine that its somewhere between $150 - $350(could even be more). The main problem you're going to run into i think is finding people to pay for environmental work. As far as i know, most people who commission work usually just want cool pictures of their own OC's or scenes involving their OC's.

>> No.4077542

>>4077530
Yes. But more importantly copy other paintings. Grab everything you can and apply it to your concept.(light,color,perspective,composition) steal concepts and make them better. people dont come up with ideas from their head, they've been inspired from someone else. copy them and turn it into your own shit lol.

>> No.4077543

>>4077526
This is where joining groups on facebook like "level up" are good ideas. It's a group to promote like-minded artists to improve their skills. There you can get a better idea of where you can take your path. As far as your portfolio. If you have studios in mind that you want to work at, create one specifically that mimics their style. If let's say you're shooting for something like Blizzard, they won't give a shit about what's on your artstation except for maybe one image there that suits their overall aesthetic. So just because you have the skill, doesn't mean the studio will hire you because it's "good" it has to fit what they're looking for.

>> No.4077544

>>4077531
I drew about 7 hours a day for more years than you have, traditionally. I do something completely different as it's mostly figure drawing, but I see this stuff and I can't wrap my head around it. It's like there's an elite of people on ArtStation who are just on another level. I know a lot of folks who do what I do and none of them can do this. Did I just learn everything wrong?

>> No.4077545

>>4077526
>each illustration takes me about 3 days to finish

You definitely need to make your workflow more efficient if you plan to work in the entertainment industry. If you incorporate photobashing plus using 3d renders beyond a basic block-in that would go a long way. I recently found that 3dcoat is really nice for sketching out complex hard surface stuff with its voxel engine, you might also want to check out world engine for terrain gen. As far as the problem of catching people's interest, I think you would benefit a lot from focusing more on story in your work. I can already see choices where you are doing some environmental story telling but you could definitely push this farther. Here's an idea, try doing some pieces that instead of being a "place" where stuff can happen are more like a "scene", where something is about to happen, already happened, or is currently happening. In this way the piece could represent a story beat or gameplay moment or whatever

>> No.4077546

Also, make a twitter and a facebook for your art, it's not the best medium for artists functionality-wise, but both are massive social media platforms full of artists who get attention, and the nature of Facebook likes and Retweets offer ways for others to boost your signal to their own followers, increasing exposure exponentially. It's not the silver bullet you need, but it's a good idea.

>> No.4077550

>>4077542
Looks like this makes you end up with really generic stuff tho. If this is not just a practice thing but something you do for the finished pieces then it explains why it's so well made but also why it's generic
Generic should be a plus in the industry though, isn't it? It's strange that op isn't finding work

>>4077537
Did you skip my post about hidden object games? Have you checked?

>> No.4077554

>>4077545
>You definitely need to make your workflow more efficient if you plan to work in the entertainment industry
Well, that really depresses me.
I have read an article about picrel illustration where an artist said that it took him 8 weeks to finish it https://www.elderscrollsonline.com/en-gb/news/post/26023
an I thought that I am already fast enough (I do use 3D in my artworks already)
But if you say that it is slow that I am pretty much fucked since I don't know how to produce them even faster.
>>4077550
>Did you skip my post about hidden object games?
I applied even to those roles, but as I said previously, nobody reply to me.

OP

>> No.4077555

>>4077535
What's your problem

>> No.4077556
File: 863 KB, 1024x768, ESO_Morrowind_keyart2_1024x768_2.jpg [View same] [iqdb] [saucenao] [google]
4077556

>>4077554
forgot the picture

>> No.4077559

>>4077544
You could draw for 8 hours a day for 80 years, if you never bother to learn certain aspects of art, it will always go over your head.

It's not that you've learned, it's just you've stuck to figure drawing, which has very little to do in terms of perspective unless you're placing a figure in an environment. These paintings are nothing more than a fundamental knowledge of basic 1 and 2 point perspective, lighting, a good source of reference or internal knowledge of structures/forms and an understanding of composition. You too can produce this stuff if you take the time to learn it.

>> No.4077561

And to EVERYBODY here who is disheartened in the amount of skill OP developed over the time period he did, take note: if it takes you longer than others to reach your goal, then that's what it takes. Whether it takes you 10, 15, 20 or even more years to get there, it's up to you to get there. There is no silver bullet or secret trick to improvement, it all comes down to tenacity. If honing your craft and making your desires a reality is a goal worth having, it won't matter how much longer it takes you than everyone else. Unless you have a genuine mental disability that renders you incapable of learning, you WILL get there.

I said this before in another thread, but consider the fact that Morgan Freeman was a complete fucking nobody til age 54. He didn't give up despite decades of effort and an interruption of joining the armed forces, and when luck finally came around and he jumped on the opportunity to do Driving Miss Daisy, his star exploded and he finally had the career he strived for. I think it's more likely that you'll hit your goals sooner than Morgan Freeman did, so don't worry about being out-classed by OP in such short time.

>> No.4077562

>>4077559
It's not that you've learned wrong**

>> No.4077565

>>4077554
I'm starting to think retard faggot is a bullshitter. I see artists not nearly as skilled as you working on card games and other small things. The main difference I see between you and them is they have a stronger voice and they post a lot on social media.
Another thing you lack is texture, your pictures have a very smooth texture that makes everything look artificial, if you use a more painterly approach it will probably save you time and you will get a result that looks less labored
A lot of environment art I see is done like this

>> No.4077566

>>4077561
eyvan earle is another good example. just wondered around and painted. then walt disney saw his stuff and hired him at the age of 43 or something. OP just keep honing your skill.

>> No.4077568

>>4077425
>24
>architecture degree
>australia
You are me but actually good at art OP and I havn't given up yet. You are right that we are creatively bankrupt in this country. If the people have money to hire an architect, they go to a builder to make a box with a roof like everyone else has but they pay for the luxury of choosing their own sinks and cupboards. There is a bad mentality towards good design and art here, especially when it comes to being paid for it and considering how few studios for concept design that there is in the country. I'm sure there is a job for you that you would do very well at, but finding it is always the difficult part. I don't know when I will give up on a career in architecture or art, not yet though.

>> No.4077570

>>4077565
You're right. The vibe I'm getting from OP is that he's either having a laugh, or just kinda going through the motions and isn't motivated enough to apply himself in any other direction besides his art. I could easily see this stuff on MTG cards.

>> No.4077572

>>4077565

Networking is absolutely key, but popularity is not formulaic (if it was, we'd all have it.) Those lesser quality artists who find employment are examples of my point: they had luck in gaining a large social media presence, and an opportunity opened up for them to work on those card projects you referred to. A lot of this comes down to being in the right place at the right time. There is no specific place to send your resume that will guarantee a job.

>> No.4077574

>>4077570
> I could easily see this stuff on MTG cards.
I can make a screenshot of my application to MTG which I sent 2 months ago and didn't get a reply.
I really applying anywhere where my shit could fit more or less but I don't get any replies. And I don't know why and this fucks me most.

OP

>> No.4077576

>>4077572
>they had luck in gaining a large social media presence
I highly doubt social media presence in something that happens through luck. It's a skill like everything else.

