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Fuck freelance

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Thread replies: 163
Thread images: 12

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The past year or so I've been having an existential crisis looking back at the past 5 years of my life. Right out of highschool I went heavy into art and got pretty decent after a year and a half of studying. My skills are pretty average. If Dave rapoza is a 10 and Jazza is a 1, I'm probably a 6.5 to light 7.
And even though I'm a 7 I still get shit pay. I racked my brain for days trying to figure out why this is, then I realized being a 7 is the cost of entry into this shit marketplace. I was lied to by all my heros. 90% of "working" artists are sacrificing their talents to work for some store manager whose side hobby is making a boardgame. Now that I see it this way it makes absolutely no sense for me to continue begging for $500 to do 40 illustrations over the course of 3 months.
The worst part is I feel like I wasted my early 20's on this fantasy a bunch of irresponsible adults tricked me into believing (just to protect their egos). 5 years spent sitting in a chair listening to podcasts and I literally have nothing to show for it. No friends no social life no nothing. And I can safely say atleast 60% of it was me just fucking around being a shut in. Looking back even when I was doing 8hr days studying, that still means a third of the day was wasted not socializing and acting my age.
With all this regret I could care less about working for magic or any of that shit. Fair warning to any artists sold on the dream of working for magic, blizzard or whatever the fuck: you're better off making your own shit and throwing it on Kickstarter until you hit the gold mine. The jobs will start pouring in once you're successful enough not to need them that's a fact..
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well yeah, working for companies sucks.
thats why i have always tried to get good and do my own thing. fuck shilling for some fucking company for 15 hours a day for stuff you dont really care about.
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>>3081745
Pretty cocky rating for only a few years drawing, post work? Curious how good you are
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>>3081745
>not making friends on discord or with other people who do blogs
What kind of shitty artist are you who doesn't know about networking? If anything, you fell for the technical skill meme and don't got the right people under your belt yet.
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Post work nigger. Also nobody made you sit at home like a faggot. You said it yourself even self study for 8 hours a day (which let's face it you never did) you have plenty of time for other stuff. Not to mention you can draw most ANYWHERE.

I make a point of spending my drawing time at the river, a lake or in the park at least two days a week (weather permitting)
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>>3081745
POST WORK, JERK
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>>3081745
So, you tried to make a living bottomfeeding off the bottom of the barrel of the business world.

Grats, you figured out it's a waste of time.

Your problem isn't the industry, it's your clients. I've made damned good money off book publishers, record labels, and merchandising companies. I've never bothered with the online work for hire, it's all shit, it's all lowball, not worth it bullshit. You fell for the 4chan "making it" nonsense that a career could be had drawing and painting for shitheads who have no chance of any success, because most of them are probably just trying to foist a rip off of a popular game or genre, for as little cost as possible.
I've also always had a career job to pay the bills, the rest of the time is for art. If my clients dry up, which they will, like in the winter, when they're all closed for the holidays, hey, no problem - I still get a paycheck.
You're also charging too little. Nobody takesyou seriously if you sell your work cheap. The pinheads here will all fight against that, because they think $10 for an avatar, or $50 for a dirty picture is big money. My prices are $250 an hour color, $150 an hour B&W, but I usually bid for the project, and $5k checks are common. 40 illustrations over 3 months of my time? $500 EACH painting. If you can't afford that, don't waste my time. And yes, I do make that kind of money.
This forum is the worst, when it comes to actual careers, it's just a bunch of autists with mile high blinders on, who can only see "muh concept art" or "muh pornography" as career goals, and most of them are under 18 and don't know how the world works.

Regroup, take a look at finding better clients, aim higher, and raise your prices - and stop wasting time on bottom of the barrel, never-publish projects. In the meantime, get a day job that will pay your bills.
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>>3081745
if you think dave rapoza's ugly meme orcs is the best that art can get you have no hope
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>>3081819
*and no taste
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>>3081745
>pretty decent after a year and a half of studying
stopped reading right there
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https://www.youtube.com/watch?v=WV2og9rTuBg
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>>3081745
WORK?
>>3081812
WORK?
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>>3082487
Dude everyone's larping, give it a rest.
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Dude, you gotta show some work with a post like that. Something you haven't posted anyhwere, if you want to be safe.

I feel like I'm in the same shoes as you - "professional", no social life to speak of, shut in freelancer, mostly shitty gigs, too much work - but I still manage to make a living. I got sucked into the whole thing, presumably not unlike yourself, by Jason Manley and his tower of lies. Weird how I still romanticize that era in my mind nontheless.

I'm working towards getting better gigs and hopefully making a more comfortable living by stepping up my game but I have no idea if that will do or how long it'll take. There's much more to making a living than being good at what you do anway. I thought about getting a part-time job recently, to focus on progress instead of income, but it would feel like defeat.
Posts like yours can be discouraging and I hear young "pro" artists around me repeat the same kind of thoughts.
Low payment has been a hot issue for a few years now and I predict things won't get any better unless artists start to organize. ArtPACT was a decent idea but in the end it failed, at least in that form.

I don't have a solution to this issue either but I think an important first step would be to gather the community around in one place, like Manley did ten years ago with CA.org. I remember how well the community got together during that copyright fiasco. If ArtStation would open up a solid forums section... man, who knows.

