User:CMBMichel51

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Know your final production.

Once again, apparent question right? Are you focusing on an animation or print task? High poly or low poly. What is the scale? Exactly how much detail is required? They are the relevant questions to ask prior to starting building models. We hate seeing musician invest hours working backwards or redoing the work since they don't obviously define the task or bad planning. Any downtime is compounded quickly - you won't get that back in a professional environment - time is of the essence - and when there are multiple artist's working on the project.

It probably is if it looks right.

This is actually the one that is important. It's really a visual world out there. Today people are surrounded by screens, billboards, mags, etc. Our company is literally bombarded by artistic information for all waking hours for the time. Therefore we've developed a pretty good artistic language. If something looks "right" they will accept it with a blink of a optical eye and won't even think hard. Nonetheless, if something is going of spot or looks "funny" is obviously "wrong" - and everybody shall notice straight away. Create 3D models that look right - no matter if they've beenn't always perfect. So long as it looks right - it will be accepted by the attention - and no body will notice those small details you couldn't determine. Never dwell on the details (see #1).
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Taking a shot at design jobs is constantly hard -

The subtle elements of the task generally alter, rather than each one of them are reflected into the task project immediately. In addition, task projects themselves are difficult to make, despite everything you need to ensure that everything will be viewed correctly, so that your possibility and effort are not invested in vain.