>> No.4077580

>>4077574
>And I don't know why
Because there's too many fucking artists.

>> No.4077582

>>4077576
>I highly doubt social media presence in something that happens through luck. It's a skill like everything else.
I agree with that and since I didn't get much followers anywhere even though I've posted my art there for multiple years, with hashtags and other stuff. So basically that means that my art is mediocre and I spent many years of work for nothing.
>>4077580
>Because there's too many fucking artists.
And also because of this.

OP

>> No.4077583

>>4077574
That's good though! Keep applying every couple of months with new/updated pieces. If they don't hire you they'll see your improvement in your work at the very least and then you'll be on their radar for when you apply next. A no now does not mean a no always. Todd McFarlane claims he sent 700 samples before he got hired at Marvel.

>> No.4077584

>>4077574
there is one artist who sent in over a hundred emails to wotc. it was only after the 150th email they replied and he got hired. which took over 5 years.

>> No.4077588

>>4077583
>>4077584
Survivor bias. There were still hundreds of artists who have failed even sending thousands of emails.

>> No.4077589

I think you'd be better served asking a professional concept artist to review your portfolio. Pretty sure you can find pros online who you could pay to mentor you. If you can't afford something like that, I'd reach out to pros on artstation and ask people there what their first impressions are and why they wouldn't hire you. /ic/ might not be the right place to ask this kind of thing since a lot of people here are still on the fundie grind.

But since you did ask here, I'll give my thoughts. My first impression is that you're clearly skilled, but your portfolio doesn't show evidence of creative design or aesthetic appeal. One of my old art teachers, who works in AAA as a senior concept artist, told me that the ability to design and come up with good ideas is more important than the ability to finish a render. The other issue i see is that the paintings, though they appear technically sound, feel a bit tacky and unappealing. When I look at them my first thought is "this person is really skilled" but not "this art is beautiful/cool/whatever".

I suspect you're a lot closer than you think since you've already got your fundies down. That's a wall that the vast majority of people never scale. Don't give up... just keep at it and find a pro to steer you in the right direction so that you don't keep cranking out pieces that get you nowhere.

>> No.4077590

>>4077588
this guy https://www.youtube.com/watch?v=8HgBEzYWSiA

you have to really want it to get it. and you gotta be good to get lucky in this field.

>> No.4077592

>>4077554
Don't despair about your working speed. Concept art and illustration are overlapping disciplines but have different goals. You are producing pretty finished illustrations where the whole image has been labored over and defined clearly - a turnover of 3 days is not bad for the pieces on your artstation. However if you are in a concept art job your goal is to communicate an idea quickly and effectively. My point is not that you should be producing the same work that you have been to the same level of finish in less time, instead you should figure out in your work flow how to cut corners so that your paintings can still communicate an idea but with a faster turnover rate.

>> No.4077594

>>4077576

If that's the case then please elaborate for OP on how he can become popular on social media.

>>4077574
MTG these days is a bit of a lofty goal for unknown artists since it's hit such popularity. I can guarantee you're not the only one sending in resumes. However, keep an eye out for competing TCG's with a scifi or fantasy style, and apply there.

The top dogs in the industry are more likely to notice you as competition than as another prospective candidate. The comic book industry is ripe with this kind of poaching mentality; if you work for a 3rd or 2nd class comic book company and you have a quality that's on-par with with Marvel or DC, they're more likely to consider snatching you up and putting you to work for them if they think you'll otherwise benefit their competition.

Seek out tabletop game and card game shows/conventions and look for people trying to make a startup, or find lesser-known TCG's that are present that might be more willing to hire you on.

>> No.4077597

>>4077582
>So basically that means that my art is mediocre
It's not that, it's just a matter of sheer quantity. It's like singing really well in a crowd that screams.
I would try to send messages to environment design pros and ask them for tips if you haven't done already, you might get a helpful reply. If you ask humbly it's ok to send out a few emails. What those people have to tell you will help you a lot more than anything in this thread.

>> No.4077599

>>4077588
You're missing the point. It's not that "you're guaranteed to make it if you don't give up!" it's that OP is put out by the fact that he's not getting hired by any of these places, despite only applying ONCE. We're simply saying don't give up in despair so easily if it's truly something he care's about.

>> No.4077600

>>4077594
>If that's the case then please elaborate for OP on how he can become popular on social media.
Fuck me if I know lol I'm a ngmi (a real one, not like op). But I always see a deliberate effort by artists in building a social media presence. Drawing fanart, engaging with other people, all that shit is just self-promotion work. All people who are popular on social media are active on the platforms, they don't just post their art. What I don't know is how frequently will studios look for artists on social media, but op seems to be failing with applications so I'd just try to get noticed on socials. He could open a YouTube channel explaining his process, draw fanart, everything that works.

It would be a waste if he quit.

>> No.4077603

Just sleep on it, OP.

Since none of us has made it (myself included), you should take what everyone says as a grain of salt. "What you need to do to fix your situation" is speculation, just like "what's wrong with your work" is also speculation.

No matter what you decide about yourself and your future plans, I urge you to look up stories about how people you're inspired by ir hold positions in your desired field got to where they are now. Contact them by email and ask them what it was like when they first started seeking work, and what issues they had til they found their break. Don't include a resume, artists get squeamish when they think people are asking for critiques, but ask them to talk about their journey as a down-on-their-luck artist. They'll be more likely to talk about themselves if it's to motivate an artist.

Do this, and really think on it. None of us can live your life for you.

>> No.4077607

>>4077603
>I urge you to look up stories about how people you're inspired by ir hold positions in your desired field got to where they are now
Survivor bias tho. I understand your reasoning, it might take 10, 20 years. Morgan Freeman. But thinking of a thing as a side thing for 10, 20 years is pretty much quitting. The fact you are equating this career to becoming a literal movie star is anything but motivating.

>> No.4077616

>>4077559
Except if op wanted to draw what I draw he'd be able to do it better than me in a fraction of the time it would take me to learn this stuff. I have seen this happen with a concept art guy from artstation doing things for fun and outclassing everyone while saying he's a beginner

>> No.4077627

>>4077607

The only way to 100% guarantee failure is to quit. Preaching persistence while promoting a responsible consideration to income is far more worthwhile than giving up. Resign to your state of failure if you want, that's a choice you make for yourself, not others.

I'll take survivor's bias for hope over clinging to the comfort that comes from convincing myself "there's nothing I can do, I'm not a failure because it was never possible in the first place."

>> No.4077629

You're an alright guy, retard faggot.

>> No.4077645

>>4077629

You're all alright guys. This isn't a board for people to make fun of artists in general, the fear and energy and anger and raw passion everyone expresses on this board comes from a very real love of art. None of us would be here if art wasn't meaningful and deeply rooted in our lives, there are SO many other boards we could go to for easier arguments and shitposting. While it's par for the course to shit on each other on /ic/, anons need to ease off on themselves from time to time. You're the only motherfucker left when you turn the computer off, the rest of us disappear. So give yourself a little more confidence and give your future self a chance to live that reality.