Anyway, here's a quick doodle by me.
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>freelance
You barely count as a "working" artist, shitter
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>>3082511
>>3081745
> I got sucked into the whole thing, presumably not unlike yourself, by Jason Manley and his tower of lies

You guys really need to stop blaming others for your own fucking choices, it's pathetic as hell. I can't remember anyone saying art as a career would be easy money. Every pro I know who talks about this sort of stuff constantly stresses how competitive the industry is. People like Feng and Manley made it their whole business model, saying this industry is nigh impossible to break into UNLESS you get an edge, like studying at their schools and Dave Rapoza spent hours ranting on his livestreams how shit his early years freelancing used to be.
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>>3081745
is this true? seems like a ruse, you can't be this clueless, have you never had a job?
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>>3081745
>$500 to do 40 illustrations over the course of 3 months

what the fuck, you're doing it wrong.
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>>3081812

give tips? do you clean up your act, get some pro looking clothes, get a nice web presence, a portoflio of relevant quality work, get business cards printed, and go ring up local clients to make appointments to show them your stuff in person?

i'd imagine that's how one goes about 'doing it right'. but i'm not sure, i get by decently with porn and the ocassional freelance illustration for a game. but like op i sometimes worry that the upward growth and progress isn't anywhere near what it could be.
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There is a thread about talent going for some days now, read it. The answer is there.
And I've did some stupid life decisions because of Ca.org and still romanticize about that time. It was so inspiring to see that many new artists make It that everyone forgot the ENDLESS pages of sketchbook threads of those who failed, myself included.
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>>3083544
But why did those people fail? Did they not have enough grit?
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>>3083545
Lack of talent and being delusional that It dont matter in the long run. Also the timing... Today is harder to break in because the amount of people doing It, but anyway tou could see a lot of hard working people not evolving like Dave Raposa or other famous artists at ca.org... and even so you would still believe they're the rule, not the exception.
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>$500 to do 40
>12.5 per illustration
nigga really? i get 100 doing commissions on the side and i'm not even that established
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>>3083545
I notice alot fo people don't even bother with improving their observational and measurements skills but still try to put out a lot of work ofc they won't see alot of improvement.

>>3083560
It's not for lack of talent but lack of trying and getting out from once comfort zone.
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There's always furry porn. I wish I was kidding, but im not.
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>>3082511
I think I know who you are amd I can't believe you have a hard time earning a living, desu. Maybe you should work on your online persona, update more frequently.
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>>3081745
>If Dave rapoza is a 10 and Jazza is a 1, I'm probably a 6.5 to light 7.
post your work or bullshit
>begging for $500 to do 40 illustrations over the course of 3 months.
you're either most likely a 2-3, or too stupid to properly sell yourself.
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>>3083616
>It's not for lack of talent but lack of trying and getting out from once comfort zone.

Keep telling yourself that.
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>>3081745
>7 on a scale from Jazza to Rapoza
>$500 for 40 illustrations
I hope you are lying because right now I'm a 1,5 and I really hope someday I'll earn more from art than my engineering internship.
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>>3083712
>I really hope someday I'll earn more from art than my engineering internship.

top kek
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>>3083719
I earn 554€ a month.
I don't think that's hard.
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>>3083710
No it's true, there are a ton of resource from great artist laying out their thought process and technique. The hardest thing is not to learn x, the hardest thing is to invent it. But if you don't even bother learning the most basic things on how to draw then you can't expect to improve.
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>>3081745
I told myself that I have to be rich 10 years from now and these threads dont help

How do you market yourself
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>>3083727

Yeah, yeah. Keep telling yourself that.
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>>3081745
How the fuck did you fuck up that badly? I was being told to fuck off back to the /beg/inner threads when I was doing 50 USD per artwork commission (with no backgrounds)
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>>3083776
No it's true, there are a ton of resource from great artist laying out their thought process and technique. The hardest thing is not to learn x, the hardest thing is to invent it. But if you don't even bother learning the most basic things on how to draw then you can't expect to improve. This doesn't apply if you are a stuborn imbecile
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>>3083790

Dude... There is plenty more examples of people who tried and failed than those cases of success by great artists. The thing is: when you fail, no one talk about you. Well, guess you have to live and see what I'm telling you, just don't get depressed when if you're not talented enough to make it.
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>>3083806
this. It's called survivor bias, look it up

all the Stephen Silvers who talk motivation and how talent doesn't exist are doing just one thing: selling their tutorials to you.
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>>3083809

Yeah, I discovered the name in that thread about talent. Now even more than ever professional artists are resourcing to make lessons and complementing their income with teaching people who want to enter a saturated but exclusive market. If an artist is like Dave Rapoza, using him as already mentioned on this thread, and just do a few videos here and there you can believe he is doing good. But when said YOUNG artist resources to full time teaching you can tell something is wrong.
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I think its not a problem of talent but possibly of intelligence some people are just too dumb to learn properly, or possibly lazy
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>>3083806
You can't fail at art because art doesn't have a podium like an olympic sport. Some people sure stop pursuing art before they find financial success, but that is an entirely different matter from endowed art abilities.
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>>3083859
>art doesn't have a podium like an olympic sport.
it's worse. art is binary: you make a living with it or you don't.
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>>3083859

