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Eric Candido: 3D generalist interview

Eric Candido

3D generalist

3D generalist Eric Candido shares his artistic story so far, and tips for beginners. “I think the secret is to always be studying, producing, and trying to solve as many problems as you can.”

Eric's Instagram

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

Eric

First I wanted to thank you for the invitation. My name is Eric Candido, I'm from Santo André, SP and I'm a developer and 3D Generalist. I've worked in some of the main studios in Brazil but now I'm a freelancer. Since the first time I had contact with 3D animation with the Toy Story movie I wanted to learn and work with it, but at that time it was difficult to find content to learn, so my first contact with a 3D tool was in 2016 when I started a course at the Melies animation school.

3d gumball robot character
3d gumball robot character

Personal project based on Matt Dixon's concept art

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What was the workflow behind your latest gallery image? Where did the idea come from?

Eric

I'm always following concept artists and seeing what they produce. I was looking for some idea for a personal project and I really like Matt Dixon, so when he posted the art of "Memories" I fell in love and decided to reproduce it in 3D. The workflow I used in this work was basically Maya for modeling, Substance Painter for the textures, Arnold for the render, and Photoshop for post-production.

nickleodeon children's tv show project
Work for Nick Jr Brasil series

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What challenges did the image present? Did you learn something new?

Eric

The first challenge was modeling, even simple I wanted to make it look more organic and give the character a little life. With some tests I was able to do the pose that I liked, and that looked like the concept. The second challenge was the distribution of the balls inside the glass container. I thought of two options, to distribute one by one or to do it by simulation.

I chose to do it by simulation because it gives a more realistic aspect, and also because of the opportunity to study something that I had never done it. Basically I solved it with Maya's nParticle, making an emitter of the balls and controlling the gravity to the corner where the balls needed to pile up. Simulation is never easy; there were many attempts to achieve the expected result. Another challenge was the textures; I redid it a few times because they were not great.

3dtotal

Do you use any other software, either for work or personal projects?

Eric

Yes, I use other softwares. I use ZBrush for organic modeling, and to render I also use V-Ray and Redshift. It depends on the project and for a few things I prefer to do it in Cinema 4D, and lately I have been studying Houdini.

3dtotal

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

Eric

I usually do few personal projects because of work, but I am always studying something even if it is not used in my portfolio, and the jobs I do professionally I use as a portfolio. I think the secret is to always be studying, producing, and trying to solve as many problems as you can; it makes you better, whatever you do.

3dtotal

What are your artistic ambitions?

Eric

I love art but I consider myself a little more technical than artistic, I really like technology, whether in animation or not, so soon I have the ambition to work in some big software development company, or maybe as a TD or a VFX Artist, which are techniques that I also like.

gci advertising film project
Work for an advertising film
honda civic car advertisement
Work for Honda Civic 2020

3dtotal

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

Eric

I usually get inspired by people who are close to me. My artistic inspirations as artists are Felipe Ferreira, Gabriel Mengui, Rodrigo Augusto, Mateus Kurzhals, Camilo Franco, and Guilherme Duarte as 3D artists. Andre Zendron as a concept artist, and Marco Antonio as a composer. They are artists that I had the pleasure to work with, and they taught me many things that helped me to get here.

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