>> No.4077647

>>4077627
>Preaching persistence while promoting a responsible consideration to income is far more worthwhile than giving up.
I agree, but there's no practical difference between the two in a context this saturated and competitive. You say you haven't made it yourself and you run on survivor bias and movie star success stories, are you sure you're not preaching into the mirror to tell yourself you haven't given up? Doing it on the side was doable maybe a generation ago where you could be shit and get hired.

>> No.4077648

>>4077425
Jeez anon I started at 28 and now I'm 35 and art is allowing me to have a living, not a great one but I'm not on the streets nor I need to go to back to wagecucking

>> No.4077658

>>4077647

Absolutely. I consciously choose to tell myself and others not to give up. It's more worth my time than questioning people why they haven't quit trying yet. Why anyone would pride themselves in assured failure is beyond me. If that's the way you find happiness in your life, more power to you. I have a different attitude towards the unknown, that's all.

>> No.4077662

>>4077648
Good shit, how'd you get better if I may ask? I started last year and only got up to chris chan tier.

>> No.4077695

>>4077658
You know that nobody's gonna quit drawing here, I'm just pointing out that the difference is purely semantic. If your mindset is being a hobbyist and maybe in 10, 20 years you'll be able to start if you're lucky is just a nicer way of saying you gave up.

>> No.4077717
File: 1.53 MB, 420x314, 1564652358021.gif [View same] [iqdb] [saucenao] [google]
4077717

>when a namefag isn't a complete retard
I'm surprisingly pleased

>> No.4077737

you can do it, OP!

>> No.4078008

>>4077425
One word:

PYW

>> No.4078047

>>4078008
>>4077427

>> No.4078139

1.Save up some money
2.Apply for an art school that have a lot of students who work in the industry after graduation
3.Act like a mondel student
4.Befriend your lectuer and classmate
5.Get recommended to work at AAA game studios
6.Profits

>> No.4078157

>>4078139
>just move to the US and go into massive debt
OP said he doesn't have money for either

>> No.4078917

>>4077427
>>4077425
You learnt this in 5 years fuck me, I'm only 6 years away from your age anon. Even though you never made it, this is still inspirational. You have talent, save up some money and move somewhere else.
Have you ever hitting up indie studios, or mod projects. You might have better chances securing a job if you have worked on some projects first before jumping into the industry, at least thats what a concept artist told me during a careers day at my school

>> No.4079417

People's mindset is all fucked because every single person who says "go on" "keep working hard" "follow your dreams" with enough authority to matter also has an interest in telling this to aspiring artists. Follow your dreams anon! Never quit! Just keep buying my courses, follow my channel, you will get there! Keep consuming and you will get there!
It's literally a multi-level marketing scheme, artists selling bullshit to other artists who think they're not the end consumers.

>> No.4079423
File: 1.30 MB, 1515x686, New canvas.png [View same] [iqdb] [saucenao] [google]
4079423

>>4077427
i know how you feel OP! I feel the same, I am not actually on your level yet but I also spent some years learning art and cant even find 9 usd per hour job with my level. Last time I posted on reddit i got response that I have to charge more etc but no one actually orders anything from me. All I do nowadays is thinking about suicide.

>> No.4079426

>>4077425
OP please don't give up yet. Have you tried applying for an internship somewhere? It's the easiest way to get a job in the industry you want without any experience prior.
>>4077427
Your stuff is amazing. I'm 24 too and im nowhere near your level, I just work in a slightly different industry where it's much easier to make it.

>> No.4079484

>>4079426
>slightly different industry where it's much easier to make it.
What industry?

>> No.4079500

>>4079417

The only way to 100% guarantee failure is to give up. I cannot comprehend why anyone would spend time on this board and reject a positive attitude. I'm noticing that some people are dead-set on forcing every scenario into one of failure. Not good yet? You'll never be, give up. See those who are good? You'll never reach that point, give up. See all these examples of people who worked really hard and scraped by and finally reached their goals after facing the same difficulty as the rest of us? HA HA, SURVIVOR'S BIAS. THAT DOESN'T EVEN COUNT, GIVE UP.

This is a loser attitude. You can only lose by coming up with excuses not to try. The people who made it never 'accidentally' improved after seeing it's impossible and quitting. The people who tell you that positivity is a lie and that you'll "never make it" are people who are simply trying to find comfort and excuses for giving up on their own goals.

>> No.4079544

>>4079500
> The only way to 100% guarantee failure is to give up.
Yeah look at all those freaks on American Idol show who thought that they are special snowflakes and had the same mentality of "just keep trying and eventually you'll succeed".

>> No.4079548

>>4077508
i dont know if id say generic. maybe normal or default, but not generic.

>> No.4079552

>>4079500
>I think gambling is retarded, I quit. I keep spending money and wasting time on strategizing how to win at poker but I never win, fuck this
>That's a loser attitude! The best poker players made it because sure, there's a luck factor in gambling, but it doesn't matter if you work on your poker face and never give up! You have to keep gambling anon, keep gambling all your money and time away and eventually you will get that big win!
This is not a real career, it's gambling. You buy a lottery ticket once a month or every day, you're still gambling on a 0.0000001% chance of winning. Except art is a shit career with no money in it unless you become art director at Disney, good luck with that. It's gambling to win mostly glory and asspats.
I have never seen or done a real job that worked this way, in a real job you start from the ground up and get paid, you do it better or for long enough and you get paid more, if you care about advancing. This thing here, is literal gambling, and the people selling you hopes and dreams are selling the chips.
Drawing becomes a real career you know when? When you draw porn. Porn is a market. You draw bad porn, you get paid a little. You draw well drawn porn, you get paid a lot. There is no retarded luck factor or other foggy requirements or absurd standards where you can have professional skills like OP and be a fucking nobody, you are actually selling a product that matters. I always thought the difference was "it's easier with porn, it's harder with art" but it's not about it being easier, it's about market vs. no market.
In ~1 month on a porn account I got money offers without even asking. They send you messages and ask you to draw something they want for money. If you open commissions on a real art account you are asking for charity and making a drawing as a thank you token, and this is barely a step up from the lowest level of creative job you can get, in 90% cases you're drawing clothed smut.

>> No.4079555

>>4079500
youre wasting your time, someone here will always counter positivity. i dont know if its a controlled effort to stop new artists or what, but its bad.

>> No.4079560
File: 115 KB, 500x500, 1516386677353.jpg [View same] [iqdb] [saucenao] [google]
4079560

>>4077425
Have you tried streaming? Maybe uploading a timelapse on youtube? I've seen a lot of korean artists on twitch do stuff like that for free publicity ad revenue and a way to build their own community. Who knows. Maybe, by just giving a few tips for beginner artists and letting other people watch you work you might make it.

