@Olivitree Thanks for your kind words! Also, welcome to my gallery, I sent you a shout on the main site.
I did not mean to say that what I make is amateurish. Hopefully this is the thing of the past now. But I meant my mindset of a die-hard hobbyist, not even considering professional activities (because of lack of confidence mostly). Also, lack of discipline, working on a project exclusively when I feel like it, and procrastinating for weeks on small roadblocks. I feel there's strong need to overcome such behaviors before I even dare to do as much as putting my skills out on the furry commissions market. Not to mention more serious real-world jobs.
While my productivity in terms of finished works per year has traditionally been low, I kept working on my art on a very long-term basis. By now I know my software inside out, and then some more. I have done all those things you mention, and others, many times. Characters, hardsurface, environments, animations, I can do all of these (although rather with realism than game engine requirements in mind). But funny enough, I only started connecting the dots, and seeing 3D CGI as a potential career, not only my own entertainment, in the last half year or so. And then, within that half year I only had six weeks (seventh ongoing now, just counted) loose enough to pursue increased art discipline as intensely as I wanted. I keep hoping that maybe
now a more calm period can happen, but such hopes didn't work out on several occasions already... We shall see, I can be
inhumanely patient if I need to.
Maybe we should move further discussions to PMs, not to hijack the thread too much?
But still on the topic: one needs to pay to the owner of a game engine when releasing a commercial product, if I understand correctly. But would there be any such need with a non-commercial hobby-level release made in, say, Unity?