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Arthur Hernandes Alves Malavazi: character artist interview


By 3dtotal staff

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

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Date Added: 15th December 2016
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Character artist and 3D generalist Arthur Hernandes Alves Malavazi shares work from his portfolio and discusses his ZBrush methods...


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3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?
Arthur Hernandes Alves Malavazi: Hi, my name is Arthur Hernandes Alves Malavazi, I'm 29 years old and I live in São Paulo, Brazil. I have a degree in Game Design and in the last six years I have been working as a 3D generalist. During this time I have been dedicating myself to the study of character design, especially for games and cinematics, which are my main interests.

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A fanart model based on a concept made for the game, Monarch: Heroes of a New Age

3dt: Where did you find the inspiration for your latest gallery entry? What's the story behind its creation?
AM: Initially it began just as a character modeling/texturing study. In particular I wanted to model one of my favorite characters from the famous card game "Magic: The Gathering," named "Cabal Patriarch." However, during the course of this work I chose to spend some time to make a study of James Cromwell's face. Somehow he seemed appropriate for this particular character. Soon I will post the complete model.

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A fanart model based on a concept made for the game, Monarch: Heroes of a New Age

3dt: What software and plug-ins did you use to create this image? Did you face any difficulties, and how did you overcome them?
AM: For modeling the face I used ZBrush, this includes initial blocking, secondary forms, pores and expression lines. The retopology was done with ZRemesher, as it was a static image I did not care much about topology, but it is always nice to have well-made and organized loops. In addition, I used UV Master for the UV, and ZBrush/Photoshop to work out the texture maps (polypaint and colors/saturation respectively). Moreover, I used KeyShot to render an image and exhibit the details with Green Skin Shader, and Maya/V-Ray to make a more realistic look of the model.

Concerning the difficulties, I would point out the adjustment of V-Ray's surface skin shader. It is very difficult to know exactly the influence of each layer. My tip is: adjust each shader at a time, by turning off all the others. For instance: in order to notice the influence of the sss light, it would be interesting to turn off the specular and diffuse channels. It helps to adjust particular characteristics and to focus on individual problems. However, notice that when all the layers are on simultaneously it is necessary to tune all the parameters to equalize everything.

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This is a non-human design study. I tried to make a kind of alien… I know it is strange but my inspiration came from a croissant... Seriously, don't ask me why.

3dt: Do you normally use this software in your workflow? What other software and plug-ins do you favor?
AM: Yes, normally I do. Currently I have been using ZBrush and Maya a lot. Usually I use the former for organic modeling and the latter for retopology and other things like polygonal modeling, UV aperture, rig and animation. Besides, Substance Painter, Headus, UVLayout, Marvelous Designer, XNormals and Marmoset are being extremely helpful in my workflow.

3dt: Are there any particular techniques that you use often? Or do you like to experiment?
AM: I often work with polygonal modeling, it is easier for me to use it with certain objects. It gives me more control, compared with ZBrush for instance. On the other hand, in my personal projects I particularly like to experiment with new workflows and different softwares. It is an opportunity to explore new techniques and faster ways to make things.

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As a big fan of the Dragon Ball series I always wanted to make a fanart, so I made the re-design of my favorite character, Cell in his perfect form.

3dt: What are your artistic ambitions?
AM: On one hand, my artistic ambitions are to be continuously refining my skills and improving the quality of my work, and to keep enhancing the complexity of my models. More specifically, I aim to transmit life with my art and not to show just another 3D model. On the other hand, since I have always enjoyed videogames my professional ambition is to work on a super production like Uncharted, The Last of Us, The Order: 1886, and so on. In this sense one of my goals is to be as good as the artists who worked on these games.

3dt: What software would you like to learn in the future to expand your portfolio and skillset, and why?
AM: I still have a lot to learn about Substance Design, it is such a great tool to create procedural textures. Besides, I want to enhance my abilities with Marvelous Designer since I feel a bit of difficulty while using it. In a near future I hope to learn and explore Ornatrix and Houdini and see if they can help me during my work process.

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Kirata is a model I made for a contest. The main goal was to make a Big Boss that would fit in a videogame. Concept art created by me.

3dt: How do you keep your portfolio up-to-date? Any tips?
AM: In order to keep my portfolio up-to-date, in each new project I try to create little challenges, like learning new softwares, or applying a different technique I eventually saw in a tutorial. I'm always trying to make a better piece of work. It is a good way to keep myself motivated; I would definitely recommend this approach.

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Deep sea creatures are very bizarre and alien-looking, which makes them interesting sources of inspiration. So I decided to make a tough version of a viperfish. Kropus is the result of this idea.

3dt: Who are your favorite artists, traditional or digital, and can you explain why?
AM: There are so many awesome artists I admire! It is very hard to make a list, but I especially like the work of Rafael Grassetti, Fausto de Martini, Kris Costa, Frank Tzeng, Danilo Athayde, Daniel Bel, Eugene Fokin, Rodrigue Pralier, Dan Roarty and Daniel Peteuil. Each one of them has a very high quality work and inspires me to achieve such caliber and succeed on my own work.

In sculptures, great references are Mark Newman, Philippe Faraut, Simon Lee and Bernini. It is always good to look at what they are doing. Well, it is very difficult to list them all; it is much easier to enter the galleries of 3dtotal and ArtStation where I can always find the best works.

3dt: What can we expect to see from you next?
AM: Currently I'm producing more models for my portfolio. In particular, I hope to finish a fanart that I'm working on, based on the Deus Ex franchise. I will probably post that by the end of the year.

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Related links

Check out James Cromwell in the gallery
Head over to Arthur's website
Arthur's ArtStation
Grab a copy of Sculpting from the Imagination: ZBrush

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