"I started learning 3D with the aspirations of becoming a 3D-Concept Artist"
I believe you are being mislead by what you are seeing online, and also being confused by the terminology.
Concept Artist and 3d Modeler are two very distinct jobs (with sometimes some overlap, more on that below). The job of the concept artist is to come up with the designs (using any means necessary, from charcoal sketches to digital paintings, or even sometimes using physical kitbash models) ; and the job of the 3d artist is to take said designs and interpret/reproduce them in a way that fits into the desired 3d pipeline (game or film).
While concept artists may use 3d tools, the only thing that really matters in the end is the picture/design they produce. Because of that, even though it can be good to know some 3d for that kind of job it is absolutely not a requirement. As a matter of fact it can greatly slow things down if not used wisely.
Now of course you will see some artists online demonstrating a hybrid skillset, integrating 3d into their concept work to a point where most of their time is spent in a 3d app rather than a digital painting app. But their design skills didn't come from mastering the software - they came from their knowledge of shape and form, their slowly accumulated visual library, and so on. Of course some people do manage to slowly grow their visual design skills "by proxy", so to speak - but they usually take much longer than those who go straight to 2d and then add 3d later. For the simple reason that iterating on a design is 10x if not 100x faster in 2d than in 3d.
Now back to your case : if you are a beginner aspiring to become a concept artist, you should definitely *not* worry about 3d tools at all, at least for a year or so. Your time would be much more wisely spent by focusing on your drawing skills. Being distracted by 3d will only slow you down, and might even negatively affect the quality of your design output.
However if your aspiration is to become a 3d modeler, then you should focus on being technically excellent at that, while also developing your eye by taking some art classes o the side, as that will make you better at understanding and interpreting the designs that are being handed to you.
Of course in some rare cases a studio might be looking specifically for someone doing what you describe as "3d concept art", but this is really quite rare, and the only people able to fit that kind of position already have years of design experience allowing them to juggle with the tools that way. But believing that learning 3d software first and foremost will get you there is, in my opinion, a mistake. Also, an art director would likely not look specifically for a "3d concept artist", because doing so would cut off some potentially excellent candidates who can do fantastic design work without even needing to touch a single polygon. Think for instance of all the great mecha and creature designers who worked on films and tv series way before 3d was even a thing.
Also, if a "3D concept artist" outputs, say, a render of a spaceship done in Fusion or MOI, the spaceship will either be :
1 - rebuilt completely from scratch by the actual 3d modeler, or
2 - rebuilt from scratch, using some of the "concept model" as a guide. But that is not as straightforward as it seems, as the renders of the "concept model" might have been stretched/liquified painted over to achieve a certain look, and the model is then obsolete. Also, some 3d modelers are not too happy when half of the job ( = figuring out the shapes in 3d) is taken away from them. Some don't mind, but some do. It all depends on the studio, the project, and so on.
Overall It is extremely rare for "3D concepts" to plug into the actual pipeline of games and movies for all the reasons mentioned above. These models mostly serve as previz.
I hope this makes sense ! At the end of the day, just do what you like using the tools that work well for you. If you're good at what you do people will want to hire you, it's as simple as that really.
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