What we covered this month
This month we’ve covered a lot of ground very quickly and I just want to take a moment to re-cap and make sure we’re all on the same page before we continue on.
At the start I introduced the concept of Mastery for 3D Art and the two pillars on which it rests.
The next week we took a closer look at how Ease of Use plays out in real life, why its an important pillar, and some broad steps to take to start paying attention to this in your workflow.
Last week we dove into the realm of Emotion, theory, and less concrete things in an attempt to define that ‘special something’ great art has.
Why is it important for you, the 3D Artist?
Mastery is important because, without it, we’re not really ‘creating’ anything that will last.
I don’t know about you, and I don’t know you, but I want to make things that last. Pieces that people will talk about, that illustrate some higher or hidden truth for them. Art that makes people squirm, divides opinion, and shakes people up.
You can make really cool things without ever doing that to someone (and I don’t blame you if that’s your goal), but if you want something more you are most definitely in the right place. You already know if that’s you.
Going forward and Next Steps
I’ve been banging on about this all month with this series, but if you want to receive the whole thing you should subscribe to my newsletter! Right now!
For those of you that already have, here are some more steps you can take to be prepared for the rest of the series.
- Make sure you add time to implement! This is true of both pillars, and the very least you need to start creating better pieces.
- Start thinking about what you do as it relates to the bigger picture. Whether that bigger picture is the world, or your production team.
- Spend some time gathering information on your completed work and reviewing what went right, and what needs improvement. This is just a good idea in general but vital for deliberate practice (which we’ll get to soon).
- (optional) Send me an email or comment below with your biggest sticking point while creating, or your biggest achievement.