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Jorge Fernando Villar: 3D character artist interview


By 3dtotal staff

Web: https://www.artstation.com/jorgevillar (will open in new window)

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Date Added: 5th July 2018
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Argentinean 3D artist Jorge Fernando Villar has worked on a variety of projects for collectibles, and enjoys sculpting iconic, expressive characters. Find out more...


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3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?
Jorge Villar: Hi, my name is Jorge Villar. I'm 23 years old, and I'm from Mendoza, Argentina. I hold a certificate in Computer Science applied to Graphics and Animation, and I am currently studying Multimedia Design. I also take various online courses and webinars because I like learning and improving my workflow. I define myself as a 3D artist and my work is oriented to digital sculpture and characters. For about 2 years, I have been a character artist and a digital sculptor for several companies as well as for local and international studios focused on 3D printing. This has given me the possibility of working on a variety of projects and domains such as jewelry, collectibles, engineering, videogames, medicine, and so on. Today, I specialize only in collectibles.

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"Hulk vs Venom" sculpt by Jorge Villar, based on Ariel Olivetti's artwork

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"Hulk vs Venom" sculpt by Jorge Villar, based on Ariel Olivetti's artwork

3dt: Tell us about your art: Your style, themes, genre, and some of the favorite projects you have worked on.
JV: I am always in a constant search of my own style; at some point, I would like to feel very comfortable and confident with it. Now, I could define my style as a kind of realism with stylized and aesthetic details, with forms and features which are characteristic of the comic characters.

Most of my pieces are based on characters, specifically fan arts of some iconic characters that have caught my attention or that I liked, the latter being oriented to collectibles for 3D printing. I am currently developing several pieces that take a lot of time because I am looking for certain dynamism and expression of action. I want them to look as impressive as possible. In the future, I would like to start working on original pieces and explore the artistic and anatomical part of the sculptures of Renaissance, original creatures and also, some interesting ideas that usually come to my mind.

As regards personal projects, my favorite pieces are: the sculpture of "All Mighty" based on the concept by Boris Vallejo, as this was the one that required more effort in terms of anatomical perfection. Also, the different pieces of Hellboy, since this was my final project at University and finally, the sculpture of "Hulk vs Venom”, based on the concept of Ariel Olivetti. This last project is the most special for me, since I encountered a lot of problems during the creation process, but I tried to be very detail-oriented and I worked on it until I achieved the quality – and the final product – I was looking for. It took me approximately 2 months of hard work and finally, it was printed.

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"Hulk vs Venom" sculpt by Jorge Villar, based on Ariel Olivetti's artwork

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"Hulk vs Venom" sculpt by Jorge Villar, based on Ariel Olivetti's artwork

3dt: Can you describe your typical workflow, and the software/hardware you normally use when creating your artwork?
JV: I usually start with the concept art. This gives me a clear idea of the elements I should work with, the information and references that I need to gather, and the steps to follow. After that, I create folders and subfolders to organize the references, brushes, and alphas that I have gathered for a specific project.

Then, the sculpture process begins. Depending on the project, I start from scratch or a simple basemesh. This is only used to save a minimum of time in some proportions and forms, since almost in every project, I have to sculpt and resculpt on top of those forms constantly.

Through various processes of 3D modeling and sculpture, I create the different pieces needed to complete the project; step by step, the piece is constantly changing. Every piece starts with general forms, followed by intermediate forms, until each part of the piece is as detailed as required. Once I have modified each part of the piece by attending to every imperfection, and/or after feedback, I proceed to make renders, some in ZBrush for quick viewing. Once I do this I export the project to KeyShot to get more quality results simulating its presentation.

The software I use the most is ZBrush (actually, I use it for 90% of my projects). I also use 3ds Max for some props, KeyShot, Photoshop, and Pureref, and depending on the project requirements, some additional software, such as Marmoset, Subtance, Mari, and so on. As for the hardware, my workstation is not that special, but it has what I consider essential for this type of work, though: i7 processor, 32 GB RAM, dual monitor (this set up greatly facilitates my work and really helps to organize my references) and finally, a tablet Wacom intous Pro large.

