Wisdom Through the Challenge: Mr. Yuval Turgeman’s Journey in the 3D Industry
Mr. Yuval Turgeman is a no non-sense concept artist.
He is very keen with the details of a piece he creates. He knows that every concept art should tell a story and that it is his job to render all the elements he endows it with, purpose, he writes:
When you look at concept art be it character, prop or environment, every line, shape and color has its purpose. As a 3D artist it is our job to transfer those details to 3D in a way that they convey the same thing.
I also try to think what the story is behind each artwork I make and how that character’s story will affect the final presentation.
Despite a long hiatus, Mr. Turgeman was able to get back on the saddle. Having to choose to settle in England, he had to start from scratch. And from that he had gained wisdom and proved to himself that he has the resiliency every artist needs to thrive in the industry. To him, the biggest challenge of being a part of the trade is getting into it. He knows that while talent and skill are more than essential, studios knowing that you actually exist is probably the more pertinent.
So let’s get to know Mr. Yuval Turgeman in this short feature and find out how artists like him are shaped by experience and determination.
Xeno Creatives (XC): ZBrush technology brought a lot to the industry. What processes did you have to learn to be skilled in it?
Yuval Turgeman (YT): First off, I want to thank the guys at Xeno Creatives for having me. I feel humbled being featured next to such amazing artists.
I’ve been using ZBrush for a couple of years now, but I’ve only recently had the chance to really get into it.
My latest project was the first time I had created an entire character within ZBrush.
Usually, I model and pose my characters in Maya and only use ZBrush to create normal maps for the finer details. However, I observed that using ZBrush to create and pose my character was so intuitive and fun that I’m turning it into my new workflow.
ZBursh is such an amazing program, from super high detailed sculpts, to stylized characters and even hard surface models, ZBrush can do it all.
It takes time to get the hang of it, but in the end it’s definitely worth it.
XC: As a dedicated artist how did ZBrush help you further your art?
YT: I use ZBrush in order to create normal and displacement maps to add those little details that my character might still be missing. I love how easy and fast it can be to add those missing details using ZBrush instead of modeling it all with Maya.
XC: Was your craft really a passion to begin with, a hobby, or a mere job?
YT: When I was a kid I used to watch my older brother play video games on his computer.
I remember watching him play “Warcraft II” and I knew that when I am all grown-up I wanted to create badass characters too.
Art has always been my passion; I never saw any other path for me.
XC: Given your experience in the industry, what do you think is your edge as a 3D artist?
YT: When I was in college I took a concept art course in addition to my 3D course.
I feel like part of my edge comes from learning how to think like a concept artist.
When you look at concept art be it character, prop or environment, every line, shape and color has its purpose. As a 3D artist it is our job to transfer those details to 3D in a way that they convey the same thing.
I also try to think what the story is behind each artwork I make and how that character’s story will affect the final presentation.
I find that when an artwork tells a story it is much more interesting and memorable.
XC: Whom do you do you consider your influence(s)?
YT: There are a lot of amazing artists that had influence me. But if I had to pick I’d say Dylan Ekren, Pedo Conti, and Victor Hugo Queiroz.
Dylan Ekren is an amazing sculptor and illustrator. All his works are super clean and well thought out. He has amazing understanding of shapes, forms and flow and of what makes a character appealing.
Pedro Conti and Victor Hugo Queiroz have always amazed me with how they manage to combine stylized characters with realistic shaders and textures and make it work. Finding that balance isn’t easy, I take a lot of inspiration from their art.
XC: So far, what were the challenges that you had encountered working in the 3D industry?
YT: I feel like the biggest challenge is actually getting into the industry in the first place.
I was lucky enough to be offered a job straight out of college, but after a couple of years, I moved to England and had to start all over. Trying to get back into the industry, this time in a foreign country, is very challenging.
You need to make sure the studios in your area know you exist, and remember you exist.
Starting over in a new place can be very frustrating but I have always believed that if you put everything you have into it you will succeed.
XC: What is your most exciting project to date?
YT: I’d say my latest project is definitely the most exciting project I have made so far. It’s the first time I got to create a whole character in ZBrush, pose and everything. It took me out of my comfort zone and I learned a lot in the process.
XC: Do you have any advice to aspiring artists?
YT: If you really think this is what you are meant to do then act like it; work hard and believe in yourself. Put everything you have into your art and don’t give up even when it’s hard.
Don’t be afraid to ask other people for feedback. Each person, artist or not, sees things a bit differently and might point out something that you completely missed. Listen to what they say and be polite, even if you don’t agree with their opinion.
Want to see more of Mr. Yuval Turgeman’s art? Click here!