3D character artist for Rockstar Games Dedicated Unit in India, Rohit Singh talks us through his workflow, inspirations and aspirations...
3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?
I'm Rohit Singh from India. I have been working in this industry since 2006; at first I was never interested in modeling and I never like the idea of pulling vertices and making a shape out of it. I started my career doing architectural walkthroughs, logo animations, designing concert passes and also working as a video editor for an advertising company. While working as an editor I started to learn Maya
from an awesome friend (my mentor – Sambhav Kumar). He helped me to understand modeling concepts better than anyone else. I mostly did cartoony characters and stylized work for movies, television series and some commercials. For the last two years I have been trying to get better at creating game characters. I love games and I'm currently working as a character artist for Rockstar Games Dedicated Unit (Technicolor-India), which has always been my ambition.
Reference with sculpt and clay render
3dt: Where did you find the inspiration for your latest gallery entry? What's the story behind its creation?
For a long time I had my eyes on this awesome sketch, and I have always loved the art of Karl Kopinski
. I hadn't done any sculpting for the past several months, so I decided to do a full character with texture, but somehow I only finish up the modeling – my textures are still a work in progress which I hope to finish soon. I learned a lot during this artwork and taking feedback from my colleagues and matching it to the sketch.
Texture Work in progress preview
3dt: What software and plug-ins did you use to create this image? Did you face any difficulties, and how did you overcome them?
Most of the modeling work was done in ZBrush
, and Maya
for the creation of the rope. Fur was done using Shave & Haircut
and the render was done in V-Ray
with a little Photoshop
editing. My biggest difficulty was creating shaders for the character, which I am still working on. In addition to this workflow, I may also use 3ds Max, Mudbox and MARI, as needed.
3dt: Are there any particular techniques that you use often? Or do you like to experiment?
For my personal work I always start with ZBrush using Dynamesh. I usually try out different tools to get good results and experiment with the presentation for the artwork. In the future, I'm looking forward to exploring Substance Painter and Marvelous Designer, as well as creating more anatomy studies on the side.
3dt: How do you keep your portfolio up-to-date? Any tips?
My portfolio is never up to date – I am a lazy person – but nowadays I am pushing myself to get better at anatomy and improve my art skills. My fellow co-workers are awesome artists. I have been learning from them a lot: Wasim Khan (awesome technical knowledge), Savio Fernandes (scientist), Jay Krushna (amazing hard-surface skills), Shashank Himanshu (great sculpting skills), Sujesh Nair (his art sense is top notch), Gurjeet Singh (all rounder with an amazing portfolio). Also, Rafael Grassetti and Gio Nakpil (love his sculpture shapes and forms) inspire me: I have a long list of favourite artists, just keeping it short for this interview!
3dt: What can we expect to see from you next?
I have too many things in my mind, but I am planning to do some complete gaming characters similar to those in Uncharted
; simple stuff, but with good detailing and shading. Also, some figure and stylized toy sculpts too.
Orc Warrior (2016), Concept Sketch by Karl Kopinski
Head over to Rohit's site
The Orc Warrior concept in the gallery
Grab a copy of ZBrush Character Sculpting