>>98873112As someone who is not a concept artist BUT knows and works with multiple concept artists, just from what you posted, you need at least a year if not more of intensive study.
First off, Workflow. Really work on your workflow. Concept Art is quick and fast deadlines.
>3 YearsThat's nothing.
>Can't PaintPainting is the understanding of colour, light, edges and form. If you can't paint, then you have serious fundamental problems.
>Clean Lineart for Prop or Production DesignThat's nice, but line weight is a thing and you don't have it. What part of your design is the most important? You aren't leading us anywhere. And don't settle, you get picked up for unique designs as well, not just your linework. If you don't love what you are doing, you aren't going to be as good as someone else who does.
>PhotobashingDon't photobash until you learn to paint. Photobashing is used by people who can already paint it in, to save time so that they don't have to. It's fast, it's dirty, it doesn't print. But it looks good on a quick read on a screen.
Dynamic Poses are important. You haven't done enough figure.
Layout isn't nearly as important as general clean presentation. Look at Wesley Burt's character pages, they are clean even if they don't have a good layout.
Also, way too many layers. What the fuck are you doing?
Apply to Mobile Game companies for a start into Character Design, you need at least a few years and usually some modeling experience for Triple AAAs, but you might be able to build up a decent portfolio in a Mobile Game company.