Once you know the tools, the technical aspect ends and the creative process starts.

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Maarten Verhoeven is a 3D artist who specializes in character sculpting and has a passion for film and monsters. He has been working in the CG industry across a number of different fields, which incorporate both film and TV, but is looking to focus his attention on sculpting. Once you know the tools, the technical aspect ends and the creative process starts.

Interview Maarten Verhoeven Interview with Maarten Verhoeven In your CG portfolio you state your passion for 3D sculpting and anatomy, but you have had a few years experience in other sectors of the industry. Can you tell us a little about your previous jobs and how your interest in sculpting developed? As long as I can remember, I ve been holding pencils, crayons and white paper, accompanied by hours of monster films. So when I turned twenty I went to art school. It taught me absolutely nothing except figure drawing and basic anatomy. I always wanted to create creatures for movies and the best alternative I could find over here in Belgium was to study Animation. I got a masters degree and went looking for a job. Finding a job wasn t easy but eventually I found a place and I have been working there every since as the only 2D/ 3D generalist. In a few words this covers storyboarding, logo design, motion graphics online editing, color grading and small visual effects in both 2D and 3D. I ve always loved creating things on paper and in clay so I decided to pick up on an older passion. I went online and saw some pictures from other artists and thought: Hey I want to make that! So I found ZBrush and here we are one and a half years later. Do you feel as though your grounding in figure your mind. The human eye and mind are very drawing and anatomy has proven useful with hard to trick or fool and errors will be picked up regard to your character modelling in ZBrush, by any viewer. or do you believe a different course may have been more beneficial? You have numerous sculpts in your portfolio I believe observation is everything. Learning to based upon film characters, but what do you see is one of the most important pillars for figure look for when choosing your subject matter? drawing. Try to understand what you re looking I love movies and their characters. For a long at in an objective way. Analyze the shapes and time, it was the only way to see weird characters proportions and you ll see it all makes sense in act and move in an environment as a puppet page 6

Maarten Verhoeven Interview or in CG. What I look for in a film creature is very diverse, ranging from a wish to recreate it through to a purely technical understanding of why someone has created it that way. In my opinion you can only learn from the best CG and makeup artists like Rick Baker, Jordu Shell, Scott Patton and hundreds of others that have inspired me. Often by studying their work and trying to recreate it with your own twists and turns you can learn how it s made, if you take time to look and study it. As a keen fan of films which movies have impressed you with regard to the CG characters and why? When I was a kid, I loved Jurassic Park, The Abyss and Terminator 2: Judgement Day but this was mainly because I couldn t guess how they did it. But in recent years the creatures in King Kong have really impressed me, particularly the ape animation which although being motion captured displays priceless facial emotions. The Pirates of the Caribbean series is another one for the diversity in the design of the zombie pirates and the sea-infested guys on the Dutchman. Transformers, LOTR and the Harry Potter series have their great moments and also made me feel like a kid again wondering how did they do it? page 7

Interview Maarten Verhoeven page 8

Maarten Verhoeven Interview Do you think that part of the beauty and thing is sure: it will always be just a toolbox for of CG from a technical aspect; it will be more appeal of CG is in wondering about how it is an artist. Once you know the tools, the technical appreciated by those who know how it s created. achieved, or do you think it has more to do aspect ends and the creative process starts. It s But a random viewer is a better judge looking at with reproducing something that is completely hard to create good CG work. Even if they are any concept or idea; he s not distracted by the imaginary? simulations, you must be very skilled to make technical baggage. CG can be looked at in different ways, but one them work. I feel that s the beauty and appeal page 9

Interview Maarten Verhoeven page 10

Maarten Verhoeven Interview Can you describe your work methods and approach to sculpting and do you ever create a low poly mesh in LightWave before going into ZBrush? I don t draw with pencils or crayons anymore. I create the base concept in my head and search for a lot of references in art books and pictures on the web. I build a base mesh in LightWave or ZBrush and at this point I already know where I will make the mesh denser in order to get the details in later during the sculpting phase. I have some decent base meshes built in LightWave: full bodies and busts. I don t like to waste time during the creative sculpting process. Do you ever make any clay maquettes of your models or indeed use this process to create 3D models? I haven t used clay as reference for my maquettes; for me it slows down the process of creating. I have a feeling that this will disappear in the end like make-up effects, and it will all evolve to digital. A lot of sculptors are leaving the classic materials behind and giving digital a try and I hope that they can find the real world feeling of analog materials in the CG realm. ZBrush has revolutionized the way character modelers work, but how do you see software developing over the coming years and what improvements would you welcome? I think that the creators of ZBrush have open sub layers blending and additional material and good communication with their artists, properties will be a new feature. I think that the and with every new version they seem to add new GoZ feature will be a great way of leaving new features that nobody has thought about, much of the technical stuff behind like prepping but once you use them you can t do without maps and making the setup in third party them. I hope that painting in layers and giving software for rendering. Also the Z render engine page 11

Interview Maarten Verhoeven is very strong but it could always improve with more specular, transparent, glossiness and reflection options. Of all your pieces which rate amongst your favorites and why? Most of the time my latest work is my favorite, and I think it will always be like this as long as I can see progress in my own work during the sculpting phase or the final composite renders. I could name some pieces like Centaur, Gorilla King or Mr. Wink as favorites because of the reactions I got from them. The Centaur is a quite dynamic and complex marriage of anatomical features. What were the most challenging aspects of this project? most challenging part of this piece wasn t the case. I wanted to give it the impression of being I created this work almost a year ago, and anatomy, it just felt right. I think that the attitude big, strong and heavy, and that is often forgotten I think I have learned a lot since then. The was more important than the anatomy in this in a lot of work as most of the time you ll see page 12

Maarten Verhoeven Interview emotionally empty T-poses. I always have an urge to give the viewer a pose, look or emotion, even if it s a bust. I try to add something to the character of the figure, even if it s very subtle. During the sculpting phase you ll already know how it should move and live in an environment if it ever got the chance to run free in a game, movie or animation. If you had the chance to work on any project what would it be? I would like to work on almost any big AAA projects, where I could learn and work with other artists, to exchange ideas. My preferred department would be pre-production or concept design of digital maquettes for toys (collectibles) or film. I love sculpting, design and posing, but textures and animation aren t important to me. Thanks for taking the time to talk to 3DCreative! Thanks, it s always nice to hear you have a following. Sculpt on! Maarten Verhoeven For more work by this artist please visit: http://mutte.cgsociety.org/gallery/ Or contact them at: darth_mutte@yahoo.com Interviewed by: Richard Tilbury page 13

Interview Maarten Verhoeven page 14