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Yuichiro Fujita: senior character artist interview

Yuichiro Fujita

Senior Character Artist

“From an artistic point of view, the silhouette (primary form or outline, in other words) is always a challenging and exciting point for me.” Read more from our interview with senior character artist Yuichiro Fujita…

Yuichiro's ArtStation

3dtotal

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

Yuichiro

My name is Yuichiro Fujita. I'm a 3D character artist at a game company. I'm interested in workflow R&D for team and new techniques / software. I have experience making any style of character, from realistic to stylized one. I usually make pre-rendered characters for personal work because I can focus on look development, although I make real-time characters for AAA games as a job.

3dtotal

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

Yuichiro

For “Into the Cave” – Diablo4 Barbarian Fan art – I took the body base mesh topology from makehuman. I adjusted the UVs a bit but didn’t change topology because this project is to be a pre-rendered image. I didn't care about animation-ready topology. I sculpted all objects, did retopology, and unwrapped UVs in ZBrush. I organized models and UVs, and laid out the scene in Blender. I textured in Substance Painter. Hair grooming, lighting, and rendering were done in Blender.

mercy overwatch inspired original character  model sculpt 3d
Original character.

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

Yuichiro

From an artistic point of view, the silhouette (primary form or outline, in other words) is always a challenging and exciting point for me. One of the standard rules for silhouette is “make it as simple as possible” even if it’s a realistic artwork.

Color was also challenging for this image. At first I made a warm color keylight from the top, and the shaded (downward) area became a cool color, and realized this was a mistake. Because an upward – warm and downward – cool color scheme is the same as daytime lighting (sunlight is warm color, and shadow area is lit by sky blue), which means peace, normal, usual, boring. To make this image more dramatic and aggressive, I swapped the areas of warm and cool colors.

Technically, this is my first time to make artwork using Blender’s cycles renderer. Basically it’s nice, especially the viewport denoise, and the composite system improves the number of iterations. But region rendering which erases the last rendered image is not good for look development.

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

Yuichiro

My biggest inspiration is Akira Toriyama of Dragon Ball. I always focus on the silhouette when creating any character, but I think that feeling was fostered by copying his cartoons when I was a kid. Other artists who have influenced me are Yoh Yoshinari, Simon Lee, Tooth Wu, Sangsoo Jeong, Bayard Wu, Maria Panfilova, Matsuura Satoshi... and many more!

art war demonic creature model design 3d
Original character. I made this for Cubebrush’s challenge called Artwar4. And I won.

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What can we expect to see from you next?

Yuichiro

I'm currently preparing a tutorial on creating a character for a AAA game using Blender. I am recording the entire production process and you can watch it all. I think that the tutorial will be released early next year. For personal artworks, I'd like to continue to make both realistic and stylized characters. And also continue to explore new software and workflows.

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