Harshdeep
Borah, a Senior 3D Character Artist has inspired one and
many with his high quality models and renders. His artworks
have been featured at the major CG forums. This is what
he had to say to the readers of Animation Xpress in a
CG conversation with Poonam Shah.
Could
you tell us about yourself?
My name is Harshdeep Borah, I'm 25 years old and currently
I'm working as a Senior 3D Character Artist for Redtribe
Games in Melbourne, Australia. Since I can remember, I
have been drawing, painting and reading comics - and professionally
pursuing CG as a career for about 5 years. I was born
and brought up in New Delhi, India. Moved to Vancouver,
Canada few years back and now enjoying the Australian
lifestyle.
Tell
us something about how the 3d world fascinates you and
how has the journey been so far?
It's been a great journey so far and I have really enjoyed
what I have been doing so far. Since I can remember, I
have been drawing, reading comics, collecting Action Figures,
watching movies and playing games. When I was studying
at school, I was very much fascinated by special effects
in Hollywood blockbusters like Terminator, Predator,
Aliens and such movies, and always wondered how they
produced them. My interest to explore those creatures/characters
in the movies and games, made me choose this field as
a career. So right after my schooling, I took a 3 year
course in multimedia back in 2000 and used a few graphic
software applications like Photoshop, 3dmax. I also did
Advanced Studies in Game Arts recently at Vanarts Vancouver.
Since then I'm hooked on this stuff.

What
are your main sources of inspiration?
I am inspired by many things. As mainly I am a modeler
and texture artist, my biggest source of inspirations
are great traditional artists and their sculptures, such
as drawings and paintings by Michelangelo and Leonardo
Da Vinci. Their epic artworks like David, Pieta, Hercules,
Moses, Adam and others, are still the best sources for
inspirations for me.
CG
work in movies and games are always fascinating and inspiring
as well. Real life (humans, everything) that I see and
interact with around me has been also my biggest resource
for inspiration - as they have so much beauty and detail
in them, makes me wonder how they have been created.
Then
there are these detailed action figures that I have been
collecting for some time, they are also very helpful to
see the form of art in real-life 3d. My character VLAD
is very much inspired from a McFarlane series character.
Great
cg artists around the world creating stunning artworks
everyday, awesome talents I have worked with or known
of, have been some of influences for me to get better
in what I'm doing now.
One
of the biggest inspirations have been my parents. Both
of them being doctors, I have always lived with anatomy
books, medical terms and all the resources I ever needed
to understand human body. But in later time I realized
those things came handy to me when I got more serious
in 3d modeling. Also seeing them working so hard - has
made my attitude to be serious and work harder to achieve
better results.
What
is the best way of getting started in 3D imaging?
I
would say there is not just one way of getting into 3d.
There are a lot of different ways to get inspired from
and get into 3d. Get better at visualizing. Let it be
through sketches or sculpting. Collect a lot of references
from web and books. Read articles and collect useful information
about CG. Nowadays the internet plays a big role as a
resource. I started with a 3-year Diploma course in multimedia.
But then there were not a lot of resources available before
as there are now. So that doesn't mean everyone has to
join a cg course. I have many friends who are self-taught
and are very successful in CG. It all depends on your
drive and dedication and how fast you grasp things.
As
a student, how many hours did you spend on modeling, texturing
and lighting?
My student life when I was studying at Vanarts was
very hectic and hard. Especially with Vancouver being
one of the biggest hubs of CG studies, every year we used
to see these amazing modeling reels coming out of various
schools and great cg works in movies and games. So I had
to work really hard to produce a quality reel through
which I could get into the job market there.
Modeling
comes by a lot of practice - and hours and hours of tweaking.
So I had to spend numerous hours in making my models look
as close as possible to the concepts. And then comes the
texturing part, which I loved from the very start. As
to me it is like painting on a canvas ("if the uv's
are laid out properly"). Sometimes I literally slept
in my class in a sleeping bag and then wouyd get started
the next morning. Also now after work, I dedicate some
of my time to modeling and getting better at it - As there
is always so much to learn and life is so short!
What
do you suggest to the wannabe modellers?
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Life
Drawing, Anatomical Sketching, Sculpting, Sketching and
painting, and an eye for detail are very important things
if you want to be a modeller. Inspecting every day objects,
how they react to environment, inspirations from real
life, keep practising every day, getting inspired from
great artists around the world, talking to your peers
and respecting them.
Especially
for character and creature modellers, I would advise to
know the human body well. Do a lot of study in anatomy.