In this context I agree with you. But what >>3083863 said is what I tried to refer.
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>>3083863
Right, And you can make a living from art in a thousand different ways and in million different places. Whilst in the olympics there are 3 spots reserved for the spotlight and prize money.
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>>3083870
Well if you think of it as a binary you fail the first day you try to pursue art as a career becuase you probably won't get a job just because you tried.
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>>3083871
>And you can make a living from art in a thousand different ways and in million different places.
Really? Thank goodness all artists can live comfortably with a steady income! I was fretting so much about nothing
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>>3083877
Yeah, except it requires technicalskill, entrepreneurship and perseverance. Abilities you can cultivate.
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>>3083892
>all people who don't make it are lazy, lack initiative and skill
you know what this is called? survivor bias.
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>>3081775
how do you do that?
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>>3083897
People who failed in cases where they had those abilities did so because of a lack in opportunity. But I assume people on 4chan are not living i rural communities in china, india or africa without access to computers, paper and pencil.
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>>3081745
OP, you just found out on your own that after "making it" there is a new mountain to climb, the real one. Being baseline good enough to get work is the bare min required, it just separates you from the common pleb.

After i got my first in-house job i suddenly realized that working at ______ means nothing, now all my friends work at X or Y and i'm back at the bottom.
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How old are you people? I mean those who have jobs in art
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>>3081812
Are you me? I've been saying this shit for a while now. As a relatively stable freelance illustrator myself (~ $2000 to $3000 / month income), this post hits the nail on the head.
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>>3083897
>only the blessed and gifted, who endure no failure, can make it
You know what this is called? Learned helplessness.
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>>3083942
post work or I'll assume you're /beg/ trash
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>>3083937
So what did you do?
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>>3083942

Post your work.
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>>3083859
>You can't fail at art because art doesn't have a podium like an olympic sport.
if I'm living on the streets eating from the bins at the back of mccdonalds because I can't make any money from my art you wouldn't call that failure?
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>>3083945
>>3083978
Not him, but he's right guys.
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>>3083925
30 something, got my first commercial art internship at 18. first salaried in house job at 21, first freelance gig for a good client at around 27.
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>>3083945
Experiencing massive failure before achieving success is a simple fact of life. Not only for artists, either. Businessmen experience far worse failures, given the amount of bankruptcies they go through before getting their shit on track. The reason the successes are "exceptional and rare" is because most people give up after their first world-shattering failure. Some don't. The ones who don't, keep going and eventually find an in. Some circumstances can make it so it's unreasonable to keep trying, but more often than not, people give up not because of circumstance but because of the failure itself.

You don't believe this line of thinking because you already believe yourself to be helpless. You wouldn't know opportunity if it slapped you in the face. You're already conditioned to think that opportunity is another failure. All you see are your previous failures and maybe you also dwell on the failures of those around you. And because you believe you're helpless, arguing with you would be pointless--you can't see anything else. So go ahead. Pretend I don't know what I'm talking about so you can cope with your mental state better. I'm not even looking for a discussion. I just wanted to say something about all the >survivor bias shit that's been floating around lately.

Don't worry anon, plenty of other people are in you with this and have given up at the first sign of inconvenience. It's like going through school all over again, and the "artist" kids drop like flies, giving up on drawing for the rest of their lives just because one person is a tiny bit better than them.
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>>3083990
No, there are a lot of people that went from rags to riches. And they only did so because they sarcrificed comforts that one otherwise would have.
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>>3084012

You're assuming people gave up on the first sign of inconvenience because YOU WANT do believe that you always have a chance and so you need to give failure a reason. Well, failure is the norm, success is the exception to the rule. Say what you want, but you can't deny that.
Anyway, you can try, I don't think anyone here is against trying and working hard. Just have in mind that sometime dreams don't come true and you have to let go.
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>>3084025
I've already "made it" by /ic/'s definition. That's what I was triggered by
>survivor bias
Everyone I know has struggled hard to get where they are. At least discern my text correctly. A beginner wouldn't care about that argument at all.

Anyway, I'm done. I really don't care for pushing people who have lost their will in one way or another. I accept people fail and give up, that's life. It's just absolutely retarded to think that someone who experiences failures and struggles can't make it at all, absolutely, ever all because they faced a few setbacks in their life. That's learned helplessness through and through. Black and white thinking is always bullshit. Most things in life are grey.
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>>3081745
>trying to make a career out of a hobby

If I told you was was trying to "make it" as a wood widdler or through knitting socks you would call me an idiot.
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>>3081745
>still not posted his work
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>>3084012
>Experiencing massive failure before achieving success is a simple fact of life.
Experiencing massive failure before experiencing more massive failure is a much, much truer fact of life.
You don't seem to wrap your head around the concept of survivor bias: people who made it have worked hard, but many people who failed also did. Assuming every single person who didn't live his dream was simply lazy is retarded. People try their best and fail. It happens every day.
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>>3084088
>experiencing multiple failures happens a lot
>everyone is trying really hard and doesn't always grant them 100% victory
No, shit?

