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David Vercher: 3D artist interview

Yoda has joined the dark side! David Vercher discusses his latest work and gallery entry while sharing his preferred workflow...

Yoda has joined the dark side! David Vercher discusses his latest work and gallery entry while sharing his preferred workflow...

3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?
David Vercher: I'm a 3D artist located in Barcelona, where I have a company with my partners, called Juggernaut Animation Studio. I'm responsible for providing a third dimension to the characters. I have worked in almost any area of 3D: from video games and series, to film and advertising.

3dt: Where did you find the inspiration for your latest gallery entry? What's the story behind its creation?

DV: When I saw the Jaylah character in the Star Trek Beyond trailer, I liked it so much that I wanted to do my own version , it's certainly one of my favorite characters.

Albert is a teacher of 3D animation, he remembers his time as an animator

Albert is a teacher of 3D animation, he remembers his time as an animator

3dt: What software and plug-ins did you use to create this image? Did you face any difficulties, and how did you overcome them?

DV: I used Maya for polygonal modeling, ZBrush for some details like displacement maps, Mudbox for texturing the scene, Arnold to render and NUKE for some composition details. For the hair I normally use additional plug-ins, but in this particular character I did it with nHair because it was perfect to create good and quick results.

A frame of our company clip, where I modeled the yellow robot

A frame of our company clip, where I modeled the yellow robot

3dt: Do you normally use this software in your workflow? What other software and plug-ins do you favor?

DV: Yes, this is my workflow, but sometimes with other characters I use Xgen or Yeti for hair.

3dt: Are there any particular techniques that you use often? Or do you like to experiment?

DV: I have a standard workflow; I'm quite traditional with 3D techniques, after years I have learned to discard the wrong ways. I normally try different methods during the composition stage where I can make different looks.

Inspired by an illustration by Brian Lawver

Inspired by an illustration by Brian Lawver

3dt: What are your artistic ambitions?

DV: Achieve a high level in every part of the 3D character creation process.

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

DV: Substance, I think that would make a difference in my process of shading.

My version of Yoda in hypothetical situation where symbiote kicks him to the dark side

My version of Yoda in hypothetical situation where symbiote kicks him to the dark side

3dt: How do you keep your portfolio up-to-date? Any tips?

DV: I try to be active and constantly publishing. My tip is don't stop and stay motivated, like if the next character would be the first one.

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

DV: Sven Juhlin, a complete artist in all areas of character creation process, I'm a big follower of his works.

Yoda-Venom head close up

Yoda-Venom head close up

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

DV: Every day I try to improve myself - I hope to reach the level of artists like Sven someday.

Related links

For more, head over to David's website
Check out the work of Juggernaut Animation Studio
Get hold of a copy of ZBrush Characters & Creatures