Interview with Oleg Koreyba

Q. Besides character modeling, which other services you offer in the studio?
Thank you. Good question!
Basically there are characters examples on our site. At the same time we work with really experienced guys who create “solid surface” like defense technology, 3D weapons, architecture and environment, rigging and animation. For some reasons examples of these works can’t be shown on the website so far. We’ll improve this very soon.
KoreybaArts does whole character production for Game and Cinema industries beginning from drawing of B&W sketches for shape seeking and completing with color concept art, illustrations, high- and low polygonal modeling, mapping, texturing, shaders’ creating and tailoring, lightening, rendering, rigging and animation.
Recently I found 2 new interesting industries for me – these are Holograms and 3D print. Some examples of such sets grouped on services you can find in gallery on the following page: Services
Q. Do you do any preliminary drawings before you model, or do you just start and see what happens and how long on average would you spend on a character?
Commonly for characters production customers provide a good concept art and/or text description with photo-references. This lets us to significantly reduce project terms. Using this stuff we and customer clear understand our deliverables. In case where customer doesn’t have the concept art and references – we offer our services for that.
Depending on complexity we spend 9-20 men days for creating the characters for AAA games or movies. Distributing tasks within a team, we deliver a model faster; compare to process where everything does one person. For example in our team hands and head creates one guy, clothes and shoes - another one etc.

Q. Please tell us what required modeling a realistic character and which things anyone can keep in mind while creating realistic characters?
Great question again. Sure you know about toolset and which software you should be familiar with. To model realistic characters for AAA games you need the skill set for ZBrush or Mudbox and finally select one from Maya, Softimage, 3ds Max, Lightwave, etc.
In case you are going to model human you should pay attention to human anatomy.
I’ve studied anatomy through drawing skeletons from nature and muscle mockups; pictured a lot of naked sitters. Painting people from the nature in different positions, artist accumulates his own knowledge database, like filling it with files which he may use any time without human nature. Art education stands me in good stead on working with any CG aspect. Such education forms sense taste, harmony and color.
To work with high-polygonal characters which later would be rendered for movie or hologram, first of all you should be patient. As opposed to games’ characters here you have to make a lot of specific settings and test rendering…it takes plenty of time.
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