I'm surprised any of you get out of bed in the morning.
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>>3084088
I don't get it, if you work hard, why wouldn't you succeed? I want to believe that my passion for whatever I do is going to get me through everything that is against me. It's a deep desire, I can't fail.
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>>3084012
Shit that explains so much
How do I fix my helplessness
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>>3081745
you get paid dumb ass.

i don't don't even get jobs and i'm an easy 8.

be happy and enjoy your skills u cunty brat.
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>>3081745
that's your work? it sucks
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>>3081745
So far, this is how I see things work:
>Get an office job, meet a lot of other artists and befriend them
>Quit and go full freelance
>People who you knew in your office job will recommend you to the freelance job they don't want to do
>You have this thin lapse of time to make your own contacts and make a name for yourself
>If not you will have to find an office job again thanks to those office friends

People nowadays should know the value of contacts between coworkers rather than pursuing to be the very best and never socialize. And this applies to every job out there, in special when you are old and busted and nobody wants to hire you because there is a line of new young people who will do the same you do for half the price.
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Sit on a sidewalk bench with a big sketchbook and a charcoal roll. When someone asks how much, tell them $100 per bust. If they can't afford it, say $50 for a 10 min rough draft. You'll have at least $700 by the end of the day.
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>>3085079
Do people just carry $100 on them nowadays?
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I can't even get any following on social media.
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>>3085079
You forgot that some people might not live in places where passersby throw around $100.
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>>3085079
If you can make that work, more power to you, but it's not really a career - and the guys who do the formulaic "portraits" for $20 in tourist areas will beat your ass and drive you away. Also, for that kind of cash, you better have a business license, a bank account, and a gun.

Tell you what - if that's so easy, go do it for a month. Record each sale with a photo of the finished piece, and the money. Get back to us.

PS - a bust is sculpture. Drawing people is a portrait.
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>>3085079
Have fun getting stabbed
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>>3085083
You can get a card swiper for your phone very, very easily.
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>>3085084
Post a link or something you moron, how are we going to pity follow you ?
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>>3081774
Yeah why not, notice how you posted your own execrable scribbles of sonic first, oh you didn't? Is it because you couldn't draw the curtains but want to shit on him? I don't believe it!
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This seems to be the thread for this.
What do I do to get a career in art? I feel completely lost n what to do?
How do I create a portfolio to sell myself when I don't know how to sell myself to professionals?
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>>3088390
Have more than just skills in your "uber-concept art" skills.

Everyone in the industry can draw, but not everyone in the industry JUST draws.

That, and there is marketing departments that people don't think about.
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>>3084057
I already think you're an idiot for thinking whittling is called widdling
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>>3088450
it's idiomatic
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>>3088441
Do you mean try to look for jobs in marketing departments?
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>>3085083
>>3085087
I live in Malibu and draw at the beach twice a week, but anyone can drive to the closest rich touristy city.
>>3085096
Well its a career for me, I get to live here, chill at the beach all day, and pay all my bills. I dont wanna do any of that shit, but if you wanna know if it works, try it yourself. I've done it for 4 months after I realized its way easier getting customers in person than online, people just ask to be drawn and sit on my bench. The worst that's happened so far was a weird insistent guy trying to get me to his smalltime local model agency.
A "bust" is generally known to be the uppermost body of a person, its easier than saying "your head, neck, and shoulders area".
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>>3088960
Got any examples of your work?
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>>3082511
>I got sucked into the whole thing, presumably not unlike yourself, by Jason Manley and his tower of lies.

I don't believe Manley was cynically lying; the commercial art world was MUCH different in 2002 when CA.org was founded. A lot less competition from the third-world. Z-brush revolutionized concept art as well. Computers lacked the power to render very realistic graphics, so photobashing wasn't as common then and drawing/painting was worth more. A lot changed in the last 15 years.

But yes, I would tell anyone getting into commercial art to stay the fuck away. You won't make it. I spent 11 years grinding, achieved my dream of being a full-time concept artist in the game industry... and now I work in a completely non-art field, making shit money because I pursued an unrealistic dream instead of getting a boring, useful degree. I deserve it; I bought the whole "you can make it if you're willing to work hard" meme.
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>>3088990
that's interesting, i thought most people understood that they won't make it unless they're lucky but they're willing to accept the gamble to have an art life, even if it's a failure of one.
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>>3088990
Why didn't you just become an art director? Or some other art field?
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>>3088980
I wouldn't want any of you creeps on my ig where I put selfies and family sometimes. I don't take pics of the drawings, they're pretty bad and usually rushed. I just rip it out right away and roll it up with a cheap small hairtie. They're plain 20min 4b graphite sketches shaded with a tortillion, on 9x12 weighted paper. People don't care about rendering, construction, values, line quality, or accuracy they just really want to have the novelty of wasting money in Malibu beach and to go home with a prettier version of themselves to stick on their bedroom walls, and I'm glad to provide that service.
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>>3088990
Wow, you must be really bad at art then. I challange you to post your work.
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>>3089005
I thought people were like me and drew cause it's fun.

>>3089138
Wtf? You don't t want to post any of your work? Not even a 5 min napkin drawing? Is it that scary to have people be assholes on the internet?