>> No.4079564

>>4079552
>>4079500
Reminder that 100% of the pros selling the chips today would have belonged on /beg/ at the time they started getting paid. I'm sure that almost none of these people spent several years of focused training "to have a chance to make it", they just liked drawing and did it a lot, and they got better on the job.
It's one thing to work 10 hours a day making pizza when it's your job, it's another to work 10 hours a day making pizza to throw them in the trash, maybe for years, and all the reward you get is virtual upwards facing thumbs from people who gave enough of a fuck to waste a mouse click.
These people say just try, send your shit around, when their work that got rejected 1000 times until it was published was mindlessly drawn like trash at 16 years old and there was no competition. Now you need the same skillset these people have 10 years into their career just to be accepted into some chink mobile game company, and on top of that you need "luck" and "you need to know how to market yourself" which would require a rant of its own.

But if you think this is unacceptable bullshit you've got a "loser mindset". I love art but I'm not retarded.

>> No.4079569

>>4077427
skillwise, you're really close to the level you need to be. but this work looks really dated, like something that would've been acceptable in the early 2000s. focus on learning modern production techniques & giving you work that last level of polish that's holding you back.
>each illustration takes me about 3 days to finish
that's simply not gonna fly for a concept artist anon. also this will probably hurt to hear, but desu your work is incredibly generic. both compostionally and stylistically it's the most boilerplate concept art imaginable.
you need to start finding what sets you apart as a designer.
>https://thehardtimes.net/harddrive/heartbreaking-man-too-good-at-fighting-game-to-enjoy-playing-against-friends-but-not-good-enough-to-play-competitively/

you're in that really frustrating zone r/n where you've put enough time in and have enough skill that you no longer see huge gains just from grinding alone but you're also not quite at a professional level either. you're good enough that people don't really praise you for being a good amateur anymore but still amateur enough that your work just feels kind of lacking next to the pros so people basically ignore it. this is where i was a year ago and yeah it's really fucking disheartening but you are really close to getting everything you've worked so hard for. improving at this phase isn't about big gains, it's about subtle refinements, streamlining your techniques and figuring out what it is you really want as an artist.

you clearly have the skill to make it, now you just need everything else.

>> No.4079604

anon, is there a way to contact you?

>> No.4079619

>>4079564
>I'm sure that almost none of these people spent several years of focused training "to have a chance to make it"
Said no one who was ever good at anything.

>> No.4079623

>>4077545
Bro what the fuck are you smoking? for something like those pics 3 days is GOOD dude. How much do you think the average render monkey in the game industry works on splash art etc? It's a lot more than 3 days

>> No.4079625

>>4079544

American Idol is a game show and not the be-all end-all to a music career. Losing on American Idol does not mean you're not good enough to get a record deal, and it certainly doesn't mean you'll never improve your singing skills enough to land one in the future. What you're seeing is a reality check that peopkes' skills are not up to par at the time of joining a competition, a competition that is curated and altered as a means of displaying entertainment nonetheless.

>>4079552

I don't even need to mis-quote your post with presumptuous greentext to point out the difference between honing a skill and entering a lottery. You also confuse over-reliance on shady agents and worthless job-seeking playforms as the only way to pursue an art career.

>>4079564


There's a difference between a skilled trade and working a cash register at McDonalds. McDonalds is an entry-level employer, they will teach you your skills throughout your employment. From the moment you start developing your skills as a cashier, you are on their payroll. This is called on-the-job training, and art isn't the only trade that doesn't offer this.

Skilled trades require a certain amount of skill and experience before employment. Most artists pick up art as a passion, not solely as a career choice, and they DEFINITELY don't get an income from the first time they pick up a pencil. There is an investment of time and energy to all skilled trades to build up the skill set necessary to get through the door, and those doors have not closed off to all the new artists in the world. To assume the only open venues are to either be the top Disney elites or make freelance porn commissions is false. There are independent animation studios that contract work for mainstream media in every country of the world, all of whom hire different teams for different projects, and all of which have pipelines with different skills required for the production.

>> No.4079627

>>4077616
Honestly I wish I could give you advice but all I can say is, I started taking art seriously a year ago and I made a lot of progress keeping in mind that simply I have a goal, an idea of what my art should be, and I work towards that referencing art I like. I study real life stuff as well as artists, and try to memorize and understand their decision making. And that's what I keep as my principle to progress. Idk what you've been doing, and I see a lot of anons despair over lack of progress, while to me the hard part is just being motivated to work.
>I have seen this happen with a concept art guy from artstation doing things for fun and outclassing everyone while saying he's a beginner
Can you link this? I want to see

>> No.4079628

>>4079423
>>4077427
>>4077526
Are you guys sure it's not just a marketing problem? can't sell anything if no one sees what you have to sell

>> No.4079648

All of you are correct in believing that you shouldn't bank your livelihood on art by making it your sole means of income if your skills are not up to par. You will need a way to put food on your table and pay rent, and art may have to be a part-time hobby. This does not, however, mean that you should give up entirely. Opportunity may come around that gives you a chance to let art be your full-time gig. A resume gets accepted, your work becomes popular, your friends talk to the right people, etc. This may take a longer time to achieve than other people. If you feel "making it" at 50 is unacceptable, then that's saying more about your personal level of determination and patience than about the impossibility of making it as an artist.

If you'll only accept success if it pays out immediately, then a career in art is not for you. There are countkess better ways to make a living than in art. If you're passionate about art and will make art regardless of whether you find a career in it or not, then this is a non-issue and your efforts will not be in vain.

Think about whether you're pursuing an art career because you're passionate about art, or because you think of it solely as a means to make money. If you don't like to cook, don't try to be a chef. If you don't like to make art, don't try to be an artist.

>> No.4079654

And a final side-note about that "loser mentality" bit: deciding it's not worth pursuing is fine when it's a personal decision. It's telling others ot's impossible and that nobody's going to make it just because you gave up that makes it a loser mentality.

>> No.4079656

>>4079623
He's spewing bullshit to blame it on OP

>>4079625
>There's a difference between a skilled trade
There are various levels of skilled trade, they don't only hire people who are fucking amazing for the entry level shit in a job market that exists.

>you shouldn't bank your livelihood on art by making it your sole means of income if your skills are not up to par
Define "up to par", how far are you willing to move the goalpost? I know people better than OP, they're not "up to par" as well? cut the bullshit man

>> No.4079657

>>4079648
>>4079654
Also I think this is a good moment to ask you two key questions
>Do you have a career in art
>Post your work
So you can back up all the preaching

>> No.4079671

>>4079623
splash art is a very small part of the job and it'll usually go to people who are hired specifically to do marketing art. if you want to be a concept artist, you should be aiming to put out at least 3 images at op's level of detail a day with edges that aren't dogshit & designs that don't feel like a 3rd term fzd student's homework.
does that sound unreasonable? cheat.
photobash & use world machine. kitbash your paintings. no one is paying you to paint honorably. they're paying you to produce at a higher level of quality than op is doing at a faster rate than he's delivering. so you can either be a blackpilled faggot, give up and go be a bitter fuck who works in fastfood. or you can git gud, learn to make professional work and market like a professional. it's up to you.

