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Interview with character artist, Seung-min Kim


By 3dtotal staff


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Date Added: 22nd January 2015

Lead character artist, Seung-min Kim, shares some of his awesome characters and talks about creating his Knight in 3ds Max and ZBrush...


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Seung-min Kim's Knight character was a popular gallery entrant in December, amassing 639 points... check out the WIP video below and find out more about this talented Korean artist...

3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?

Seung-min Kim: Nice to meet you. My name is Seung-min, Kim and I'm Korean. I am currently serving as an instructor and the keeper of a private institute for the CGNI Game Graphic School and I also participate in the development of online FPS games as a lead character artist at Wiple Games, an online PC game developing company. I also do freelance work.

I started being interested in 3D since I watched the movie Armageddon in 1998. In the beginning, I was only interested in it but then I started being attracted to it. I started delving into it from 2000 onwards by myself.

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3dt: Did you face any difficulties when creating Knight, and how did you overcome them?

SK: I am faced with a challenge every time to proceed with a new personal work. To get over it there is usually always a new graphic program to study (for example, Marvelous Designer).


3dt: What software did you use and do you have any tips for using this software, or any other software that you use to create your art in general?

SK: I use 3ds Max and ZBrush in general. 3ds Max was used for hard surface modeling, V-Ray, rigging, and particle, and ZBrush was used for the broken armor and the pores of the character.

It is feasible to create a desirable result only with ZBrush. However, it might be that it took a long time for me to work with 3ds Max, though more than 90-percent of my work has been completed by using it. On the other hand, ZBrush is small and diverse and makes it feasible to freely express the work. Therefore, I use it for adjusting the details and forms in the middle of the work.

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The 3D cloth simulation program Marvelous Designer is being used for my recent works. This program was developed to create the cloth but is still applicable to all the areas where there may be fabric.

It is also feasible to represent a more detailed expression in connection with work with ZBrush via an OBJ file as well, to use as high-polygon data for manufacturing the normal map source. It is also used by many of the game developing companies.

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3dt: What software would you like to learn in the future to expand your portfolio and skillset, and why?

SK: I want to study Substance Painter. This would make texture work easier to manage and make time more efficient. It can shorten the basic modeling time.

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3dt: Who are your favorite artists, traditional or digital, and can you explain why?

SK: Bob Ross (Robert Norman Ross). He always explained everything well.

3dt: How do you like to unwind after a hard day's (or night's) work?

SK: Very ordinary. Watching a movie and eating good food! And an overseas trip once a year.

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3dt: What can we expect to see from you next?

SK: Maybe Korean admiral Yi Sun-shin.

3dt: If you could choose any superhero power, what would you take?

SK: I want Quicksilver's (X-Men: Destiny) power! I could do more work faster!

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Related links

Check out Seung-min Kim on Facebook
View the CGNI Game Graphic School Vimeo page
Take a look at our 3ds Max Projects tutorial book

 
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