Here's something I am working on right now. It ain't any good and will probably get laughed at by someone but who cares.
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>>3089153
Good taste.
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>>3088990
>full-time concept artist
>cant transfer skills to do illustrations or traditional paintings
>cant integrate 3d for faster work turnover

What niche mobile game shit IP were you working on?
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>>3088364
HABEEB IT
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>>3089166
thanks. I wanna finish it up when I got time than ill post it on the beginner thread to get the critiques. I know I fudged the angle and some proportions but ill post the reference along with the complete drawing so everyone can see my mistakes.
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>>3089138
Well I just wanted some comparison. I live in relatively short distance of several touristy spots.
And I wanted comparison to know if I could bum a couple bucks off them for mediocre drawings.
>>
How to get freelance work? I've tried Upwork, and I'm not getting anything.
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>>3089347
Through connections. Upwork is the bottom of the barrel anyhow.
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>>3081745
>begging for $500 to do 40 illustrations over the course of 3 months
The fuck? Even by shitty low level fantasy standards this is horrible pay.

Anyways, I would try to go for a full time gig at a studio if you can. It might take a few months to get one--send lots of applications and work on your portfolio and keep sending applications. I also had a bad experience with freelancing in fantasy art for various board game companies and stuff, and didn't make much and was miserable. I've since started working at a large video game company in a better city and I have to say all aspects of my life have improved a lot. I think the freelance lifestyle was definitely sold to us in a way that doesn't reflect reality. Or maybe it only works that way for a tiny percentage of people at the top/it used to maybe work that way 10 years ago. Frankly though most freelancing things don't pay well and you can't make a livable wage off it. Get a studio job.
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>no works posted
Everyone in this thread is probably a shitter
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>>3089351
Is it that Bad? I've seen some intermediate art getting paid good money there.
>>
I don't get it. Why don't artists such as yourself get a job doing more technical work in a studio? The problem that I'm seeing is that you jumped straight into freelance illustration which relies solely on: artists you know, clients you know, online presence, reliability, etc.
Basically starting from scratch is the hardest fucking thing you could ever put on your 20-year old self. Why not join a comic studio to do simple wrist work for a while? Why not do promotional work for a modile game? If you know 3d, you can get jobs anywhere that needs someone who can retopography or correctly map textures on to a model, or set up and render certain shots.

While you're doing all of this, you focus on:
1. Doing the best job you can even at this menial job shows your work ethic
2. You get a bunch of experience under your belt.
3. Use that experience to get the job you want to do.

You might also want to move where there is work. You're not going to rely solely on online communications. At some point you'll have an interview or a meeting. And rather than schedule flights going back and forth, just being there makes half the battle.

Build your reputation as an artist first and foremost. Build up clients and company names. THEN hit for what you want. It is only then that you will gain the respect and understanding and support.
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>>3089384
Don't forget, Upwork demands 20% of any payment.
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>>3089153
>Is it that scary to have people be assholes on the internet?
yes
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>>3081745
Holy fuck are you me?

I just got a wage slave job at the ripe age of 25 in fast food. Shift manager now, working 50 hours a week and with hardly any time to draw, but yeah coming to that realization was a real wake up call. I'm still hoping to get some time off, work on my portfolio and get a studio position, but the "dream" seems pretty remote at this point in time.
>>
>>3089392
Yeah but why would a studio hire someone with 0 experience?
>>
>>3089411
That's literally why I said to get a job doing menial work. Work that isn't as demanding nor fought for because it's not the "dream job."
It's like working as a grip on a movie set and working your way up to a manager or director. Take the jobs that bulk your resume to be competitve. Then seek your dream jobs because you'll have a history.
>>
>>3089428
>Work that isn't as demanding nor fought for because it's not the "dream job."
What do you consider as such?
>>
>>3089351
How does one get connections?
>>
>>3089392
>Why don't artists such as yourself get a job doing more technical work in a studio?

Because studios are not fucking hiring
>>
>>3089428
Not OP, but I used to work at a game studio. My job was converting assets and resizing graphics from slot machines to mobile and Facebook templates. Unfortunately I was laid off almost 7 months ago and have been unemployed since. What jobs should I be looking at that I could put my skills to?
I've applied for Production Artist positions, but I'm not getting any interviews.
>>
>>3089472
I should mention my portfolio is full of a variety of illustration, comic art, storyboards, character design, etc. While Id love to make a living doing freelance, Id like to have some job security while I continuing improving my portfolio.
I'm not even what kind of studio jobs are out there for me, or at least here in NYC.

No one is hiring an illustrator or storyboard artist.
>>
>>3089476
>trying to get storyboarding jobs in NYC
The film industry is literally in California. Unless you want to storyboard advertisements for small indie business or stuff like that, you gotta make the move. But I did a search for new york studios and I found that Rockstar Games is hiring for a Production Artist in NYC. But you need 3-5 years of experience.
You can apply for as an environment artist at Muse Games.

