Quentin J. Renaud: Constantly Learning and Becoming Better


by Joshua Diokno   

Fascinated by the Medieval Era, Mr. Quentin J. Renaud’s work is indicative of inspiration and in-depth knowledge of that era.

But it did take him a lot of learning and adapting to get used to ZBrush. And Mr. Renaud is one artist who does not tire easily from artistic challenges. Apart from an early start in childhood with the visual arts, he learned through the ropes of ZBrush and was able to produce pieces that are not only fun, but completely indicative of his discipline.

Mr, Renaud would challenge himself after every milestone, his thirst to become better is not easily quenched by a finished task. He recognizes that to be a full on, genuine artist, he must keep going and strive further.

And while the Medieval Period is a thing of the past, Mr. Renaud’s interest is always renewed and his skills up-to-date.

Through this interview, let us take a look at his experiences and motivations and see why Mr. Renaud is an artist worthy of being emulated.

Xeno Creativity (XC): ZBrush technology brought a lot to the industry. What processes did you have to learn to be skilled in it?

Quentin J. Renaud (QJR): When I started to use Zbrush, I found it to be very playful. I began at once to create various forms. I had the opportunity to learn certain techniques of Sculpt and Hard surface, through Marco Plouffe ( KEOS MANSON), that really allowed me to understand the potential of ZBrush thoroughly. Today, it is really by modelling  projects in  very different styles that varies my techniques, process of production (realistic Style, Cartoon, Stylized).

XC: As a dedicated artist, how did ZBrush help you further your art?

QJR: For me, the main strength of ZBrush is its full accessibility to anyone. It is very easy to use. The learning of brushes and techniques of Dynamesh allows to easily create your desired forms.

Since I was a child, I always enjoyed drawing and creating characters. The wide scope of creation offered by ZBrush helps me concretize my ideas. After every accomplished step, I take screenshots. This allows me to develop my 3D model objectively by comparing it with the previous versions. It is important to keep “an objective eye”, because the software presents so many features that we would surely like to use in its entirety.

XC: What made you decide to focus on ZBrush as a medium for 3D art creation? Are you still planning on venturing into other software?

QJR: At the moment, I often try to change my style from one project to another.

This enables me to step out of my comfort zone and learn a lot of techniques in production.

It is at this point that ZBrush revealed all its potential. It permitted me to modify shapes without needing knowledge in topology. This in turn allows for the creation of a number of iterations in order to find the optimal shape for an object. To know how to work various styles makes us more multi-purpose, and allows us to find jobs with greater ease.  

The same goes for the other software that I used. To know most different software allows for choosing and adapting one’s pipeline according to the project. This makes us more efficient and faster when accomplishing tasks.

XC: Do you have to be good in human anatomy when working with ZBrush?

QJR: For me, it is essential to be interested in human anatomy as it gives credibility to your characters. By definition, if a character has no skeleton, it cannot stand up. If it has no muscles, it cannot move, etc.

Even if one does not have an extensive knowledge in human anatomy to use ZBrush, it is complementary to create realistic and credible characters.

XC: Do you see yourself working in the movie and television industry?

QJR: Of course!

For the moment, I consider that my job profile is a specialized Games Arts profile. But I would very much appreciate to get the opportunity to learn more about VFX-oriented software such as Houdini or Real Flow. Through these, I will have “all the cards in hand ” to create small animation movies.

XC: Was your craft really a passion to begin with or just a job?

QJR: I consider my job as being a real passion. It is important to be fascinated to do this kind of job. Also, it requires great apprenticeship to be accurate on techniques.

It is also always necessary to learn more every day. You cannot work in this job if  you are not really enthusiastic.

However it is also necessary to keep a distance from your own work in order to remain objective.

XC: Seeing your works at ArtStation was a visual treat! We admire your versatility in style in that each of the characters that you created seemed to be a league of their own. But do you have favorite pieces? What are they and why?

QJR: Concerning my personal projects, I always try to do things unconventionally and variate my techniques. We must know how to adapt an existing artistic direction. More importantly, we should not to be locked into one specific style. However I like to create realistic type characters with a rather strong historical connotation. I am fond of history, to be more precise, about the Medieval Period. It is important to give credibility to my characters by giving them a history through the nearest reality possible.

XC: Who do you consider your influences? What attracted you to them?

QJR: I am fascinated by heroic fantasy since my childhood. I began painting and collecting a large number of Warhammer figurines. I found myself sucked into this rich and varied universe.

This is what brought me today to want to create and to give life to my characters and work on the hilarious, “Blood Bowl II Project: Legendary Edition” for Cyanide Studio.

But it is really during my studies that I found real interest in working in video games. I was lucky being able to study 3D in a great school in Paris NEW 3 DGE Arts School, with famous and talented professors such as Cédric Seault, Marco Plouffe (KEOS MANSON), Yannick Gombart (ARKANE STUDIOS), and Camille Delmeule.

XC: What other pieces do you want to create?

I am amazed by Medieval history and legends, I would very much like to produce short film series on the subject. The stories on King Arthur and the Knights of the Round Table are for me one of the most fascinating subjects.

I would also like to recreate at first the most faithfully portraits of big historical personalities bound to the Dark Ages and to the Middle Ages (Charlemagne, Clovis, Joan of Arc, etc)

XC: Aside from creating your own amazing character concepts, do you also see yourself being immersed fully in Game Character Design?

QJR: For the moment, as my portfolio demonstrates it, I realized that many of my concepts were inspired by the work of talented artists Joseph Weston or Gorgios Dimitriou. The purpose is to focus on the realization in itself rather than on the conceptualization of the character. Today, I work on characters dedicated to VR games (Innerspace VR)

I think this new playful experience offers a huge creative potential and will lead me to go on working to the development and creation for video game characters.

XC: If you weren’t working as a 3D artist, what do you think you’d be specializing in instead?

QJR: In fact, I don’t know.  But I’m sure that I would have chosen an Artistic job.  A job where you can create something with your own hands. Maybe in the architecture or in the cinema industry.

XC: What advice can you give individuals wanting to enter the industry?

QRJ: I think, they need to be very passionate.  You need to hang on, because this job requires a lot of homework. But all will be okay if you are dedicated.

If you are a beginner like me in the 3D industry you have to improve your 3D skills by producing some fan art or simple exercises. The most important is to keep having fun with it.

Don’t be afraid of getting things wrong. Making mistakes are the first step of progress.

For the ten past years, a lot of 3D material which will enable you to progress have been made accessible to all. You can also find a lot of good tutorials on the internet today to learn more about 3D softwares and update your own skills.

I wish all aspirants of the industry the best of luck!

Mr. Quentin J. Renaud, we are incredibly grateful for your generosity! The knowledge that you had shared through the interview is valuable and should be observed by future movers of the industry.

Want to see more of Mr. Quentin J. Renaud’s amazing works? Click here!



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