Happy New Year!
For my first post of 2022, I thought I'd give a brief summary (like usual) on the year gone by and where I'm going in the future with D_ROGUE.
2021 was quite a stir up in my creative output. I finally got a full-time job as a digital artist in a production company. I know, I still can't quite believe it!! This shifted my whole outlook as well as output in my artwork. Both figuratively and literally.
While I was working part-time, I was able to use my available free time to create artwork for D_ROGUE. Now my creative profession is full-time, I find I have less opportunities to create my art digitally (having already spent over eight hours each day staring at a screen).
Now I know what you might be thinking. Am I ending this journey here?
Not even the slightest.
My productivity will indeed be slowed considerably, but I still intend to continue creating 3D assets and much more.
One positive I have taken, from having less time on my hands for my personal projects, is I am constantly learning and gaining new skills in my career. These skills can then be applied elsewhere creatively. From learning new software like Cinema 4D, to new tools in game engines, such as Unreal Engine 4.
Last year, though less productive than the year before that (the one we do not speak of), I concentrated my efforts exclusively on modelling the exterior of the F/V Scully. I created numerous mechanical assets and technically challenging models that had very little to no references; pushing my hard surface modelling skills to the test.
This year, I will be going back and texturing all the exterior models. Of which I am VERY much looking forward to working on. Additionally, I still plan to create a working build of D_ROGUE at some point. Be that using the game engine Unity or Unreal.
Earl Nightingale once said "Never give up on a dream just because of the time it will take to accomplish it. The time will pass anyway.".
Here's to another exciting year ahead.
Thanks for reading :)
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