Seriously i looked at jobseeking sites for "Storyboarding" in both new york and cali. What came up in NYC was a bunch of Animation Jobs and UX design jobs and a lot of technical work. In comparison to california where I could choose to apply at 20 or so studios looking for storyboard artists.
However you could look at doing UI/UX design. I know Defiant studios is looking to hire a slew of different specific artistic jobs: Character, Enviro, Technical, VFX etc
3d Animation is a shoe in pretty much anywhere especially with indie devs. Avalanche studios is hiring Environment artists who know Maya.
There's a bunch of book publishers by big name companies that you can illustrations for.

If you can do 2d Illustration, you shouldn't be begging for other anons on 4chan for help that you can easily do yourself. There's plenty of opportunities that you just simply are not looking for. Consider your entire skillset and be willing to put forth your skills into as wide range of a possible jobs. If you can, take a class on Maya in order to help raise your skillset.

Honestly most artists on here think that they can practice artwork 8hr a day and then expect to get a job in their specific field right out of the gate. You've gotta cast a wide net. The more skills, the bigger the net. I would even go as far as contacting someone on the inside and making good relations with them. Cause -most of the time- they will put in a good word for you and you'll get contacted. Honestly, I know a bunch of alums who got jobs at big companies by knowing a few people on the inside.
>>
>>3089558
Yeah Ive thought about making the move to california. I'd like to have the job first before I'd move. Nickelodeon and Frederator do have NYC offices, but I'm not sure if they're hiring artists. He'll I'm just trying to get hired as a Production Assistant or something

>Rockstar Games
I had an interview with them back in March for another position asking for a Junior Photoshop Artist. Interview went well, but I was the first person interviewed and I was never contacted back. I sent out thank you emails and follow up emails and called 4 times but never received a response. Not sure if I should bother applying for another position with them if they don't even bother to tell you if you got the job or not.

>However you could look at doing UI/UX design

I have considered it, but I have nothing related to that in my portfolio. I could do it because of my job at the slot game company, but I don't have a portfolio to prove I could do it.

I've been trying to learn Maya at home but I've been thinking of taking a 3d animation class. Not sure if I could afford going back to school full time but the New York Film Academy does have a 4 week workshop for 3d Animation. I'm debating whether or not to take it since I heard NYFA got mixed reviews.

As of right now, I need to get a job doing something I could do now while building a portfolio for UX design or animation. I need money coming in.
>>
>>3089558
>I would even go as far as contacting someone on the inside and making good relations with them. Cause -most of the time- they will put in a good word for you and you'll get contacted. Honestly, I know a bunch of alums who got jobs at big companies by knowing a few people on the inside.

Problem is, it's easy to say "you gotta network" "you gotta talk to people on the inside", but not a lot of people really know how to approach that from point A to point B.

What's the first step to getting a job by networking? Look into a company you want to work for on LinkedIn, directly contact the art director and just ask if they have any jobs open? Or are you not supposed to be direct?
>>
>>3089558
How does one network or make good relationships with people you don't know? Is it as simple as sending a linkedin message and asking if they had jobs open or would consider them for future jobs?
>>
>>3089628
Oh and Blue Sky Studios is on the east coast. They're in Greenwich, Connecticut which isn't too far from NYC.
>>
>>3089558
>film industry is in California
>most popular movies/tv shows take place in NYC

Isn't that funny
>>
>>3089634
>>3089635
I'll break it down
1. Find a studio you want to work in
2. Look at the different contributors that partook in a movie or game you like. Out of those, find several artists who you like.
3. Follow them on social media and support them for a few weeks or months. Maybe perhaps comment on things or buy a few things from their store.
4. After a while, straight up contact them directly. I've talked to artists thru email or DM. Either works but email is more professional.
5. I've straight up asked if I could even interview them by skype or phone. Basically asking their background, their views on things, what it's like working in a studio, what is it like working on certain projects, working in-house vs in-home, how to communicate with an art director, all that jazz.
6. End with asking how to land jobs, who to talk to, how to tailor a portfolio, etc. And you might get lucky that they'll:
A. Ask to see your stuff (or send stuff their way later down the line)
B. There's an opening and the artist is in a position to recommend you
C. They know someone/a studio/a department that needs help and can help you contact them directly
D. (80% of the time) Inspirational advice.

That's really all there is to it. Everytime I call up someone or contact them, they always say that they wish more people reached out and had a conversation with artists/directors. Rather than being a robot who sends their stuff and hides behind a screen, because hiring those guys brings in a lot of anti-sociality into studios which affects teamwork, communication, and efficency.
>>
>>3089634
>>3089635
>I don't know how to make friends with other artists.
>>
>>3089680
So basically, if you're introverted or have social anxiety, you're fucked
>>
>>3089723
That's it mayne.

It just takes practice though and it's easy after a while. Just be nice and professional but you can't hide behind a screen forever.
>>
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OP is a troll and so are many posters in the thread. Professional artists don't brag about their salary and proceed to not show any work.