Research as much you can, draw a lot and always be curious
to get more details. Work it out from the bones, to the
muscles and then to the skin. Sculpting can be a big help
too, just like it was for me. If you can feel the form
physically, expressing it digitally won't be hard. There
are lots of good books by great artists (Michelangelo,
etc). Those can be a big help too.
And
at last, practise, practise and practise is the key to
be a good modeller.
Also another important advice would be, never be dependent
on hardware or software. Tools are there to just help
you and will keep on changing, but what matters most is
your artistic sense and abilities. Making your fundamentals
- of arts, colour theory, anatomy and composition - strong.

With
a bunch of 3d packages available in the market, which
one do u think is versatile. And what does an artist need
to keep in mind while getting himself/herself 3d software?
I have used both 3dmax and Maya as my base modeling software.
And did not find any bigger differences as a modeler.
As per my experience they both are great pieces of software
and fulfill my needs when it comes to character modeling,
rigging, animation or more. There is always give and take
in each software app, but thankfully I have never made
myself dependant on any particular software app, and hence
always been experimenting with a combination of them when
it comes to the final product.
Also
I would like to mention, Pixologic's ZBrush is a great
piece of software that has made my imagination able to
be expressed in a very seamless way. It's like a digital
sculpting tool for me - and I almost use it every day
at work and at home. Its very highly recommended software
- especially for modeler and texture artists.
So
again, research a lot, read reviews and consult industry
peers and look for the best software that would fit your
needs.
Do
you have any special tricks in getting photorealism?
Photorealism is the hardest thing to achieve in CG.
We humans are so similar - but there are these subtle
changes in the face and body that make us different from
each other. Our eyes are very much used to picking up
these small changes, which makes us different from each
other. Especially the face has got so much detail in it
- that it's very hard to achieve that amount of detail
in cg model.
But
these days new standards are being set and you can see
it in some of the best photorealistic character and environment
work. To name a few as good inspirations would be - characters
from movie Final Fantasy Spirits Within, digital doubles
from the Matrix movies, and recently cg models from King
Kong.
If
you are interested in photorealistic cg creation, collect
as much real life reference as you can. Try to see human
faces in a new way. Try to read all those subtleties in
faces. Read from all angles and use reference images for
front and side views. Get the silhouette shape right with
flat color. Variation in skin color. Then comes another
level of detail, skin wrinkles and pores. See where the
skin folds and creates wrinkles. Read how light reacts
to skin and scatters. There are a whole bunch of tricks
for this subject, and I could fill the whole interview
with it.
All
your textures look fantastic, do you draw them yourself?
Could you give us some tips on how to create such amazing
textures?
Texturing for me is like painting on canvas. Painting
has been natural to me, as I have always been playing
with colors. I am very fond of exploring weird looking
creatures and their skin colors. See how the skin reacts
to light and emits different colors. My quest for exploring
these beautiful natural creations made me more interested
in creating textures for my characters.
I
mostly hand-paint my textures just cause it gives so much
freedom to control the way your final texture looks. I
have huge collection of custom-made libraries of all the
brushes I want to use. For e.g. Hair and fur strokes,
skin pores and blemishes, scratches, dirt and stuff. It
all depends on the observation and collection of resources
that you will be painting your textures for. First thing
I do whenever I start a new project is make a new folder
named 'Collect', and put lots of reference, related or
even unrelated images. Most of my texture ideas come from
nature so I start collecting images of creatures and animal
skins. Also one of my biggest inspirations are special
effect and makeup artists. I have a whole bunch of images
from special effects and makeup artist's web sites. I
usually check those links as well for texture resources.
These
are few things that help me in creating realistic-looking
textures:
-What's
the quality of object? Is it hard or soft?
-For
how many years it has been there or living?
-How
does it react to its surrounding environment? Like
in rain, fire, or just normal climate?
-How
many layers does it have? Like human skin is very complicated
and usually I paint the skin's top layer like pores,
blemishes and roughness, then I paint epidermal or if
needed sub dermal skin. If its metal, then how many
layers does it have? Like paint layer, chip off color,
real metal color etc.
-How shiny/specular the object or its particular layer
is?
And recently I have started using SSS (Sub Surface Scattering)
through which I am getting very realistic results. As
human skin is not solid, so if an area is thin, light
hits and scatters through it. Like your ears and figures
put against the light, you can see the redness of blood
through the other side.
How
do you plan the lighting for your scenes?
