Art

How to Become a Character Artist for Film & Games



In this podcast, we talk about the steps you can take to become a 3D character artist for the Film and Games industry. We talk about the tools you need to learn, like Maya and ZBrush, and the core principles needed.

The video in the background is from Concept Painting in Photoshop:
https://flippednormals.com/products/concept-painting-in-photoshop/

Tools:
– ZBrush
– Maya/3ds Max
– Mari/Substance Painter
– Marvelous Designer

Learning resources:

http://www.scott-eaton.com/anatomy-for-artists-online-course
https://anatomy4sculptors.com/
http://www.3dscanstore.com/
https://www.amazon.co.uk/Atlas-Human-Anatomy-Artist-Galaxy/dp/0195030958

The steps are:
– Concept sculpting
– Topology and UVs
– Additional sculpting
– Export out maps and publish a model.

Textures:
– Start painting the maps based on the final model
– Use displacement, curvature, cavity etc
– Spend more time on bump than on color (depends on the character and shot)

Common issues:
– Not studying the fundamentals
– Not getting reference

We hope you enjoyed this tutorial! Make sure to follow us on our other social media to stay on top of what we do.

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24 thoughts on “How to Become a Character Artist for Film & Games
  1. So, I don't want to be that guy who is blender or bust, but I am not a student, and I KNOW blender. I know I could with a bit of time learn Maya, but for the sake of being a character artist, do I need to make the switch to even be hire-able? I am not working in the industry, but I want to work in characters for stylized animation such as Dreamworks, Disney, etc… Is it going to sink my chances if I am using what I know? Looking for an honest answer. I don't need/want to be placated.

  2. Great video guys, I agree with the substance painter part. I just got into 3D about two years ago so I never knew what life was like for texture artists before substance. I do have a tendency to just throw smart materials on my meshes and tweak them a bit. I wish I knew more about proper texturing.

  3. People in my class only ever talk about how great blender is and how good substance painter is. But they are completely missing the point of what our lecturer is trying to show us. We arent using blender because studios don't, but I also dont get what the big debate is, all the software takes you to the same place and like you said with substance all they do is drop and drag smart materials. It's annoying. Then our lecturer says it's a clip art tool and they again miss the point. The point being people just drag and drop instead of putting in the time.

  4. Interestingly enough, even though I love Substance Painter for what I do, I've found it so difficult for me to rely on Smart Materials along because I've quickly realized that they're hardly ever going to yield the results that I'm looking for, so I've started to go in and add details in myself whenever it's called for.

  5. l I love the power of Mari but they really should learn from Substance and add the material workflow into Mari. Its not like they have to rewrite the whole software over to add it in since its already possible to do in Mari, its just a huge chore and hassle for the consumers to do every project. At this rate Substance will overtake Mari even in the film business. Its 1.) Cheaper 2.) Easy to learn, which also means more resources online for learning and 3.) Updates frequently with updates that continually improve the quality of life for artist.

  6. Very useful, particularly the part about getting reference from nature (also mentioned in other of your videos). There is a design process called biomimicry that has a quote I really like: the earth has existed for more than 3 billion years, and that's a lot of time for research and developement.

  7. I am a newbie to the 3D world and there are so many things to learn I get lost, but I am starting on the modeling poly by poly to learn the proper topology and the flow. Is that alright to start with? After that or in parallel with it I will get into ZBrush to learn and become accustomed to sculpting. I've purchased a course at Udemy of human anatomy by Victory3D.

  8. It would be really helpful for a lot of people if you guys make a video solely about how a ZBrush artist can get into the gaming/film industry and what all additional softwares they need to learn.

    What else they need to learn other than sculpting, like re-topology etc. How to have a proper workflow that won't cause a problem for people who they are working with and lots of other stuff.

    We ZBrush cowboys really need some guidance to become better artists.

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