"I'm going to barf out a wall of text about the industry and not show any examples of standard quality of work. You should totally listen to my -backed up with hard facts- advice, my dude".
>>
>>3089699
>>3089699
More like
>I don't know how to make friends in general
>>
>>3089754
I know that. It sucks being in this situation. Still I graduated from art school 7 years ago, I've still been living with my parents. Since I graduated, I wasn't sure what direction to go. I went to school to pursuing drawing comics, but comic book companies prefer you to either be a penciler, an inner or a colorist. I prefer drawing comics digitally and coloring them in. 3 years later after graduating is when I got the slot machine job, but after being laid off, I feel like I'm stuck in the same position again and I'm not sure where to go. I started a webcomic, but I only have 7 strips up and it's not getting much of a following anyway. I'm thankful I got to sell at New York Comic Con last year for the first time, but I wasn't accepted this year. I've made connections in the comic industry when I graduated. but I was told to just keep working on my art. Now I don't know if the connections I made are even working at the studios anymore. And being socially anxious, I'm not quite sure how to even approach anyone to look for work.

I'm just weighing my options at this point to figure out what I can do or what I should focus on. I want to do everything, illustration, comics, storyboarding, etc, but because I'm focusing on everything at once, I'm going nowhere.

I have a lot of shit happening on my life right now and I need income fast. I'm about to look into a bank teller or work into the post office at this point, but it feels like a slap in the face after having a taste of the game industry.
>>
>>3089766
Holy shit so many typos. Sorry, writing from my phone
Meant "since" I graduated and "inker" not inner.

I feel like I'm spending more time looking for work than spending the time to work on art to get me better work. But I have no income coming is while I work on my art.

Life was so much easier in school.
>>
>>3089355
What kind of work do you do at your company?
>>
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>nobody posting examples of their art
>>
>>3089783
Marketing artwork. Banners, icons, ads, stuff for social media pages, splash art etc
>>
>>3089802
ye it's pretty good if not uninteresting
>>
>>3089802
>>3089815
If this is good I better start putting together my god damn portfolio
>>
>>3089803
How did you get in for that? That sounds like a great job. Also any advice on how to learn marketing appeal?
>>
>>3089817
ok?
>>
>>3089817
obviously it is good, more than good enough to work as a professional. if you are as good as that guy sure there is nothing holding you back
>>
>>3089830
It's too rough to be professional. The edges are unclear in areas and the designs are lacking depth. The work is good, just not professional.
>>
>>3089837
the artist himself could be professional with those skills, even if this specific work may be rough and unfinished looking

really the level of polish in a piece is dependent on the amount of time spent on it, regardless of how skilled the artist is
>>
>>3089846

Very creative. I like your style... Do you have tumblr? :D
>>
>>3089824
I applied to a job opening with my resume and portfolio, passed a phone interview, did an art test, then did an interview in person and was offered the job. It helped that I had several years of freelance experience under my belt I guess, and I went overboard on the art test and impressed them I think.

As for marketing appeal, I think just look at what other artists are doing and what the top companies are doing. If you want to do splash art for example look at Riot or some other studio that is known for that thing, then try to figure out what it is that makes those images successful and try to replicate it to the best of your abilities. I don't mean copying superficial stuff (though you can do that to a degree as well), but try to understand what it is about the artwork that makes it successful underneath all the flash. Knowing how to push an image really far is useful too. That last 10% of polish and detail on an image can make or break it and can separate a good image from a stunning one.
>>
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>Now that I see it this way it makes absolutely no sense for me to continue begging for $500 to do 40 illustrations over the course of 3 months.

You're the fucking retard doing illustrations that probably take you all day for $12 you moronic idiot. You are fucking stupid, kid. Unless someone makes their budget clear from the get-go then they don't fucking have one, and if they have a budget that's $500 for 40 illustrations you tell them to fuck off.
>>
>>3089766
Get a day job until you get your feet stable. It's not a race, nor is it a competition. Fight for what YOU want and what you want to get out of your dreams.

Don't have excuses and don't complain. Find out what you absolutely want to do and fight your way until you get it. We all go through shitty parts in our lives and it never seems to ever get better, but you can't let it get the best of you. However, you must make a decision on where to go. You do not have the time, energy, or money to put towards every avenue you're interested in. So you may have to set Storyboarding aside if you want to get into comics and bulster your comic portfolio.

In terms of social anxiety, the best thing I would do is learn the value of listening. Let the other person do most of the talking and be genuinely interested with what they have to say. Then you can ask questions and bring up different topics. It's all about breaking that initial boundary into causal conversation, finding deeper personalities and commonalities in order to form a meaningful relationship.

Keep fighting and don't let being laid off get the best of you. Keep improving and keep searching.

Also I thought a lot of comic studios are making the transition to digital inking/coloring anyway? I don't know why you wouldn't make a good candidate for something like that?
Maybe I just don't know enough of the comic industry. Also you mentioned NYCC. Are you planning on going back?
Also also, why not contact your connections that you met when graduating? Why not look them up and see how they're doing? If they're out of a studio, ask them how it's like or if they have any bigger projects? Ask how they go about job searching and such.
>>
>>3089846
You're posting your 2013 work?
http://openanewworld.deviantart.com/art/random-character-372777818
>>
>>3089900
Pretty much that someone in this thread is trying to bait really hard.
>>
>>3089909
I'm pretty sure that someone*

God, how could I fuck up this hard?
>>
>>3089900
Check 'emCheck 'em
>>
>>3089784
Nobody wants to risk their identity being revealed on 4chan
>>
>he got into drawing for the money
>>
>>3089939
why would people with art careers be shitposting on 4chan?
>>
>>3089347
im bumping this question, tried fiverr and i got nothing, worst part is that i see people way worse than me getting 400+ gigs
>>
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>>3089628
I know a guy who got into AAA game studios as a technical artist first, and then went into doing some designing and 3D for them. It's kind of a managing assets type job.

