Fabio Wasques: 3D artist interview

'Rockabilly Girl' artist Fabio Wasques discusses his creation process,inspirations and shares his portfolio...

'Rockabilly Girl' artist Fabio Wasques discusses his creation process,
inspirations and shares his portfolio...

3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?

Fabio Wasques: I was born in São Bernardo, SP, Brazil, and today I'm living in São Paulo. I graduated in Digital Design, have some experience with Web and Motion Design. In 2012, I started my studies on 3D arts in a Brazilian school and since then I've been improving my personal portfolio, focusing on 3D modeling, texturing and rendering.

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

FW: My latest gallery entry was made based in Antonio de Luca's concept. I was looking for a good cartoon girl to practice my modeling skills, and when I saw this concept I felt it was it. It's a great character, with a lot of personality, expression, and a great use of colors. I felt it would be a great challenge to make her as a 3D character. And it really was a challenge, but a lot of fun too.

Sculpt based on Mortal Kombat's character

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

FW: I sculpted the character in ZBrush, and rendered it using V-Ray in 3ds Max. I also use the 3ds Max Hair and Fur. For post-production, I used Photoshop.

Sculpt based on Natasha Small's concept

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

FW: Normally I use only these software, but sometimes I like to use Mudbox to paint textures, and Marvelous Designer to create a basemesh for the clothes.

Sculpt based on Yefim Kligerman

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

FW: I have seen some good works and videos with Substance Painter. It seems to be very intuitive, fluid and user-friendly software, with good previews and fast results. That's something I want to give a try. Also, I'm having my firsts experiences with Marmoset. Low-poly characters made for games is something I want to start adding to my portfolio.

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

FW: It's very important to keep researching and reading about all new technologies and trends on 3D and digital arts. It's important to try to use new techniques and avoid keeping dated projects in the portfolio. Something that is difficult to me is the few free time that I have to work on a personal model. Sometimes we don't have too much free time, and these works take time to get a good result. I see some good artists that stop creating because they don't find time to do it. If I could give some tip about it, it is to create the habit to always take some part of the day to create and study. If you don't have too much time, try to get just half an hour a day. It's better to produce a little every day than never produce.

Illustration based on Carlos Huante's concept

3dt: Do you like to experiment with your personal works, or do you prefer to stick to tried-and-tested methods

FW: I like to try new software, new techniques, and everything that I can use to improve my work. If we are able to be self-critical with our work, we know what we should study and try in the future personal works to get better.

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

FW: I'll keep on modeling characters, low-poly and high-poly. But illustrating 3D is something that I have in mind, I want to start to produce full scenes, something that tells us a story. I'm finishing some other characters right now, but I want to try these full scenes next.

Sculpt based on Antonio de Luca's concept

Related links

Check out Fabio Wasques' website
Head over to Fabio Wasques' Behance
Grab a copy of 3ds Max Projects

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