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Robson Barros: character artist interview

Robson Barros

Character artist

Robson Barros is a character artist based in Brazil, fresh from Alvaro Ribeiro’s ZBrush for Collectibles course. He shares tips learned from his mentors, his workflow, and portfolio so far...

3dtotal

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

Robson

Hi, my name is Robson and I’m a character artist based in Brazil. I’ve always been in love with everything related to games, art, and unrealistic universes. I’ve worked for many years as a UI/UX designer in a corporate training agency that make really boring stuff for really big companies. Long story short I was working in a toxic environment and not happy, so I decided to leave my job and change scenario. Unfortunately some traumatic events happened and I ended up losing all I had. Realizing how fragile and short life can be I decided not to waste one more minute of my life doing anything else but what I love. So, I started studying 3D sculpting and will never stop.

Archer with flying eagle
My latest work is Archer, based on a Anna Kharitonova concept

3dtotal

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

Robson

It came after I finished an amazing course on ZBrush for Collectibles, from Alvaro Ribeiro. After finishing in the top 5 of my class, I decided to make a statue that I could repeat with all the knowledge I had learned and more, so I researched for a good concept artist, which was very easy to find Anna Kharitonova and ask her permission to sculpt one of her concepts.

My workflow is very simple: I define the concept, block in T-pose, and after I develop each part of the character as much I can, still in T-pose. I pose with transpose master, refine and redo what was deformed, add extra assets, and render.

Archer with flying eagle
Turntable rendered in ZBrush and composed in Photoshop

3dtotal

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

Robson

It was very challenging to make a believable character and not to just make a person using a costume, due to the realism that I tried to apply to the character instead of the very stylized concept. In this part I have to thanks Alvaro Ribeiro for opening my eyes to that and helping me to bring the best of the concept, and at the same time not lose my goals of realism.

Example of changes in the face to better fit the bridge between realism and stylization

3dtotal

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

Robson

As I’m new to the industry I try to focus all my efforts in being the best that I can be in sculpt and presentation, which for these I use ZBrush and Photoshop. Fortunately, I’ve been evolving well and I see some real time renders and textures in other software in the near future.

3dtotal

What are your artistic ambitions?

Robson

Right now, I’m a beginner in the industry so my short term ambition is to consolidate myself and work hard to deliver jobs that exceed the expectations of my clients. I’m working on being more present on social media, giving feedback to younger artists, and participating in groups and contributing for the community as much as I can.

3dtotal

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

Robson

To name a few, Alvaro Ribeiro who currently works for Xm Studios and was my teacher, and Rafael Grassetti who is an inspiration to all Brazilians. I identify a lot with Daniel Bel’s history and his work speaks for itself. I follow a lot of artists and always try to learn from what they show, it’s mandatory for me to look into a sculpt for a long time and try to figure out everything the that artist made, or think about how I would approach that piece.

Fennec fox character
My participation in Grassetti’s challenge

3dtotal

What can we expect to see from you next?

Robson

Now I’m currently sculpting a commercial statue for collectibles – it’s time to show my big guns! I’m always trying to challenge myself, as you can see in my portfolio, for example; I start with one character and a simple base and for the next I add more elements and so forth. Expect something more complex each time, and some tutorials to help this amazing community.

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