So much for the plan.
14 years ago
Thought that I'd be in an overseas wi-fi connection by now, eh? Turns out I'm not, because last friday, a mere 2 days before we're supposed to be in a tropical island of scammers and corrupt drug-sniffing cops, my sister broke her left arm, meaning the trip is either delayed or cancelled. Humerus fracture with elbow dislocated all the way to the front. Look, I know I never wanted to go to Indonesia in the first place, but why make my sister a casualty? Fuck.
As for how this will affect my plans that I stated previously, I'm still going ahead and practicing more 3D crap. Probably try to learn digital sculpting at some other point in the future. As for the 3D commission plan I mentioned... I'm already having serious doubts about it. Everything related to "3D character model commissions" I've seen recently in pretty much damn near everywhere, everyone's characters are far more high-poly than what I'm doing. Compare the 1000-tri budget I put on myself (which is closer to late PSX to Dreamcast era graphics), with, say, a 5000-tri to 200,000-tri character model that's in every game and their dogs these days. The latter means I have to, with my current methods, spend far longer time on the polygons, and the tools I have to use if I want to get the job done quicker is use a digital sculpting tool. And I don't see myself mastering that quick enough.
Consequently, this could mean that I'd have less clients coming to me. If there's any at all who's interested.
What a way to jump the gun, huh? Maybe I should just exclusively do 2D commissions... *sigh*
As for how this will affect my plans that I stated previously, I'm still going ahead and practicing more 3D crap. Probably try to learn digital sculpting at some other point in the future. As for the 3D commission plan I mentioned... I'm already having serious doubts about it. Everything related to "3D character model commissions" I've seen recently in pretty much damn near everywhere, everyone's characters are far more high-poly than what I'm doing. Compare the 1000-tri budget I put on myself (which is closer to late PSX to Dreamcast era graphics), with, say, a 5000-tri to 200,000-tri character model that's in every game and their dogs these days. The latter means I have to, with my current methods, spend far longer time on the polygons, and the tools I have to use if I want to get the job done quicker is use a digital sculpting tool. And I don't see myself mastering that quick enough.
Consequently, this could mean that I'd have less clients coming to me. If there's any at all who's interested.
What a way to jump the gun, huh? Maybe I should just exclusively do 2D commissions... *sigh*
Unenlagia
~unenlagia
Ouch, that sucks.
ryuumajin
~ryuumajin
Sorry to hear that, man {=\
FA+
