Creating A Cartoon Character For AAA Games in ZBrush and Maya
FGT3D Hunter Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in June, 2021 and sponsored by our amazing sponsors, including Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox, iCube R&D Group and Marmoset. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!
The first place winner in the Student category of the FGT3D Hunter Challenge goes to YanniCk Knöller with his work, Hunter Game ready.
“The rendering of the various materials is very well done. I especially like how fabrics, like the thin pink one on the broken stuffed animal, the character's jacket and the large patch on the arm, look. Also, the dark humor with the giant blade and the stuffed animal game is well done.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.
Let's find out how YanniCk made the amazing artwork through the exclusive interview with Fox Renderfarm.
Hunter Game ready © YanniCk Knöller
- YanniCk Knöller
- Junior Character Artist
Fox Renderfarm: Hi, YanniCk! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?
YanniCk: Hi, I’m from Spain, I’m living in Paris. One year ago I finished my degree in 3D video games, and now I’m with my Mentor Juan Novelletto to improve my work, and we are making personal projects such as new characters.
Fox Renderfarm: Congratulations on winning 1st place in the Student Category of the FGT3D Hunter Challenge, how do you feel about that?
YanniCk: Thank you. I am pleased to have won the Hunter Challenge. Thanks Wenxu Xu for the awesome concept.
Hunter © WenXu Xu
Fox Renderfarm: How long did you finish the work, Hunter Game ready?
YanniCk: At the beginning the principal objective wasn’t to finish the character. My objective was understanding all the pipeline and workflow from my Mentor. And it took me a few months.
Fox Renderfarm: What software and plugins did you use?
YanniCk: I used Zbrush for the sculpt, Marvelous designer for the clothes, Maya for the Uvs maps, Adobe Substance 3d for the bake and textures, Photoshop for some retouch shapes and making alphas, Marmoset toolbag 3 for the final render.
Fox Renderfarm: What’s the inspiration behind your artwork? Any references?
YanniCk: Since I was a child and teenager I loved painting Warhammers and other collectibles, I read some fantasy books, like Inkheart from Cornelia Funke, and classic films, like The Lord of the rings. And my first game, which inspired me a lot, was Monkey Island. And this project was born with the concept/illustration of Wenxu Xu.
Fox Renderfarm: The render has great character design and eye popping detail on the cloth design. How did you make it?
YanniCk: Many many hours in Marvelous design, with a lot of references to real clothes. And a lot of feedback from Juan.
Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?
YanniCk: Being my first work oriented to triple A Games. I found some difficulties as follows: The clothes and the final render, I solved them thanks to Juan, he gives me a lot of feedback and tricks, to make my work better.
Fox Renderfarm: Any artists or artworks inspired you most?
YanniCk: There are too many to name all of them. But some of them are: Daniel Cockersell, Maria Panfilova, Marco Plouffe, Daniel Bel, etc.
Demon Bust - Chief © Daniel Cockersell
Abduction © Maria Panfilova
B.3.T.L. / Insectoids © Marco Plouffe
Carnage Premium © Daniel Bel
Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?
YanniCk: I’ve made a change in my life, from passionate High Gastronomy to learning 3D video games. I finished my studies only last year, and because of Covid I couldn’t have an internship, to practice what I learned in LISAA, in Paris. I was lucky to find a great artist who is teaching me to continue my training.
Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?
YanniCk: The two most important methods that I have learned are:
The first, to create a Reference Guide of the Concept, looking for real ideas of the clothes, shoes, armors and all the things that the character has.That gives you a clear idea of what you are going to sculpt.
The second, to make a blockout, to put all the things that the character has without any detail. looking at the silhouette, the negative spaces and then it’s much easier to start working.
Fox Renderfarm: Do you have any advice for future participants in the competition?
YanniCk: To enjoy the hard work they need and take references from the works of other professionals.
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