Developing the Eye Part 1: The "Reference Diet"
If you want to know why so many portfolios look generic, the answer is simple: The "ArtStation Feedback Loop."
When a Junior A... ...rtist starts a project, the first thing they do is go to ArtStation to find references. They look at what other 3D artists are doing, and they try to copy it. Essentially, they are making a copy of a copy. They are importing the bad habits, the shortcuts, and the biases of the artist before them.
The Theory: Garbage In, Garbage Out Taste is not a magical talent you are born with. Taste is a Library. Every image you consume is stored in your mental library. If your library is filled only with mediocre game assets, your output will be mediocre game assets.
To develop "Senior Level Taste," you must change your diet. You need to stop looking at 3D, and start looking at Sources.
The Action Plan: For your next project, try the 80/20 Rule of Reference:
20% 3D Art: Use ArtStation only to see the quality bar (wireframe, texture resolution).
80% Source Material:
Lighting: Don't look at Unreal renders. Look at Roger Deakins or Greig Fraser. Study how cinematographers shape light on a face.
Clothing: Don't look at Marvelous Designer screenshots. Look at Alexander McQueen or historical costume archives. Study how real fabric weighs down and folds.
Anatomy: Don't look at ZBrush sculpts. Look at classical sculpture (Bernini) or medical cadaver scans.
The Result: When you reference the real world (or master artists), you bring fresh ideas into 3D. When you reference other 3D artists, you just contribute to the echo chamber.
Rule #1: To be a better 3D artist, consume less 3D art.
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