3D character artist Sherif Refaat Amer takes us through his workflow for his gallery entry, 'King Tryndom' and shares his portfolio and ZBrush tips...
3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?
I am Sherif Refaat Amer, a 3D character artist from Egypt. I create low-poly characters for games and also high-res characters for cinematics. I freelance while also working as character artist for Gemini Studio
I love games a lot so this work was heavily inspired by Assassin's Creed
3dt: Where did you find the inspiration for your latest gallery entry? What's the story behind its creation?
My last artwork was King tryndam
. I always watch these awesome cinematic trailers created by well-know studios like Blur and Digic Pictures. It is these trailers that inspire me a lot, so here I decided to create a semi-stylized character heavily inspired by League Of Legends
Inspired by the Robocop movie
3dt: What software and plug-ins did you use to create this image? Did you face any difficulties, and how did you overcome them?
For the body and organic stuff in general, I prefer using ZBrush
to sketch the character in 3D until I feel comfortable with the overall shapes and basic forms, then I create topology in 3ds Max
. For hard surfaces like armor parts I go back and forth between 3ds Max and ZBrush; 3ds Max for blacking out the basic shapes, and ZBrush for refining and moving things around. I use MARI
for texturing and V-Ray
to render. I think my biggest difficulty was to find the balance in the design between completely stylized and realistic.
3dt: Do you normally use this software in your workflow? What other software and plug-ins do you favor?
Yes I always use the software 3ds Max, ZBrush, MARI, and V-Ray. Substance Designer and Substance Painter
too – I love how quickly and efficiently you can texture with them, especially for hard-surface and environmental work. Actually, these two pieces of software help artists to be a lot faster.
3dt: Are there any particular techniques that you use often?
Yes, I used to divide my work between ZBrush and MARI in the texturing phase to get the most of them, for example. I don't rely much on sculpting skin details and pores in ZBrush, simply I'll export displacement maps of secondary forms and use this map in the vary displacement modifier for rendering, and also as a guide in MARI to paint skin pores and tertiary details using awesome skin scan maps created by surface mimic.
3dt: What are your artistic ambitions?
I eat art!!! I hope one day to have the chance to work with the Blizzard cinematic team and be there surrounded by awesome talented artists that for sure I would learn a lot from.
3dt: What software would you like to learn in the future to expand your portfolio and skillset, and why?
Well, there are a lot of things to learn nowadays!! I am trying to get better at Substance Designer and Substance Painter. I guess these software can add greatly to my work pipeline.
3dt: How do you keep your portfolio up-to-date? Any tips?
I try to keep an eye on the amazing artists out there. There are so many talented people who inspire me a lot and push me to get better at what I do and, as a consequence, to produce new portfolio pieces. I think I'm always curious to know what I can do next. Will I be able to surpass my latest work? Will people like it? Do I have enough knowledge? These are questions I try to answer with new works.
3dt: Who are your favorite artists, traditional or digital, and can you explain why?
For traditional I prefer the masters like Jordu Schell, Don Lanning, and Steve Wang . For digital, I like Alex Oliver, Frank Tzeng, Alessandro Baldasseroni, and Rafeal Grassetti: beside their talents, these guys have a deep knowledge of anatomy and how to create forms in 3D.
Head over to Sherif Refaat Amer's ArtStation
Download surface maps from surface mimic
Grab a copy of ZBrush Characters & Creatures