>> No.4079674

>>4079648
>If you feel "making it" at 50 is unacceptable, then that's saying more about your personal level of determination and patience than about the impossibility of making it
lol imagine if this applied to real jobs
yeah buddy you might become a surgeon at 50 if you go to med school at 20, you can just flip burgers while you wait
inb4 being a surgeon is a less skilled job than being a render monkey

>> No.4079676

>>4079671
Could you post your work? I think if you tell OP he should git gud you should post your work.
OP wants an entry level job he doesn't want to work in AAA and make six figures

>> No.4079682

>>4079671
>if you want to be a concept artist, you should be aiming to put out at least 3 images at op's level of detail a day with edges that aren't dogshit & designs that don't feel like a 3rd term fzd student's homework.
do you have anything to show someone doing this, let alone that this is the standard.
i agree with the general sense of your post, over "cheating" etc, but thinking you can do something like 3/4ths of OP's image in a day seems unreasonable even for an experienced professional. sure, i could see that happening for photobashed rough work in something *kinda* like OP's pic but rougher. but polished finished work like that? i find it hard to believe.

>> No.4079719
File: 371 KB, 650x565, image.jpg [View same] [iqdb] [saucenao] [google]
4079719

>>4079682
>do you have anything to show someone doing this, let alone that this is the standard.
https://www.quora.com/On-average-how-fast-are-concept-artists-expected-to-complete-a-design/answer/Marc-Holmes-1
Mark Holmes was AD at Bioware

>> No.4079721

>>4079604
There was his artstation in this thread.

>> No.4079727

>>4079719
yeah, but he says 3 days for A city/castle, which is exactly what OP takes to finish one of those pics. the post said 3 of those pics a day

>> No.4079739

>>4079671
Stop bullshiting
OP has never said that he wants to be a concept artist with a generic photobashing art style.
By looking on his art i assume that he is more of Noah Bradley or Tyler Edlin type of artist. His work looks more like illustrations than a concept art.

>> No.4079751
File: 377 KB, 1920x640, stephane-wootha-richard-stephane-wootha-richard-unknown-species-3k.jpg [View same] [iqdb] [saucenao] [google]
4079751

>>4079727
exactly, that anon is full of shit
even with photobashing this takes time
wootha uses every trick in the book and this took him 6 hours
as you see it's very rough, anon would have been believable if he talked about roughs but he's talking about polished illustrations like OP which is total bullshit.
all the people here are full of shit and won't post their work

I am art director at Nintendo btw

>> No.4079807

While your works are generic and have not very appealing colors, they are well done and could be used in many products imho. How many applications did you send? Message board/card game companies, book publishers, game studios, whatever comes to your mind. Start posting your stuff somewhere so you can be discovered. Good luck Anon I believe in you.

>> No.4079829

>>4077561
you make alright posts for a tripkek

>> No.4079905

>>4077561
People think OP is fast? go look at a few twitter artists like Eigaka or Gloss on their pixiv, dig up their oldest work which look like something would make on the Porn thread here on /ic/, and realize how amazingly good they got in just 2 or 3 years, it's insane. And Gloss is like 19-20, Eig probably close to that age
There are a bunch of very young artists that already are amazing, and it can be really soul crushing, but ultimately i think it's important to remember they aren't geniouses, they made that progress so early because they had the luck or smarts to start early on and take the right paths in art.

>> No.4079935

>>4077427
The problem is your art is soulless

>> No.4079939

>>4079905
>go look at a few twitter artists like Eigaka or Gloss on their pixiv
I don't even need to look these up to see it's retarded cumbrain garbage

>> No.4079979
File: 63 KB, 1080x607, wtfdude.jpg [View same] [iqdb] [saucenao] [google]
4079979

I swear 80% of IC threads are just people whining and being pathetic. The fuck happened to CA and shit? People there would call you out if you where acting like a fag

>> No.4079987

>>4077427
Here are my two cents:
>underwater creature illustration is too dark on the subject. I think you want to keep it mysterious but if there is no highlight to activate my imagination a bit I won't bother being intrigued.
>sewer creature. It's hard to tell at a glance that the monster is half submerged, visually there is little difference between the over water part and the underwater part. The lamp holding figure looks pretty bad. Perspective of the scene is off.
>industrial city scene: perspective is confusing between different parts of the painting. The smoke obscuring parts of the building blends into it and muddies the perspective further. Also, you have lots of trouble keeping mechanical parts looking right and sharp. For example the edges of the two pipes on the lower right are inconsistent and don't really look well constructed.
>ship battle scene: big ship wreckage and the flying ships visually blend together making the whole thing hard to read. The ship designs themselves don't look convincing, which again is due to your inability to draw mechanical subjects. And once again the confusing perspectives don't help establish the relationships between the ships. For example the smaller lower ship is coming from behind the big ship wreckage and turning, but it doesn't look like it at a glance. All three ships are roughly the same color so the narrative is unclear.

All of them don't have an interesting concept or aesthetic (except maybe the floating ship battle but you failed to make it look interesting).

Anyways I'm no professional so judge for yourself if my advice is valid.

>> No.4080028

>>4079939
>cumbrain
Back to /v/, retard

>> No.4080060

>>4079623
>>4079656
It's like you didn't even read my follow-up post here:
>>4077592

>> No.4080079
File: 95 KB, 1000x667, I+feel+ya+bro+im+a+switch+soyboy+_5db8079662bfb79635eedf52bcbeca70.jpg [View same] [iqdb] [saucenao] [google]
4080079

>>4079751
>art director at nintendo
prove it faggot

>> No.4080089

There is pretty much nothing you're doing wrong OP. You're doing everything right. The only suggestion is to maybe put out work on a more frequent basis. Express more variety in your designs, a lot of the buildings have the repeating 90 degree angle shape language.

Success is right around the corner, I guarantee it! There are a lot of artists who are much worse than you who have made it simply because they put out volumes of work.

It will be a tragedy if you quit...

>> No.4080091

>>4080079
He was being sarcastic, you absolute brainlet

>> No.4080107
File: 930 KB, 1200x1200, 私が作ったこのキャラクター、任天堂様を承認してください.png [View same] [iqdb] [saucenao] [google]
4080107

>>4080079
I'm sorry anon but I cannot post my work here, I'm under NDA.
You will have to take my word for it!

>> No.4080109

>>4077427
is this a gamma flex?

>> No.4080111

>>4077427
>i'm pathetic guys, look at this good art I made and tell me I don't really suck
yep, you are pretty pathetic indeed

>> No.4080116

>>4080111
Maybe he's hoping that his art really isn't that good so there's something actionable to do.

It's scary when you still can't make it even though you can draw really well, it really say something about the artist themselves.

>> No.4080136
File: 59 KB, 960x720, 1562606180429.jpg [View same] [iqdb] [saucenao] [google]
4080136

>>4077427
Pretty good, except for that dude with a lantern.

But you have NO SOUL.Where is your so-called artistic voice? How is this different from any other generic concept art?

The answer lies in research. All your drawings focus on representing objects quickly, generically, whereas a good design means you draw inspiration from particular details of a subject and extrapolate it.

