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Lukáš Hajka interview

By 3dtotal staff

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Date Added: 14th July 2014

When it comes to photorealism in 3D, characters must rank right up there as the most difficult to get right. Can you tell us why photoreal characters became your Holy Grail, so to speak?

I'm not sure if characters are my Holy Grail, it just happens to be that my first finished personal project is a character. Maybe my next project will be a scene of some sorts? Or maybe indeed another character, since there's tons of stuff I've learned about how to do it better the next time around!

Yet another ridiculously photorealistic render, courtesy of Lukáš!

Anatomy is a hot topic in the CG world right now. Where do you search for your anatomical references to ensure you understand the bodies you're building in 3D?

For this project I haven't done too much anatomical research, to be honest. But when I needed to check something, the obvious sources were: a mirror, a camera and Google Images!

Can you tell us a little about the tools that you use, and why these empower you to be a better artist? As well as tools, what are the key skills that 3D artists need to remember?

The usual stuff: Maya, V-Ray, ZBrush, Photoshop. Yeti for hair and fur. And as for the skills I think that patience, an eye for details, and ingenuity for mimicking those details in CG.

Can you give us some insight into what everyone wants to know about: your skin shaders and hair materials?

It's hard to give a shader rundown in a short answer. I've shared lots of stuff in my WIP threads, with images and everything. As for the hair, there were some problems due to the hair shaders being buggy and unpredictable when plugged into the blend material. So I had to do multiple renders with the hair2, hair3 and standard material, blending them together in post-production.

This CG cloth-hangers image show Lukáš' ability to capture not only realistic characters but also inanimate objects

As a V-Ray 2.4 user, what are your plans for V-Ray 3.0 for Maya when it hits the market? Have you already been testing out the beta, and if so what are you most excited about so far?

Haven't tried 3.0 just yet, but the feature I'm looking forward to the most is definitely the Progressive Rendering. That, and the new skin shader.

Likewise, what are your plans for the future? What do you want to master next? If we're to revisit this interview in one year's time, what do you hope to have achieved by then and what are your hopes for future technologies?

I'm not sure what the near future will bring, nor what my next project will be... For the more distant future, I'm eager to try making real-time scenes in Unreal 4 or CryEngine 3. With the release of the consumer version of Oculus Rift, the possibilities in the real-time field will be just incredible!

Inspired by the Universal Capture System made by ESC Entertainment for The Matrix Trilogy

YOU LOT, 2014. A completely digital character with the help of Maya and V-Ray

Lukáš is currently seeking freelance opportunities. Contact Lukáš through his temporary website

Related links:

Check out Lukáš's website.
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Discover 3dtotal's anatomical reference figure

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Readers Comments (Newest on Top)
Sarfaraz Yeaseen on Wed, 16 July 2014 6:14pm
extraordinary work. he has a whole thread on how he built it in CGsociety. can't remember the actual link. great work.
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