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by Travis Bourbeau GW: How would you describe yourself and what you do? RK: My principle joy in life has two sides: sculpting and teaching sculpting. Sculpting has become such a large part of who I am and how I see the world that I could not define myself without mentioning it. GW: You have worked with companies such as ILM, Sony Pictures Imageworks, Ubisoft and EA to integrate digital sculpting into their production pipelines. What do you think is the next step for studios to improve production value and efficiency? RK: I have worked with nearly every major game studio and consulted on every book out there about ZBrush. There are several ways to integrate ZBrush into your pipeline or your own workflow. Some artists use it for the entire sculpting pipeline and others use it just to add a little damage here and there to make it more realistic.
GW: How did you become passionate about sculpting versus other art forms like drawing and painting? RK: Sculpting speaks to the way my brain works. I understand sculpting on a level that I do not experience with anything else. No offense to painters, but painting seems to be a pretty little lie someone tells. I imagine all artists feel this way about their own art form. I just happen to be a sculptor. Sculpting feels natural to me. When I learn something new about human anatomy and how to sculpt some part of the body I feel like I have learned how to see the world all over again. It’s a wonderful feeling and very addictive. It drives me to be a better sculptor; to see the world with better eyes. GW: You recently took Richard MacDonald’s traditional workshop. What impact did this have on you? What effect has it had on your digital work/workflow? RK: Richard’s workshop brought clay back into my life. I had been so focused on digital sculpting and learning everything I could there, that I missed out on the simplicity of clay. When you watch a master sculptor, like Richard MacDonald, breathe life into a figure in two hours that you couldn’t do in two days in the computer or in clay, you have to re-evaluate a few things. His intensity and focus was amazing to see first-hand. So, now, I sculpt from life once a week and there is no better master than the nude figure.
GW: It seems that the tug of war between traditional and digital has always been at the forefront of the work you do. Deeper into your pursuit of figurative sculpture you seem to be placing a heavier focus back on the traditional. Would you agree? RK: When I was 21, I was sitting on the porch, and it occurred to me that if Michelangelo was alive today he would not be content with clay and marble. The computer as a tool is, to me, incredibly valuable to the process of creating art. I think the art world is still on the fence; the general public is still on the fence; but for an artist the computer is another hand, another brush, another part of our brain. It is a tool that makes more things possible. GW: ZBrush 3.5 has just been released. What are your plans for future training? RK: ZBrush 3.5 is an extension of the sculpting tools that we built in ZBrush 3 and by extension I mean they built another building right next to the first one. It is a huge extension. The Planar brush brings in a whole new level of sculpting ability and ZSphere 2 is just amazing. There are lots of plans for developing new DVDs, a book, many short-format classes as well as an update to the Introduction to ZBrush 3 DVD from the Gnomon Workshop. GW: What can students do to reduce their learning curve of ZBrush? RK: First, excuse the shameless plug but buy my Introduction to ZBrush DVD. Its based on the same curriculum I developed at Pixologic. The same curriculum I teach at the Gnomon School of Visual Effects and the same curriculum I use for corporate training. Also, grab the Human Anatomy figure from Anatomy Tools. Grab the book: Charles Bargue and Jean-Leon Gerome: Drawing Course. Try to keep your focus on form concepts and avoid getting caught up in surface anatomy. Squint your eyes a lot. Print your work out and look at it. Compare it with photographs.
To see more of Ryan Kingslien’s work, go to: www.ryankingslien.com |






