Sounds nice, but wholly unrealistic. You and I know that it’s a beauty pageant out there. The prettiest face and the biggest … assets… win the crown. Everybody else is just Miss Congeniality.
Nobody’s expecting your reel to be the next “Up” or your portfolio to contain a treasure trove of undiscovered da Vinci pieces. However, it’s a very competitive jobs market. You can’t afford to put out anything other than your best.
Is it an unrealistic expectation? Sometimes. Yeah. However, you’re often going to be facing some very unrealistic tasks and deadlines. A prospective employer only wants the cream of the crop, the ones who can rise to the challenges ahead.This requires a degree of proof.
That’s why the idea of a subscription only model, one which abandons perpetual licenses, is so damaging.
As I said, if you’re a student, who gives a crap. You’ve got some freebie licenses or are afforded some crazy deep discounts on full versions. If you’re a studio, you don’t care either. The subscription is an investment and your ROI will more than outweigh that cost. However, if you’re in that in-between category, software developers are (more or less) telling you that you don’t count. Not unless your mattress is lined with cash.
You’ve got to put your best foot forward when applying for job. Presentation is everything. Blender is amazing and is capable of astonishing feats in the right hands. However, it’s not what will get you that mainstream job. As I said in another thread, compliance is everything.
If you’ve got to put out a top notch portfolio and have do do so in a manner that ensures you can perform on the job, it’s going to cost you money. If you don’t qualify for an edu license and don’t have access to Tony Stark’s bank card then being able to swing the cost for many ongoing monthly subscriptions is going to hurt. It’s a case of needing money to make money. A perpetual license, while an even pricier outlay, is a one time deal. Subscriptions milk you in perpetuity… and you own nothing.
For a lot of people, it’s much easier to find a one time lump of cash than it is to consistently dig up smaller amounts every month. One subscription is fine. Two might be doable. When you’ve got a half dozen (potentially) or more to look forward to, you might as well just quit before you start.
Here’s the other argument I don’t get. I’ve heard people suggest, “Why don’t you just use an indie version and just earn the money that you need?” Sounds nice as long as you don’t mind breaking the EULA’s non-commercial use terms. Some people might be comfortable with that. Others? Not so much.
That doesn’t even account for the issue of being able to use those indie apps in a manner suitable for commercial work. Indie versions like Modo tie your hands behind your back SO hard. Just look at how many users complain about the 100k poly export limitation, which makes it nigh unusable for certain tasks - especially those that require you to work with 3rd party apps.
OH!!! What happens if you’re a working artist and suddenly find yourself laid off. Studios close all of the time. Here for one glorious project. Shut down after the next one fails to captivate. How are you, as an unemployed CG artist, expected to maintain a current and competitive portfolio for your next employer? Rent. Food. Utilities. Credit card bills. Car payments. Now you’ve got to tack on a gazillion subscriptions for a job you haven’t even gotten yet?
My point (again)? Subscriptions suck. They’re a giant middle finger to the working class artist. At least with a a perpetual license, you’ve still got something to work with when your studio turns off the lights for good. With a subscription? You’ve got bupkis.
Try getting an industry job with an outdated portfolio, using non-standard apps, and/or only doing half a job. Playblast?!?! You’ve gotta be kidding me. That’s barely one step above finger paints and crayons. Not realistic. Like it or not, until the industry decides to level the playing field in a very real manner, it’s a pay to play scenario.
FWIW, I think that this model is going to come back and bite these devs in the ass anyway. Their greed stands to potentially impact the size of their talent pool. Not every working artist comes from a school environment or is a transfer from another studio. The industry depends on wide range of talented individuals. These devs can’t afford to keep on pushing more and more of them away.
At some point, somebody’s going to come along and say, “Yeah. It’s not worth it anymore. We’re paying more into the system and getting less out of it. Time for an alternative. Time to shift away from ‘x’ and ‘y’ apps and create a new set of standards.” This subscription model might ultimately be the death of these mainstays. The devs should tread carefully and think of the big picture. Play that long game smarter or lose.
