Method Studios Texture Painter and Lookdev Artist Paul H Paulino has worked on projects ranging from "Justice League” to "Aquaman.” Check out his methods and inspirations…
3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?
Paul H Paulino:
Hi! My name is Paul H. Paulino, and I am a Texture Painter/LookDev artist born and raised in Brazil, but I'm currently living in Vancouver, Canada, working at Method Studios. I am 27 years old, and I spent a large part of my life working in photography, motion graphics and cinema. After graduating in advertising in Brazil, I decided to change my career path and focus on something different: computer graphics.
After studying for a year at Think Tank Training Centre in Vancouver, I got an opportunity to work in the VFX industry at a company called Scanline VFX. I had a great first experience there and then moved to a company named Method Studios in 2017, and I've been working there since.
The movies that I had the honor and pleasure to work as a Texture Painter/Lookdev artist include Independence Day: Resurgence, Miss Peregrine's Home for Peculiar Children, Power Rangers, Justice League, Guardians of the Galaxy Vol. 2, Black Panther, Godzilla II
Responsible for all aspects
3dt: Tell us about your art: Your style, themes, genre, and some of the favorite projects you have worked on.
With my art, I'm always trying to achieve photorealism with a bit of storytelling. I believe that we can tell many stories with our textures, even when we are working on a simple object. Some of my projects are just ordinary objects that we see daily, but I always try to add a hint of baggage to each one of them.
For example, "The Gumball Machine” is a super simple project that I worked on, but I really like how I had the opportunity to add some hints of storytelling just by adding some fingerprint smudges and an old sticker. These things are what excite me the most about what I do.
Model by Marcin Klicki – UVs, textures and lookdev by Paul
3dt: Can you describe your typical workflow, and the software/hardware you normally use when creating your artwork?
I mostly use Maya for modeling, ZBrush for sculpting, MARI and Substance Painter for texturing, V-Ray for rendering and Photoshop/NUKE/After Effects for post-production. Since I've been self-taught for most of my life, I think that learning new software can become really straightforward because today we have access to a lot of free tutorials, and you can learn quickly if you put some time into it. Remember: Software packages are just tools. Use their powers with your imagination to create something amazing!
Responsible for all aspects
3dt: What inspires you?
That's a tricky question because the list is enormous! But I'm going to say that nature and photography is what inspires me the most. In our vast universe, we are surrounded by iconic shapes, colors, composition, and forms, so that's why I always make sure to walk around with my camera to capture those moments. With that in mind, I create a visual library that will be extremely helpful later on.
Responsible for all aspects
3dt: How do you keep your portfolio up-to-date? Any tips?
When I finish a project, I like to start planning the next one. After getting the idea of what I want to do, I love to spend some time thinking about the whole process. I feel that when I sit down and try to think about what problems and difficulties I may have along the way, it will be better for me to be prepared for it.
So, I like to spend at least a couple days (if I am working on a project with enough time, of course) writing down a schedule, and following that schedule as much as I can. I really like to create constraints for myself and try to be disciplined. This way I can emulate the pressure of a professional environment.
During this pre-production part of the project, I spend some time looking for references. Reference is the key to good work, and I try to find a lot of things on Flickr or Google Images to help the quality of my project. So after this planning part, everything should be very straightforward. Of course, I always find additional problems later, but it is straightforward to overcome them if you have everything prepared.
Model by David Letondor – UVs, textures and lookdev by Paul
Model, UVs, textures and lookdev by Paul
3dt: Who are your favorite artists, traditional or digital, and can you explain why?
I have a lot of artists which I really admire, and they all inspire me a lot! I have folders for each one of them in my Dropbox. The list is vast, but I will talk about three artists who changed the way I think about art: Leonardo Da Vinci, Caravaggio, and James Gurney.
The reason why I choose those artists is that they are not just incredible on a technical standpoint, but they also think about storytelling in their artworks. Da Vinci is well known for his versatility and creativity. Caravaggio has a fantastic work with light and shadow, and his paintings are breathtaking. James Gurney is a modern painter, and I see him as a great master for me. His book Color and Light: A Guide for the Realist Painter, is always with me and is one of the best resources if you want to learn about all the aspects of light and color in the world around us.
Also, here are some digital artists that inspire me: Justin Holt, Glauco Longhi, Victor Hugo Sousa, Ian McQue, Pedro Conti and Tiago Hoisel… (and the list goes on and on!)
Model by Daniel S. Rodrigues - UVs, textures and lookdev by Paul
3dt: What can we expect to see from you next?
I want to continue creating artworks that tell a story through my textures. I also want to produce more online content to help VFX students who don't have access to high-quality education. I think that we have a lot of people around the world with the discipline and passion for working in the industry, but they just don't have the chance to study at a 3D school. But with the internet these days it is way easier to access information without paying a lot for it. It reminded me when I was living in a small town in Brazil, and I didn't have anybody to teach me how to develop my artistic skills, and I used the internet (which was pretty slow back then) to learn.
Paul H. Paulino's ArtStation
Paul's official site
Paul on Instagram
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