Joseph Drust: I am a Character Artist for
Ubisoft residing in Pittsboro,
North Carolina. Growing up I always knew I wanted to do something with art. In High
School I wanted to be a graphic designer/product designer (work on
design elements for retail packaging etc..) I also played A LOT of games;
pretty much anything I could get my hands on (One Must Fall 2097, Quest
for Glory, Madden, X-Com, Doom, Quake, Raptor:Call of the Shadows, and
anything on a Nintendo system.) I never really thought about games
needing artwork until my senior year when my drafting teacher by the
name of Stephen Satterwhite said "You enjoy playing those games so much
why don't you make art for them." Until that point I had never thought about games needing artwork to exist. After that all my
artwork through college shifted to having something to do with games
(along with any elective courses I could take.)
I have been creating character art for video games for
over 10 years. I have worked on projects such as Tom Clancy's Ghost
Recon, Splinter Cell: Pandora Tomorrow, Ben 10 Alien Force, Earth
Defense Force Insert Armageddon, and Ghost Recon: Future Soldier.
Novedge: What inspires you?
Joseph Drust: There is no sole item that inspires me. I have a
large library of Art Books that I reference constantly, then a
dedicated folder on all the computers I use that is home to any image I
find appealing on the internet and
right-click save. I use these two
resources quite frequently to find inspiration. I feel that the wider
range of art you expose your mind to, the better art you will produce. I
also find a lot of inspiration in nature, focusing on patterns and
structures that organically exist. For most of the work I produce, I try
to establish functional realism and lore. I think this is a product of
creating military characters for quite a bit of my career. Now the list
of Artists that inspire me changes constantly, some of the artists I
have been enjoying following recently (their philosophies and art) are
Danny Williams,
Andrew Jones,
Derek Stenning,
Kris Kuksi,
Odd Nerdrum,
and
Maarten Verhoeven.
Novedge: What is a recent project that you worked on?
Joseph Drust: When working in games, production cycles can
sometimes go on for years before the product ever sees store shelves. The
most recent game I worked on that shipped was
Ghost Recon: Future
Soldier. I was tasked primarily with modeling the high-res and low-res
customizable headgear objects that the player could select in
multiplayer.
At home during the late evenings after my toddler goes to
sleep I continue working on various other projects in my shop. Most of
the time I am up till the wee hours of the morning sculpting,
kitbashing, recording tutorials, writing zplugins, or painting
something.
The Piggyson Steam Series (kitbashed vinyl KidRobot Munny's)
has been one of my larger fully tangible endeavors I am currently
working on creating a new line of those and some larger scaled steampunk
style robots (that function of course).
Novedge: What software do you prefer and use? Tell us why.
Joseph Drust: The main software I use daily for digital
sculpting is
ZBrush. Then I also use
3ds Max (varying versions pending on
what the project requires),
Photoshop,
xNormal (for map baking),
Headus
UVLayout,
CrazyBump,
Marmoset ToolBag, and occasionally
Marvelous
Designer. I am always on the lookout for new software or tools to help
speed up my production pipeline and let me do more art and less
technical processes. Most of the tools that I use are related to my
production pipeline (sculpting, generating retopology, unwrapping, map
baking, and previewing).

By far Zbrush is the tool that has changed how I
work the most on a day to day basis. Before Zbrush my day to day job was
pushing and pulling single vertices, and turning edges inside of
3ds Max. With the release of
Mudbox (before Autodesk acquired it) I was
instantly hooked on digital sculpting. After AutoDesk acquired Mudbox
there was a lull period for the program and I had a friend by the name
of Abraham Valdez that convinced me to give Zbrush a try. After getting
used to the Interface I never went back. I've been using Zbrush for
about 80% of my working day since then. It's a excellent tool and it
keeps getting stronger with every version release. So now I go to work
and sculpt with a Wacom Stylus rather then move single vertices with a
mouse. I was a Zbrush fanboy even before I started creating tutorials
for them :)
Novedge: We are big fans of your tutorials. How did you get into
teaching? What do you like the most about it?
Joseph Drust: I'm glad you enjoyed the
tutorials! I hope they were useful! My desire to teach started back in
college. At the time it was extremely hard for me to find any information
on creating game assets. I spent most of my time doing trial and error
attempts for a lot of the processes (this was back in the
Quake1/Half-life1 mod era.) When I got my first game job, I was fortunate
enough to be able to stand behind an artist by the name of Eric
Armstrong. In a period of one week of 'over the shoulder' learning I
had every single question I had about creating game art answered. After
that, I decided that when I could I would help distribute my knowledge
of game art to others. My first open forum for tutorials was with the
original Ghost Recon. I set up a FAQ page that covered how to mod
Characters, Weapons, and Vehicles to Ghost Recon. Users could email me
questions and I would reply with diagrams and 'how to' steps if
necessary. Back then there were a lot of little things you had to
rotate/place/label in order to get items running in game. From there I
started giving talks at local schools and writing tutorials. The
tutorial writing eventually was upgraded to video and that's were we are
now.
The thing I like the most about teaching is the
ability to share knowledge. I find that if I can share knowledge with
someone, then they have the potential to do something that I may not
have thought about, then if they share that knowledge the cycle
continues. This also directly relates to inspiration; giving others
information to help them create better art that in return inspires.
Novedge: What innovations do you see in your field now or in the
future?
Joseph Drust: Even just since I have been in the gaming
industry the field has changed considerably. I see the character
creation process in the industry continuing to move to more traditional
methods (but of course with Undos and Symmetry.) The 3D printing is
taking off as well (in the future maybe having the ability to go to Sears and
have a part for your lawn mower 3D printed right there!), and so is 3D
Scanning (the resurge of photogrammetry.) I see the usage of 3D
printing, digital sculpting, traditional sculpting, and scanning to be
intertwined as standard practice for character creation.
In other technology I personally would love to see
the removal of the UV mapping process/requirement for game assets. Never
having to create a UV map would be great, someone needs to get on that
;)
To see more of Joseph Drust's art, visit his
website.
To learn more about the latest ZBrush release, register for our webinar
here.
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