First one should focus on the slugs doing sluggy things OR on the shape of local area, showing some interesting geography.
Second one lacks a story, the water could be getting poisoned by the fishie's blood, or maybe give us a hint about who shot it. Or connect some other element of the BG with it, like another mermaid, its victim, its home, its treasure...
Third one needs a narrative; some Ghibli-esque flying Totoro quadruped on the platform to the right, maybe a huge ship arriving, maybe a floating cage with an agonizing prisoner.
Fourth lacks depth (more fog) and a goal for the ships, if this is a battle, make them unbalancer and give it some splashy explosions on the corners. A city of lights in the BG or something that looks valuable (gem mine?), or even a pile of valuable junk (the ship carcasses are not enough).

I suggest you look for book writers in need of illustrations or book covers, so you can read and have better ideas than static scenes like this.

I would also like to see some unfinished doodles, something you drew for fun instead of trying to impress others. Any humans? Creatures? Solo vehicles?

>> No.4080257

>>4077427
>>4077425
Should have invested your time into learning programming instead. There are more good artists than there are jobs but with programming there are far more jobs than there are programmers and the demand is just growing more and more.

>> No.4080310
File: 980 KB, 2800x1571, 1566509865417.jpg [View same] [iqdb] [saucenao] [google]
4080310

Thanks to all your replies guys.
I thought that my problem was that I'm not technically good enough, but if many of you say that the problem lies in the subject matter, generic design and "defaultness", this means that I'm fucked because of my absence of creativity (even though i thought that I have one and i really tried to get some ideas from books and another stuff). Because if you can learn how to be more technically good, you can't learn how to be more creative, this is just a natural talent.
I will keep applying to jobs for few more months, but if I'll have nothing - I'll just quit. I'm sorry if this sounds pathetic or childish or immature to you,but it is hard and painful to realise that you have put so much energy and time and passion into the thing you really just don't have a talent for.


OP

>> No.4080342
File: 144 KB, 895x886, pepe542.jpg [View same] [iqdb] [saucenao] [google]
4080342

>>4080310
You worked years to reach this level yet you're going to give up now? Come on man.

I believe in you anon.
You're gonna make it.

>> No.4080348

>>4080310
You are probably just looking at bland new stuff for inspiration, if you like things other than popular videogame #12344 and branch out especially in traditional art you will make cooler stuff. It's the easiest part since it mostly takes observation.

Anons have settled on this thing to blame it on you. If your art was creative and original they would have told you you're too unconventional and you need to make art more generic so you can fit into the market. If you were just the right amount of creative they'd tell you something else. It's always your fault.

Give yourself as much time as you can, try finding a stronger voice, it won't take too long. Take a little break, like a week, to figure out what you want to do if you really feel burned out rather than quitting entirely, it's ok to feel burned out and rant and say you wanna give up, just take a break and watch a movie or take a walk.

There's still a lot you can do, maybe you can do book covers or something else outside of ArtStation. It's not all restricted to ArtStation.
You're definitely not a guy who tried hard and is still total shit, so I think there's more room than a few months for you to try and you haven't tried all the options yet. It also sounds like you haven't been too persistent with the applications, you gotta be bold and a little insistent with resumes, sending your portfolio once won't do much.
Contact working artists from Artstation and ask them for tips, contact Australian artists. Speak with people who do what you want to do.

>> No.4080516

>>4080310
It has nothing to do with generic. The market you're applying to is just extremely oversaturated. Give up on becoming a concept artist and build yourself a platform as a freelancer. You should start making yourself a name, even if you need to work for very little money or even for free. Opportunities will arise.

Take it from me, applying in the traditional way is just a fucked up game that will crush the confidence of about anyone. I'm accomplished in my field of work and even I have gotten very rarely a reply to my applications when I was job hunting. That's just the reality of this fucked up game.

>> No.4080539

>>4080257
How would one get started if they were interested in this path?

>> No.4080549

>>4080539
Learn syntax of the programming language of your choice and start making small programs. Contrary to popular belief the programming language you learn is irrelevant as the hard skill to obtain is not learning the syntax and the capabilities of a language, it's learning how to think like a programmer and solving problems. As an example you can imagine wanting to program a generic calculator. How would you go around programming this with the tools the programming language provides? There are multiple ways to do it, there will be always multiple ways to solve any kind of problem which is the true beauty of programming. With time your problem solving becomes more and more efficient which is the kind of skill you're looking out for, this will get you jobs.

Problem solving and efficiency are fundamental skills that are completely transferable to all languages. Once you get there you can learn any programming language you desire in a week. Maybe even mere days if it's an easy one like java.

You can practice on any kind of program you desire to make. Yes, even games are a very good way to learn though games are actually pretty hard to program. But the most important thing is that you find something that you find enjoyable to program. Programming in itself is merely a puzzle game.

>> No.4080564

>>4080549
Sounds interesting. I've always had an inclination to dip my toes, but I've never known which program to start with. I get overwhelmed looking at what each program has to offer and end up just setting it aside.

>> No.4080573

>>4080539
>>>/g/ has everything you need.

>> No.4080575

>>4080564
Your way of thinking, getting easily overwhelmed is what makes it so easy for any decent programmer to get a job. After my first year in school the people I learned with didn't understand shit at all in programming. They too were all overwhelmed. Even the best in class was shitty at programming. Our instructors were bad but that wasn't the problem. The problem is that you must have programming as a hobby to be good at programming. It's literally impossible to become a good programmer just by going trough school or university or even working at some place. At my school they teached at an absurd slow pace, you could learn everything we have done for the entire year in three days and I'm not exaggerating. All it took was sitting down at home and actually start programming regularly as an hobby to succeed.

At my work place we get people coming from university with a master degree and they can't do the most basic shit when actually programming. That's because all they did was learn the theory. If I watch a new programmer I can tell in seconds if he just learned the theory and did the assignments or if he has programming as a hobby. We hire people that have a github page decently filled with applications on the spot. Yes, programming is in such a high demand that you will get hired on the spot if you actually have a portfolio to present because rarely anyone has. Because even the shitty people that can't do shit get hired regularly too. This is how high the demand is in this profession.

If you get good at programming you will get a job and that is true for literally every first world country in the world.

>> No.4080576

>>4080573
Thanks! I'll check it out.

>> No.4080582

>>4080575
That's crazy. Definitely sounds like an untapped market. What you've expressed to me definitely has me thinking on the subject again, I appreciate the insight.

>> No.4080829

>>4080310
you can absolutely learn how to be more creative anon.

>> No.4080833

>>4080575
What's a good hobby project to pick up while learning then?

>> No.4080836

Which post Soviet country did you live in?

>> No.4080854

>>4080310
You have great technical skills for someone whose just 24. That's not the problem. You just have to dissect why you're not getting responses to your job applications.

What kind of jobs are you applying for, does the portfolio you present really fit the job you apply to? Are you just mass applying without tailoring your portfolio for any one specific job? For example, are you looking for illustration or concept art jobs? Your artwork looks sort of looks like polished concept art so i wonder if you're applying to both.

Honestly your best bet to finding work quickly is developing separate portfolios for both concept and illustration. Do your research on whats important and what entertainment companies want to see when hiring for each job. And then tailor either one on each specific job you apply for.

Or if you don't really want a studio job, create your own brand and build your own audience. Become independent. I think this is the way to go but it requires more work.

