u/BuzzKir

▲ 3 r/ArtRanting+1 crossposts

I don't want to create anything, unless I'm asked to.

I'm a 36 year old 3D artist and for years I've been almost creatively impotent - that is, hardly able to create anything, unless it's for someone else.

The last truly worthwhile project I did "for myself" was an animated music video for one of my favorite songs. It took months of boring work. Oftentimes I forced myself to work "just 30 minutes" on it, just to get things moving, because I lost motivation almost instantly - despite formerly believing it was my dream to create animated music videos.

That was 6 years ago.

I can do some SMALL stuff for myself. Like drawing - been dabbling in it since kindergarten, it's fun and you get visible results very quickly, unlike big animation projects or 3D art.

And then I look at stuff on Instagram, people creating these very impressive sequences just "for fun". It's moments like these I really start wondering if I'm even supposed to be a 3D artist?

Even to work on my portfolio, I had to ask people to commission me - at very tiny prices - just to be able to work on a long term project at any kind of reasonable pace and not giving up.

The feeling of responsibility to people is what drives me, not any inner creative urge. I only seem to be able to be a car on someone else's train, instead of being a locomotive myself.

I'd like to be a "real" artist and create long hard projects just for creativity's sake. But so far all I can do is find tricks and workarounds just to force myself to work.

And at the same time, the idea of just giving up entirely and choosing a different field feels very wrong, because I do get satisfaction out of completing projects and am often proud of them as a result - despite the process often being utterly boring.

reddit.com
u/BuzzKir — 11 hours ago

Hi everyone. I'm a 3D Generalist / Character Artist with 10+ years of experience across mobile and PC projects (mostly on Unity). I do nearly everything 3D art-related: high/low poly modeling, sculpting, retopology, UVs, texturing (PBR/hand-painted), rigging, animation, and final engine integration.

Can work in almost any style. Strong focus on characters, but equally comfortable with environments, props, lighting, and scene assembly. Deep Unity experience: asset integration, shader setup (Shader Graph/Amplify), VFX, lightmapping, and performance optimization using profiling tools.

Worked on many shipped and successful titles for mobile and PC, including survival, action, and narrative-driven projects.

Tools: Blender, ZBrush, Substance Painter, Unity, Marvelous Designer. Also worked a lot in 3Ds Max in the past. Currently learning Maya and Unreal.

Reasonable rates (DM for quote). Comfortable working independently or within a team, adapting quickly to existing pipelines and contributing to workflow improvements.

u/BuzzKir — 14 days ago