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Anonymous at Sun, 19 Dec 2021 00:29:02 UTC No. 870739
How do you guys try to develop your own artstyle? I find half my character models end up being borderline cheap dreamworks ripoffs and I fucking hate it and I'm trying to get as far away from that type of style as I can
I'm about to just exclusively start making quake models or go back to environment art
Anonymous at Sun, 19 Dec 2021 01:12:04 UTC No. 870746
you create what you know; your style is a gesalt of your influences, habits, shortcuts, and mistakes.
take in more experiences, push yourself, practice diligently, and don't actually worry too much about style; when you are sufficient enough with the fundamentals, style becomes a choice.
Anonymous at Sun, 19 Dec 2021 02:41:07 UTC No. 870755
>>870739
>I'm about to just exclusively start making quake models
90's 3D models are really fun to make imo.
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Anonymous at Sun, 19 Dec 2021 02:47:12 UTC No. 870756
>>870755
They really are, and textures carry them such a long way.
>>870746
I think this is just it, I have to stop being a dumb fuck and worry about improving rather than trying to be unique. On the plus side I have been modelling every day and practicing but I've got such a long hill to climb, dang
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Anonymous at Sun, 19 Dec 2021 02:58:51 UTC No. 870759
>>870739
copy your favorite 3d artists
Anonymous at Sun, 19 Dec 2021 03:52:53 UTC No. 870766
>>870739
developing your own style means not taking inspiration from other artists in your field.
Take inspiration from books and music and nature.
avoid visual media. If you started copying the trend of the artstation filth just stop consooming their art.
If you actually don't want your own style just a different one find artists that have the style you want and copy from them.
Anonymous at Sun, 19 Dec 2021 08:14:30 UTC No. 870793
>>870739
>How do you guys try to develop your own artstyle?
it might seem hard to achieve, but it is possible.
Anonymous at Sun, 19 Dec 2021 15:03:32 UTC No. 870842
>>870739
>How do you guys try to develop your own artstyle?
Study all your favorite artists and mimic aspects you really like in what they do, create an amalgamation of their styles
that represents what you like the most and keep iterate upon that til you arrive at a style that is uniquely you.
The best ideas are repackaging and recombining a bunch of old ideas in new and interesting ways.
Seeing anything very imaginative and novel that is also worthwhile and memorable is pretty much unheard of.
Once I decide to make a serious piece I spend a lot of time researching that thing and compiling a folder reference images
of anything useful to the thing I am about to design. Don't just sit down and conceptualize shit from memory winging it's look.
Supercharge your imagination gathering all the best examples of anything that has shapes/texture/look is similar/tangential to what you are about to make
Spend sometime studying your subject and come up with a strong concept that iterate on the most striking aspects that stands out to you.
Anonymous at Sun, 19 Dec 2021 18:40:29 UTC No. 870869
>>870756
>I think this is just it, I have to stop being a dumb fuck and worry about improving rather than trying to be unique.
Absolutely.
You can determine the amount of dunning kruger a person has by looking at their goals and put it into relation to their abilities.
A gamedev who wants to make an open world game (but never has made a game before).
A moviemaker who wants to make an epic blockbuster (but never has made a proper movie before).
A martial artist who wants to create his own style of martial arts (but has barely mastered the first dan).
You see where I am going with this, you need to master things first, learn the rules before breaking them.
I certainly don't have my own style when it comes to 3D, but I was drawing for fun for over 10 years and at a certain point people started to recognize me as "artist" in seconds just by looking at it. There was no intention behind that, it just happened.
Its harder to archive in 3D, unless you go heavy with stylization or themes, or push other elements so that people are able to pick up and recognize a pattern in your work (that ideally stands out from others).