>> No.4080871

>>4077427
Stop scattering values all over the place. Use limited range within the larger shapes.

>> No.4080904

>>4077427
if it helps, anon, the fact that you were able to do this after five years is really inspiring to me and makes me want to keep at it.

>> No.4080993

>>4080310
>talent
talent is a meme
crativity, discipline, increasing popularity - all this can be learned

>> No.4081021

>>4080549
>>4080539
You can also use art IN a product, not AS a product, most people who make a living with art actually do this. It sucks to become an "entrepreneur" when you want to be an artist, but if someone is as desperate as OP maybe it's a good change of direction. Make art and slap it on something that sells. I see people with shitty art sell t-shirts and pins etc.

>>4080575
That sounds amazing.

>> No.4081033
File: 99 KB, 1267x785, 1565799096538.png [View same] [iqdb] [saucenao] [google]
4081033

>>4077427
Are you retarded? I tried learning to draw for 10+ years and cant get anything done thats anywhere near that quality.
Are you just flexing? Fucking sperg

>> No.4081036
File: 80 KB, 563x972, 849bc78b8878e058d499880ef546cd1f.jpg [View same] [iqdb] [saucenao] [google]
4081036

>>4080833
literally anything
think of what you'd like to create and do it

>> No.4081071

>>4080993
It all can be learned to some extend but the key is the time it takes. If it takes you too long to understand something it's highly likely you will drop learning it. That's just the reality of the human constitution. Everyone will lose hope and confidence if they don't see any results.

>> No.4081078

>>4080257
>Should have invested your time into learning programming instead
this is an artboard for people who like to make art, why would you say something like this?
Do you go to a baker and tell him to do programming? codemonkeys are retarded

>> No.4081081

>>4081078
b-but you can still do art on the side anon!!! if you draw 30 minutes a week you technically haven't given up! you're still an artist!

>> No.4081082

>>4077427
Wow, honesy this is amazing and at 23 and drawing for yearas I have nowhere near this level of skill.
I have a friend who draws art similar to this but draws MTG style-creatures and he is good but nowhere near your skill-level and people buy his art and pay for him to do art.

Next just try to focus on drawing things that take you maybe a day and have one subject and can even be a little simpler. Try to find a particular thing that you see demand for and find a style you like that you can draw of it in a day or two. You are SO CLOSE to making it.
Don't give up, OP!!

>> No.4081087

>>4081078
All that was said is that it's the better choice if you want to make money. It's important to mention it as many people here bet their lives on art when a much better option exists to guarantee a livelihood.

>> No.4081097

>>4081087
Getting another job would mean quitting art for me, apart from driving me insane they left me with no energy to do anything but sleep. I have shit health and a disability but my country doesn't give you any benefit unless you're, like, blind or an amputee.
Is it really that easy to just go out and get a part time job in the US? Here it's insanely hard to get a humane job, the only open positions are horrible outbound call cancer jobs where you get insulted all day.

>> No.4081099

>>4081097
If you can do art without needing a job then what's the big deal? Just continue doing it. People work to survive it's as simple as that. If you don't need to work to survive then continue doing art.

Though this hasn't anything to do with programming.

>> No.4081109

>>4081087
there's million of better options to have a guarantee livelihood and make money, anyone can be a wagecuck it's as easy as it gets
Except people here wants a fulfilling option according to what they like and what inspire them to live instead of being a depressed slave just going on with the flow of life
OP made his thread because he can't land a job in the field that he likes and wants to work in. now someone comes up to him and "Should have invested your time into learning programming instead", how does that make sense?
Do you walk up to people who make shit money but like their job and tell them to pick up programming so they can land six figures but soulless (for them, probably not for you but for them yes) jobs?

Now if that post was preaching like the other guy "do a side job to survive until you make it" I would have understood and agreed but here it clearly says to trade the time he invested in something than he is passionate about for "programming" just for the sake of money

>> No.4081117

dont give up
spend your whole life drawing the same thing over and over
even if it's terrible it's your time
and in the end
the profundity comes from the obsessive personal nature of the project
because youre not able to make money right away or ever?
fuck everyone

>> No.4081118

>>4081099
>If you can do art without needing a job then what's the big deal?
I can't do art without needing a job, I don't know where you got that from. I'm making no money from art and it's unlikely I ever will, but keeping it as a hobby would mean quitting. Nobody but the filthy rich have time for "hobbies" in this country, people with low end jobs work and sleep to wake up the next day.

>> No.4081119

>>4081109
Programming you can learn on your own just as art, no even much better. It's also a completely skill based job that allows entry for anyone that is good enough. It also offers enormous creative freedom for doing hobby projects and such. It's also high in demand and completely future proof.

There is literally not a single better option than programming if you want to learn something on your own time to make money. It's also highly compatible with art if you want to make it so.

Why do you even get this butthurt? If you don't like it then ignore the post. No one is forcing you to do programming over art. The moment the topic is about jobs and money naturally something more viable gets suggested. You don't know how many people here have an affinity for programming but never seriously considered it so shut the fuck up.

>> No.4081175

>>4081119
That original post was just so retarded that I felt compelled to reply, it just blows my mind how someone could walk up to someone else and tell him that he SHOULD have done "unrelated random career" instead of his passion lmao.
>bla bla bla shilling for unrelated job
cool, nice, awesome, sounds good(for you) and? this is an artboard for people who like art, to make art and eventually make it into the art industry, why would you shill for something else?
>The moment the topic is about jobs and money naturally something more viable gets suggested.
No it naturally doesn't because it's off topic and you failed to grasp the theme of the thread.
OP is in a sad state because until now he failed to make it into his PASSION field. Your reply "should have picked up x instead" would make sense in those "Bros should I pick up drawing and draw furryporn for easy cash" threads, not in this one.

>and enjoy doing what I do.
>I have failed myself and my life goals. Or start drawing furry porn, which to me is basically the same.
The OP's post tells you all of this but you had to go full retard and gets BTFO for it
Now cope and don't waste my time, pick up cooking and become a chef, idiot.

>> No.4081183

>>4081175
Didn't even continue reading after the first sentence. How the hell gets this triggered over an off key remark? You're not normal man.
There are three reactions to my original post.
1. You focus on art and ignore it. You have chosen your way.
2. You are not sure about your future and may consider something else like programming.
3. You're incredibly insecure so the post makes you extremely butthurt.

There isn't any other scenario. Off key remarks are extremely common on 4chan and no one mentally sane would lash out this much at them.

>> No.4081184

>>4081183
>Didn't even continue reading after the first sentence.
same,then I accept your concession retard. cope.

>> No.4081187

>>4081184
Yeah you have won. I should have noticed after the first post that no one normal would get this angry and analytical about some random remark. I can only blame myself for answering seriously.

>> No.4081190

>>4081187
>replying means you're angry
>writing more than one sentence to get your point across instead of just shitposting means you're analytical
I should have noticed since your first reply that you're just a shitposter. my bad for giving you attention /g/tard.
The fact that you will dismiss whole arguments with "didn't read lol" like an underaged child really seals the deal.