Lighting plays a big role in my projects. It's like imitating
the real life into a 3d scene. It creates the whole mood
and feel - like happiness, fear, sorrow, love etc. Especially
being a modeler, showing those curves and shapes of human
form and muscles, its important to know how to light your
scene properly. Bad lighting can waste the hard efforts
you have put in your model.
I
usually plan out everything beforehand, like the mood
and feel of my final scene. Most of the times - I do a
rough sketch in Photoshop just to conceptualize - with
very basic lighting that would hold my initial ideas.
And then as I go further, I keep on building more ideas
on top of that.
My
basic light setup for a character would be - one main
light source, one fill light and one rim light sometimes.
According to the scene objects, I place various bounce
lights also sometimes, imitating the light being bounced
by that object to the character. Cause in real life, every
object bounces light off main source, i.e. sun or bulb
etc. This is when I am doing a Manual light setup without
help of any Final Gather or Global Illumination, which
can be very expensive in terms of rendering. But FG/GI
creates more realistic looking renders, compared to manual
setup.
So
there is a trick which I have been using for all my renders
to fake FG/GI. Its called Ambient Occlusion. It can be
generated by using Mental Ray shader and generally named
as Dirt Map in Maya or Max. This generates soft shadows
where the objects are close, just like in real life, and
is faster than GI renders.
Do
you make the whole scenes in 3d or do you composite them?
I mostly render my scenes in different passes. Like
diffuse pass, specular pass, reflection pass, shadow pass,
ambient occlusion pass and so on - then merge these in
a compositing software. It gives me more control on particular
layer depending on the final look I am looking for.
How
important are sketches, drawings, and research ... to
your artworks?
Drawing
and sketches are always a great help to my projects. It
helps me to pre-visualize my character or scene and to
lock the ideas that I might forget otherwise. While working
as a modeler - either I do rough concepts for my model,
or at work I usually get character concept sheets to visualize
in a better way.
I
also do detailed research on the project I am working
on. Collect heaps of images and references. If I am modeling
a human model, I refer to anatomy books I have. I think
research plays a big role in saving your time and mistakes
you might do later.
Another
part of my research includes sculpture references. I have
personally realized that physical sculptures can be the
biggest help to visualize your digital model better. I
have been collecting some action figures from McFarlane
series and found them very helpful while I am working
on a 3d model.
You
being from the gaming industry, can you tell something
about the aspects in the production pipeline? Can you
share some of your recent projects at Redtribe?
We at Redtribe are working on some very cool projects
right now. A big aspect of the project includes pre planning
- and we make sure everything goes through proper channel
and is planned beforehand and that everyone is provided
with required assets.
You
already know how strict the rules are in this industry.
Unfortunately, I cannot share much about our current projects,
but that its very exciting and includes challenging models
to be made. Both realistic and fantasy based. Though I
could give a sneak peek of the models I am responsible
for modeling and texturing.
Any
artists you particularly admire?
There are lots of great artists who have inspired
me and whose works have always kept me getting better
at what I am doing now. As already mentioned, I love the
sculptures and drawings of
Michelangelo and Leonardo, and they are
some of the biggest traditional inspirations to me. To
name some more traditional and special fx artists - I
would list these great names. Rick Baker, Jonathan Fuller,
Paul Mejias, Steve Wang, Mark Alfrey, Henry Alvarez, and
more.
To
talk more of this time, there are some great 3d artists
whom works I greatly admire. To name few, Franscisco Cortina's
and Steven Geisler's - realistic looking characters have
always kept me stunned and still inspires a lot. Aaron
Sims, Jonas Thornqvist, Fausto De Martini, Kenneth Scott,
Krishnamurti M Costa, Pascal Blanche, Rene Morel, and
more.

What
are your future plans?
I have always wanted to be part of challenging projects.
And I am enjoying what I am doing now. I want to create
quality of characters that has never been achieved till
now in games thus setting new standards.
I
have always wanted to work on some cool movie projects,
which I recently got the opportunity to work with, and
found great respect to the quality that is needed. I would
love to be a part of challenging but exciting game or
movie projects in future where I can satisfy my artistic
abilities with relation to proper production.
I
would also love to have my own studio at some point of
time, so that I can pick and choose the projects that
I like - resulting in the client's satisfaction.
My
last words to the readers would be "IF YOU CAN DREAM
IT - YOU CAN ACHIEVE IT…BUT YOU GOTTA WORK REALLY HARD"
www.harshcg.com