São Paulo artist-Gilberto Magno(English Version)
發表時間:Fri Jan 30 16:11:23 CST 2015
---Chinese Version---
Interview with Brazil artist - Gilberto Magno
===Interview from: Kung-Long int Co.Ltd ( Please indicate the source )===
Hi! My name is Gilberto Magno 31, |
Q: Currently you are a freelance artist? If yes, how long time already?
Gilberto: Yes! I'm as a freelancer for 2 years.
Q: Develop your technique is to rely on their own learning? Or from school?
Gilberto: I always drew since childhood. But in 2006 to 2007 I made a course about 3d animation for movies and there I learned to work with Maya.
When I finished the course had surer that I liked more about modeling so 1 year later I started working in the game industry. Many things about the modeling, textures, render etc.
I learned alone and exchanging ideas with co-worker.
Holdeen's MaxHoldeen's Max is my most satisfying work , because I like his design contours and colors. I used maya for base and zbrush for details and photoshop for textures. Real time presentation in Unity 3D. The programming part was taken by my friend Kleber. |
Q: Your main job is to belong to which field? Or how long time you get into this industry?
Gilberto: My main job is characters for games, making modeling and Texturing. I'm 7 years in the game industry.
Q: We see your website has some exquisite model, that is what the software created? Why would you choose it (software) to create? What is special? It has a relationship with your current job? Or private creation?
Gilberto: Thank you! I use most of the time ZBrush, Maya and Photoshop.
Then also have some auxiliary softwares to help me in the process as xNormal to make bakes and Marmoset Toolbag to make a realtime rendering.
My biggest concern during the process is with the artistic construction in a whole always thinking I can improve to make the most attractive piece, usually it starts with the proportions.
Q: If you use Zbrush to sculpture your model, do you think it's the most powerful advantages compared with other modeling software is what?
Gilberto: Usually I start my work in Zbrush because have more freedom to do overall shapes and silhouette most fast.
After I clean the retopology using modeling toolkit from Maya and come back to Zbrush to make the final details.
MitsurugiI did this work to 3D Fan Art Challenge and I used only ZBrush and Photoshop for my final composition. |
Q: What is your favorite type of sculpture? Why?
Gilberto: I really like the styling that exists in Darksiders game for example.
As it also has some games like Diablo, Warcraft and many other Korean games.
I like it for the same reason. It has a good silhouette with exaggerated proportions, well thought out design and a rich texture in its color gamma.
Q: In the process of the creation of these works, and what are you thinking most happy thing?
Gilberto: I love to carve and enjoy the process in one.
But I think part that let me happier is when I see the high poly and low poly ready with open uvs to receive bake and see things working and is close to see the textures.
Q: When you conceived a model, how do you start?
Gilberto: The design with a striking silhouette and good color palette.
NorseConcept by Angers (MinSoo Kim). |
Q: In the creative process you have encountered any difficulties? How to break through?
Gilberto: Most of the time when I get caught in the design.
Besides seeking many references to help me usually take prints of my modeling in Zbrush and go to Photoshop to make a paint over and find the solution.
Q: What method you use to improve your skills?
Gilberto: I study always when I can. I try to identify my weaknesses and improve them.
It is also import to keep updated about new workflow and features about some softwares that helps us in the process.
Vi – LoLI did this character in spare time inspired on the art of League of Legends. Main concept by Paul kwon. |
Q: Have you ever been involved in a large game, or animation case? If yes, what do you think in this case is your greatest achievement?
Gilberto: I have attended a few games.
I learned a lot in indie RTS game that I attended here in Brazil, because I was to be part of the whole process.
Has character I made from modeling, Texturing, animation, FX, and presentation of video, learned a lot. About major titles I can't speak yet, but soon I will because NDA contract.
Q: Do you think whether to have a good sculpture need to have drawing capabilities?
Gilberto: Not need be an expert in drawing, but you must have knowledge of basics proportion among other things.
But I can say that those that drawing has more easily to sculpt.
Caribbean MermaidThis is a character of The Spiderwick Chronicles, based on the art of Tony Diterlizzi. I had the privilege to participate in the frame Fan Friday of DiTerlizzi… |
Q: What are you trying to achieve the dream of the future?
Gilberto: My dream for the future is the same as the present, continue working on projects that excite me and challenge myself to go further.
Q: Do you think the current development of 3d animation or movie industry in your country?
Gilberto: The animation market in Brazil exist practically because of the publicity.
Movies are even rare, here have a lot of talent but little investor willing to face.
The gaming market in Brazil is still in its infancy.
It has many scattered indie studios, but making games Triple A I don't know.
So how's the studios, great artists that would be ideal for a large company is also working scattered outside country. Sincerely I don't know what's waiting for.
I would like to thank KUNG-LONG team for this interview and all readers.
I hope you enjoyed and never stop dreaming.
Work hard and believe that one day will reach your goals.
Until next time!
Gilberto Magno.
※About Gilberto:http://www.facebook.com/gilberto.magno.73
※Gilberto Webside:http://gilbertomagno.com
※About KL Team:http://www.facebook.com/kunglong.co.ltd
※KL Teaching Channel:http://www.youtube.com/user/merchant7485
===Interview from: Kung-Long int Co.Ltd ( Please indicate the source )===