Hi! Any tips on how to get started as a Concept Artist/Visual Development?

I have worked as a 3D artist for 2 years and realised i want to shift more into concept art but have no experience in the animation industry. I've tried contacting people through linkedin and applied for several internships aswell to get the foot in the door but not sure where i'm going wrong, would be greatful for any advice! Thank you!

Here's my portfolio: www.pallaviamarnani.weebly.com

Replies3

  • @Pallavi Amarnani

    The link in this message is working, thank you for resupplying it.

    Looking at both the 3D and 2D, I would say your 3D work's a lot stronger than your 2D.

    Your 2D still has some nice features you can take forward and improve on further - I'd personally choose the 'Props Study' monochrome filled sketches that you've done in the Funiculi Funicula Cafe.

    What I would add to this is a change in value/tone for components of the props that are of different depth. You've sketched those chairs quite nicely, but when the colour's added to them, for the main painted pieces, it feels weaker.

    You could refine your digital painting skills if you're still keen on 2D for a career, but I feel for concepting you might be better off incorporating some compositioning with photographs/existing textures, and overlaying or blending them with your own paint to achieve a faster (and better) result than what's currently shown here.

    I feel the layout of all the painted pieces have skipped past the blockout stage, and each object was inserted as you were going along.

    Something like this might be useful to leverage: https://www.youtube.com/watch?v=Eg-mOxJdrU4

    See how you can tackle a new approach to your 2D workflow, but for now I'll move onto the 3D.

    You've got some nice pieces here, and I'm liking the 'Blue's Room' one. It's simple, but makes use of different surfaces (the tent, large plant and hanging lamps).

    To get into any 3D role, you should be supplying Wireframes, and ideally Polycount and UV Layout (Even better if Texture Sets are provided, but for now, the Wireframe's the crucial thing missing here).

    I see you've got some wireframes for the Mafia Switcheroo piece, but topologically, they're unnecessarily dense. Most of the loops are not contributing anything to the silhouette or shape, even for an animation (or any offline-rendered piece for that matter) there shouldn't be edgeloops that don't contribute anything.

    To improve the models, look into different secondary shapes you can introduce: For the telephone, that might be a large inward-extruded section on the rectangular platform base, and perhaps slightly bevelled to get a more interesting appearance that blends it nicely with the rest of the platform. The same for the centre dial, for a more interesting secondary form. There's enough loops there to do that without adding in any more, and just scaling it and sliding.
    The lamp's looking nice, topologically (for the red shade component), but I don't know what's happening to the loops just under it, on the presumed glass.

    Having a step back, my final advice is this: Find things to model. Analyse it, and look back to it while you model it. Download PureRef, and have it open whenever you feel like modelling. Have many angles of what you're modelling open, and accessible. When you insert an edgeloop, or make any changes to your mesh, do it with intent, and to achieve a form you're witnessing. If you get into games art, most of this is either going to be baked down, or done entirely in a Texturing program - Depending on how close the camera will be to the piece.

    Remember breakdowns of work - Mainly Wireframes, and UV Layouts.

    I hope any of this has been useful.

    Best of luck!
  • @Cosmo Light thank you so much for your advice! Yes, I’ve started to realise that being just a 2D Concept Artist may not be enough, at first I was focusing more on environment, but now I’ve tried adding more characters and will start including 3D models aswell.

    In regards to the portfolio website, I’m not sure why it isn’t working but here is the link again:

    https://pallaviamarnani.weebly.com

    Please let me know if there are any improvements I can make. Many thanks!!
  • Hi, I can't seem to access your portfolio through the link. Have you recently taken it down?

    So, breaking into Concept Art's always been challenging. But, it's even tougher now, especially for non-established artists..

    Smaller studios are cutting back on hiring, thanks to the recent economic situation, and the rise of (more refined) AI tools is making it even harder to find any job openings there.

    AI already has a pretty strong grasp on the 2D, 'Artistic', Concepting field..

    I would have a look into 3D Concepting, or 'Concept Sculpting' — which is something I do on the side while also making 3D Models.
    It's sort of a bridge between your traditional Concept Sheets and the Modelling stage, where you can make fully fleshed-out references for the Modeller, and have some tangible foundations which can be remeshed or adjusted.

    If you choose 2D Concepting over 3D Sculpting, then keep in mind Shape Language, Colour Theory, Primary/Secondary/Tertiary(...) detailing and all the other stuff you've learned about.

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