As expected of a retard who can't get a clue and tells people that they should have picked something else than what they want to do just for the sake of easier money.

>> No.4081217

>>4081183
>>4081187
Not him but your post was stupid. Yeah of course there are more lucrative careers. OP isn't asking what else to do instead of drawing, he wants to make it as a concept artist./ ilustrator.
Even telling OP shit like "become a tattoo artist instead" would be sort of pointless because that's not what he is working for, and you're suggesting an entirely different career.

>> No.4081225

>>4081217
Literally just ignore it then. There is no point in getting offended over a remark that doesn't affect you in any way. And there were actually a few people interested in programming and the prospects it offers.

>> No.4081247

>>4081225
>Literally just ignore it then.
How about no? What if I want to point out your post is stupid?
>And there were actually a few people interested in programming and the prospects it offers.
If I start posting porn ITT and people ask for sauce it doesn't make it any more relevant to the thread.
What's with people shilling programming 24/7, plumbers make a lot of money too, they don't sperg about their career all the time

>> No.4081253

And now the other autist already latched on my balls again. Not even gonna give you that desired (you). Not like irrational overreactions are something new on this place.

>> No.4081431
File: 149 KB, 1506x486, 7676702.jpg [View same] [iqdb] [saucenao] [google]
4081431

>>4077427

>> No.4081443

Lol ic is fucking retarded. You guys think every piece in a studio job needs to be done in like 40 minutes. Kys.

>> No.4081450

>>4081431
Not OP, but does this even matter? I've seen big concept artists literally paste famous paintings into their art. Unless you are implying this is a copyright issue I don't see how this impacts OP's chances of getting hired.

>> No.4081645

>>4077427
If you draw that well and still aren't making a living at it, you just aren't marketing yourself correctly. That's professional quality right there, easily. I've seen worse art from established professionals. Send your resume to video game companies, animation companies, movie companies, comic book companies, etc. Whatever your problem is, the quality of your work is not it.

>> No.4081661

>>4081431
Soul vs soulless

>> No.4081675

>>4081661
Left just has stronger contrast and color saturation. The right side was not the focal point of the illustration, hence its more faded, less eye-catching appearance. The left, on the other hand, was the intended focal point.

>> No.4084594

>>4081119
dude can easily combine programming and his art skills to create games too. porn games would be ez money

>> No.4086587
File: 78 KB, 253x230, 1423576342896.gif [View same] [iqdb] [saucenao] [google]
4086587

>>4079939

based /v/tard

>> No.4086691

>>4077427
this post actually made me hopeful because I thought it was going to be about how practice doesn't amount to getting better but my god, you're actually really good at your craft.

>> No.4086693

>>4077501
>
the average person can't do 12 hrs of commute and work day after day and not be tired afterwards. That's not some lazy coping, that's just the reality we have to face.

>> No.4086878

>>4077427
I recommend checking out the One Fantastic Week fantasy artist mentorship videos. There's good advice about finding your artistic niche and building your audience. The idea is to make your art into a brand and showcase that brand on social media. For immediate work you could look into book cover commissions. https://www.youtube.com/playlist?list=PLmB-nP6ZnEw-MlmNSoCKMtfX13TMmFIzU

>> No.4086926
File: 39 KB, 359x505, 1562839601464.jpg [View same] [iqdb] [saucenao] [google]
4086926

>>4077425
I remember you from russian /pa/, comrade. All this situation is fucked up, I feel you. Spending so many years to achieve nothing.
Retards in this thread think that OP's level of skill is something unbelievable just because they can't draw their favorite enemay girl in right perspective while wasting years on learning from YT scam-creators. The thing is, after you hit a certain level of skill and knowledge, instead of hitting the roof you reach another level of complexity; it was not a roof as you thought it was, it was a ground level, you just was in the basement the whole time. In case of OP, he learned how to create decent work yet he doesn't know how to be creative and make something new instead of "generic".
(communist propaganda next)
Я, пpeждe вceгo, caм нюфaг, и в кoнцeптe шapю coвceм ничeгo, нo пocoвeтoвaл бы тeбe пpoчитaть The Skillful Huntsman Poбepтcoнa, нaчинaя co втopoй глaвы, ecли eщё нe. Moжeт, этo дacт тeбe кaкиe-тo идeи, кaк гeнepиpoвaть идeи нoвыe. Taкжe ecть гoднaя чacoвaя лeкция oт нeгo жe нa тeмy тoгo, кaк oн кoнцeптит нoвыe дизaйны
https://www.youtube.com/watch?v=diMDoFkN73s
Ecли твoё жeлaниe paбoтaть в кoнцeпт-apтe, тaм вeдь глaвнoe нe cдeлaть иллюcтpaцию, a cгeнepиpoвaть чтo-тo aбcoлютнo нoвoe из гoлoвы. Кaкyю-тo нecyщecтвyющyю apхитeктypy или пeйзaж. He cдaвaйcя и пoпpoбyй пopaбoтaть нaд cвoeй кpeaтивнocтью. Кpeaтивнocть - нe вpoждeнный тaлaнт, люди пo дeфoлтy пpидyмывaют тoлькo тo, чтo yжe ecть y них в гoлoвe

>> No.4087081
File: 489 KB, 497x373, 1564097970745.gif [View same] [iqdb] [saucenao] [google]
4087081

>>4077476
You're right of course, but a lot of people won't admit that this and other kinds of hard limits exist because it would mean admitting that they've tried to build their future by chasing a phantom and then they would have to face the existential terror of not knowing whether their art career is ever going to amount to anything. Their entire self-conception rests on the idea that "no matter what your circumstances might be, you can develop the skill to do professional-level illustrations and get a stable income working in the industry if you put in the work", and you are threatening to take that away from them.

>> No.4087086

>>4077565
>what is survivors bias: the post

>> No.4087099

>>4086926
Interesting analogy on leveling up. He has skill but lacks ability to draw from memory, initiating original content. I noticed some copy paste work above. One thing I know is you have to be able to develop a versatile style, able to switch on a dime. Ops needs to build multiple portfolios for multiple different studios/clients. Make artwork for each individual company.

>> No.4087101

>>4079751
no depth, perspective is fucked, and its all flat.

>> No.4087114
File: 61 KB, 413x395, 1440617817166.jpg [View same] [iqdb] [saucenao] [google]
4087114

>>4086878
I think it's absolutely hillarious that the channel you have posted is itself an example of ngmi.
All the videos with decent numbers are from 11 years ago - back then the arttuber-market wasn't oversaturated, there were golden opportunities everywhere. But the channel owner only tried to capitalize on that early success when it was already too late, and now their new videos, though well produced, consistently hover between 100 and 1000 views.

>> No.4087115

>>4087086
I wrote many of the blackpilled posts, I was trying to be positive

>> No.4087131

>>4087114
kek the real black pill.
Luckily the space of possible products is infinite.

>> No.4087167
File: 43 KB, 550x550, attempt.png [View same] [iqdb] [saucenao] [google]
4087167

>>4086878
>>4087131
>>4087114
250 patreons tho, that's sort of making it?