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"The All Mighty" sculpt by Jorge Villar, based on Boris Vallejo's artwork

3dt: What inspires you?
JV: One of my greatest motivations is to try to improve myself with each piece, make it more detailed, bigger, more dynamic, more expressive; trying to reach the highest possible quality. This pursuit of perfection is what makes me feel fulfilled and motivated to keep on studying and improving. Another important source of inspiration is people: friends, colleagues, collectors, or even people who are not from this field who give me their support through social networks. I also find inspiration in other artists' work.

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"The All Mighty" sculpt by Jorge Villar, based on Boris Vallejo's artwork

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"The All Mighty" sculpt by Jorge Villar, based on Boris Vallejo's artwork

3dt: How do you keep your portfolio up-to-date? Any tips?
JV: Most of the projects I worked on last year have not been published in my portfolio because they are not public yet. Other projects such as small medals, rings and pendants are very diverse and they are not really portrayed as the type of work I am looking for at the moment. I want my portfolio to be more oriented to the creation of characters and digital sculpture (collectibles). This is what I want to dedicate myself. So, I am still working on it.

I am planning to have a portfolio with a few pieces of quality rather than many of low quality (quality is better than quantity). As I said before, I want to use it to show what areas I am competent in and I don't want to deviate from my focus just by adding stuff.

And that is exactly the advice I can give to artists who have just begun the construction of a portfolio. If you define yourself like a character artist but you put pieces of all kinds inside it, all of these show variety, but, maybe a recruiter of a company prefers to look for something more specific. Finally, it is advisable not to upload WIPs, incomplete or low quality work, it is convenient to finish it properly or almost finished, or in the last case, do not upload to your portfolio until it is finished.

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"Darth Maul concept art" sculpt by Jorge Villar

3dt: Who are your favorite artists, traditional or digital, and can you explain why?
JV: Many of my favorite artists are colleagues who inspire me through their knowledge and work. One digital artist who I look up to is Daniel Bel. Daniel is the best sculptor of collectibles nowadays, in my opinion; his work is extraordinary in every sense. Also, Franco Carlesimo. Franco is an incredible sculptor with a lot of dedication, always taking out pieces of maximum quality. Matias Molero is one of the first people who helped me when I started to work in the 3D world. He is very knowledgeable, especially when working with BPR characters. Martin Canale is a world-renowned Argentine artist; he exceeds expectations with every work. Scott Eaton's mastery of anatomy is unrivalled. Thanks to Scott's great tutorials I was able to improve many errors in my work.

And many more artists who surprise me with their work every day and are a constant inspiration to keep moving forward: Victor Hugo Sosa, Romell Chopraa, Frank Tzeng, Vimal Kerketta, Bruno Camara, Rafael Grasseti, Eytam Zana, Gio Nakpil, Cedric Peyravernay, Hossein Diva, and Marlon Nuñez.

Regarding the traditional method, I admire the Shiflett brothers: both brothers are an eminence, their particular handling of anatomy and form makes their pieces stand out and have unique characteristics.

And referring to "old” masters, Giovanni Strazza could simulate the effects of fabric only with marble and that is amazing! Also, Franschesko Kvirolo created very complex pieces. Lorenzo Bernini carved the "Rape of Persephone” when only 23 years old, a piece that amazes me every time I see it. Giuseppe Sanmartino is the sculptor of "Christ veiled in cloth”. I also admire, of course, Michaelangelo, and finally Guillaume Cousteau, the sculptor of "Horses of Marly".

Each of these artists has a unique talent, and incredible perseverance. I find their work inspiring and that makes me work harder to improve myself.

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"Hellboy " sculpt by Jorge Villar

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"Hellboy " sculpt by Jorge Villar

3dt: What can we expect to see from you next?
JV: I am working on a couple of projects now. I cannot reveal details of work projects yet, but as regards personal projects, I'd like to create a fan art of Balrog Diorama (LOTR) and a fan art of Thor vs Hulk Diorama. In both of these projects, I will try to create dynamic and expressive pieces. I would also like to work on some characters for video games. Every day, I spend my free time studying anatomy, following some great tutorials and improving some weaknesses I see in my workflow. I hope my work gets better and better.

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"The Guardian of Asgard" sculpt by Jorge Villar

Related links

Jorge Fernando Villar's ArtStation
Jorge on Facebook
Jorge on Instagram
Grab a copy of "Beginner's Guide to ZBrush”

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