I think the fastest way to get into a studio position for art would be to either go mobile games 2D stuff, which will be buttons, UI, some assets, or learn 3D modelling and get a basic environment position somewhere. The past year or so game companies were desperate for more enviro guys. As the engines and consoles can handle more, and the maps get ever bigger (compare the GTA IV and GTA V maps, or Red Dead Redemption and the upcoming sequel) someone has to model out and texture all that stuff.

It might not be what you want at first, but Ruan Jia, Zedig, and a few artists I know got into studios doing that first, and then when there's 2D jobs or positions available companies usually look internally first. Zedig and Ruan also credit much of their lighting etc painting skills to being so well acquainted with the 3D workflow.

I'm considering this stuff too, but I'm not sure if I'm ready for an in house job yet, some small freelance stuff would be good for me first I think.
>>
>>3091077
>I think the fastest way to get into a studio position for art would be to either go mobile games 2D stuff, which will be buttons, UI, some assets, or learn 3D modelling and get a basic environment position somewhere. The past year or so game companies were desperate for more enviro guys. As the engines and consoles can handle more, and the maps get ever bigger (compare the GTA IV and GTA V maps, or Red Dead Redemption and the upcoming sequel) someone has to model out and texture all that stuff.
I don't mind doing buttons, UI, and assets, but environment? Aren't those maps huge? How would you even get that into a portfolio at all? But lately I've been thinking about trying out technical artist. Any tips on getting started? It's an odd job to get experience in sine it involves managing assets like you said and how do you do that without assets?
>>
>>3091169
>How would you even get that into a portfolio at all?
Take screenshots of different parts of the map

>But lately I've been thinking about trying out technical artist. Any tips on getting started?
Learn programming, especially shaders.
>>
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>>3091169
You don't make the entire map, environment work is mostly making assets for the sandbox. For example you'd start off making stuff like boxes, barrels, whatever kind of background objects they use to fill rooms and that, and work your way up, specializing or going into the concept areas. Have you ever used Halo's Forge system? It's kind of like that, people make all the assets and objects and that first and then other people will bash together the maps for rough first drafts, and then you'll make the larger map pieces like the walls or whatever special objects specifically for that map.

Look on Artstation at what environment guys have in their portfolios maybe; the actual environment artists, not the concept guys who just bash together the ideas at the start. You could also specialize in modelling weapons, monsters etc, whatever. Characters are super competitive though.

Technical artist is kind of a mix between managing/art direction and 3D knowledge I think. Not art direction in that you make the designs and tell people what to do, but when you have people handing in guns, enviros, characters, effects and whatever else towards a singular product, you need people who are making sure it all fits together and that.

http://www.nguyenantim.com/
This is the guy I know who was technical artist at 343 and now Bungie, maybe that'll give you a better idea. He'll probably talk on facebook if you message him, nice helpful guy.
>>
>>3091261
>Technical artist is kind of a mix between managing/art direction and 3D knowledge I think. Not art direction in that you make the designs and tell people what to do, but when you have people handing in guns, enviros, characters, effects and whatever else towards a singular product, you need people who are making sure it all fits together and that.

Ttechnical artist is basically a programmer who does art-related stuff. Custom tools for the artists, shaders and effects. Communicating with both the art and programming teams to find out the best solutions for whatever graphics-related problem.

It's one of the highest paid jobs in the industry since it's hard to find people with the skillset (programming + art)
>>
>h-hey guys! I'm totally amazing at art! I'm great! but no one will pay me more than 15 bucks for an illustration! it's the pros fault! they lie
>post work
>n-n..n-no!!!!

I fucking hate /ic/. Same as on the other thread one guy was claiming he was talented and people without natural born talent can't ever make it yet he was afraid of posting a figure drawing.

You think you are 7 times better than Jazza yet you are SO insecure about your art you are afraid to post a sketch on an anonymous board. That's fucking pathetic, your ego is huge but your self-esteem is on the fucking ground, I bet you're average on /ic/ standards, which makes you absolute shit in pro standards.
>>
>>3091274
Post your work
>>
>>3091274
>your ego is huge but your self-esteem is on the fucking ground
What the fuck does that even mean? Ego and self-esteem are 100% synonymous.
>>
>>3091261
Not that anon, but does this job require a degree?
>>
>>3091274
I don't want my art associated with 4chan you stupid fucking shit. It doesn't matter how good I am, you guys shit on pros all the time.
>>
>>3091883
Not necessarily. I've known art directors in the past to say that they will read a resume blurry if the folio is good enough, and that was in reference to the "X amount of experience required" bit. Experience is much more important though, knowing what you're doing and how to work in a team/as part of a pipeline is key.
Having a degree can help with getting a visa if your desired studio is in a different country though, there was an anon here who got caught out by that before.
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