Interview with Glauco Longhi
All images are © GlaucoLonghi unless otherwise stated
All images are © GlaucoLonghi unless otherwise stated
Naughty Dog character artist Glauco Longhi talks to us about his passion for sculpting.
3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?
Glauco Longhi: Im currently working as a Character Artist at Naughty Dog. My background includes traditional and digital sculpture and makeup FX. I live in sunny Santa Monica California, USA. I began my career in 2006 while studying a Film degree; I started with video editing and later shifted to become a 3D generalist. I first discovered my passion for modeling and sculpting when I took a sculpting class by Alex Oliver in Brazil.
Following a few years working in various games and advertising studios, I started a company in Sao Paulo, Brazil, from 2010 to 2013. During this time, I held various traditional sculpting master classes for artists. I have also traveled Brazil and worked on more than 40 projects for clients, from short films to feature movies, TV shows, commercials, collectibles, and more besides.
3dt: Where did you find the inspiration for your work?
GL: I find inspiration in many things. My co-workers inspire me quite a lot every day! Although I constantly try to keep myself inspired by visiting different websites (such as pinterest), and watching movies, playing videogames, and surfing.
3dt: What softwares and plug-ins do you normally use when you make your models? Have you ever faced any difficulties using the softwares, and how did you overcome them?
GL: I mainly use ZBrush, Maya, 3dsMax, Photoshop, Substance Painter, and Marmoset Toolbag 2. I tend to find this combination very easy to use and to be honest I dont have any particularly issues with them. Im always trying to understand the basics and how these softwares work behind the scenes (when its possible) to make my life easier when something its not working correctly.
3dt: You are pretty awesome at doing characters and human anatomy. Can you tell us a little about how you developed this talent and why learning anatomy is so important?
GL: Thank you so much. I am fascinated by the human figure and started sculpting and studying anatomy about nine years ago. The journey so far has been incredible but I still have so much to learn and improve on, which makes me excited and motivated to keep developing my skills!
I was never that kid that draws all the time. My relation with arts actually began much later, around 17 years old. I like the challenge and that keeps me inspired and motivated.
3dt: What are your artistic ambitions?
GL: Like I said, I still see so much room for improvement. My only goal right now is to keep pushing forward and developing my sculpting and form perceiving skills. I want to keep improving as a better character artist and creature modeler as well.
3dt: You also sculpt using traditional media, such as oil clay. Which came first, the software or the clay? Was the transition hard between them hard?
GL: They came both at the same time. Actually I started modeling in the computer first and after a few months I jumped right into clay. My friends Alex Oliver and Raf Grassetti helped me a lot during that time, so I didn`t face any difficulties going from one to the other. I still do both and I recommend that anyone who is a digital sculptor to try traditional sculpting and vice-versa. I think both mediums have such a good impact into our art and work.
3dt: How do you keep your portfolio up-to-date? Any tips?
GL: I always have something in the works. There are a few months that I produce a lot of personal work! I work on my portfolio every day after work and during my lunch time. I find it hard to keep this pace so sometimes (usually after finishing a big personal project) I relax a little bit and work on personal stuff a couple of times a week. I do it because I feel that I have to do, and because I like. For me, keeping my head busy with projects, goals, and having an active life I do some form of sports five or six days a week (usually early in the morning) seems to keep myself in the right path. I also do a lot of planning and scheduling, even for my personal projects. I like to take them as professional as possible.
3dt: Who are your favorite artists, traditional or digital, and can you explain why?
GL: This is so hard to answer. I definitely have a lot of people that I admire so much! All of the great master such as Bernini, Michelangelo, Raphael...People like Jordu Schell, Carlos Huante, Rick Baker, Stan Winston. But the two people that have inspired me the most along these 10 years are definitely Alex Oliver and Raf Grassetti. Maybe because they are my friends as well, I was able to watch them, work closely with them and learned do much more than just sculpting. These guys are always producing something personal and professional, and they do a lot of planning as well. Gotta keep working!
3dt: Do you like to experiment with your personal works, or do you prefer to stick to tried-and-tested methods?
GL: I love experimenting and testing new softwares. Usually I try something new for a quick project/sketch and if I like it I try to incorporate it into my newest project. Im not a huge geek or fanatic for new tech but when I see something that can improve my workflow, I always give it a try.
3dt: What can we expect to see from you next?
GL: Creatures, human characters and anatomy studies. I have already many projects that I`m working on so stay tuned!!!
To see more by Glauco Longhi, check out ZBrush Characters & Creatures.
check out Glaucos amazing work on his website, it is well worth a visit!
You can read more about Glaucos anatomical sculpting journey in Anatomy for 3D Artists
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