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Interview with Benoit Regimbal

By Richard Tilbury

Web: http://benregimbal.com/ (will open in new window)
Email: moc.labmigerneb@neb

(20319 Views) | 0 Comments
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Date Added: 14th March 2012

So what are the main key programs that you use in pipeline?

I use most of the classic programs: Max, Photoshop, Bodypaint 3D, ZBrush, Mudbox, Maya at times and of course, Excel! (Laughs).

I think I've found the Nintendo - is it attached to your astronaut monkey's backpack? My search led me there as I noticed the old man astronaut had a Half-Life 2 symbol on his key ring?

Ah, good call. You got it right! (Laughs). Yes there's a Half-Life 2 key ring, and if you look carefully, Metal Gear Solid and a few others.

You're not only an amazing modeler, you're a dab-hand at texturing too, but which area do you find the most challenging and why?

I think that no matter what you're doing - modeling, sculpting or painting - faces are the most fun and an interesting challenge. Technically-speaking they're pretty easy, with good poly flow and all that, but art-wise there a lot of fun.

A face can easily make or break a character. I have created tons of head models over the years, and I still find it exciting to create a new one. It's a pretty small part of a character when you look at one, but it's so fun and important to get right.

I always start modeling or painting a character with the face. To me it's where I'll set the style of the whole piece, and for personal work it help me determine if I'll do a full character or just a bust.

So would you spend longer on the face, knowing that it's what you'll base the style of the character on or do you treat each area equally?

Well by now I'm pretty fast at making faces, so in the end I spend around the same amount of time on
each area so that the quality of the piece doesn't differ. On personal art sometimes I tend to just throw in a quick torso/clothing to a bust just for fun.

What has been the most influential piece of advice that has been given to you regarding the industry or your work?

I think it was something along the line of, "There is always someone better, faster and with more experience, so keep practicing" It's so true. I see so many amazing artists nowadays, either old-school artists or all these new online artists popping up on
forums. The amount of skills and different styles nowadays is amazing. It makes me want to push myself and do even more art.

Well it has been a pleasure chatting with you and I wish you all the best for the future. One last question before we call it a day: if you were given a brief to create a low poly character of yourself (having full rein to exaggerate anything to fit your personality), what would it be like?

If I had to create myself in low poly... well I have a pretty boring face, but it would look very tired from being overworked (Laughs). I'm pretty tall, but I have a very long upper body and kind of short legs. It would be very interesting to look at!


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Readers Comments (Newest on Top)
(ID: 95429, pid: 0) Batwiser on Fri, 16 March 2012 6:28pm
Agreed Raoni! this is fantastic work, keep it up Benoit!
(ID: 95259, pid: 0) Raoni Franco on Fri, 16 March 2012 7:47am
Man, thank you. You've shown me a brand new perspective of 3d work with your models and texturing. And thanks 3dtotal for bringing this guy up. Cheers from Brazil!
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