Hey guys, I'm working at a smaller studio without many other senior artists to talk to. I've been brought on to mentor some juniors, and build the team up, but I'm having problems with one artist specifically. They don't take my feedback, try to go over my head for validation on their work, and are just generally a pain in the ass. I'm trying to focus on big picture things, and they're bogging me down in things that don't really even matter. I'm just trying to keep them busy while I lay out some ground work for the future production. I'm at the point where I'm wondering if I'm making the proper call. The issue is in regards to a specific prop. It's a pretty basic item. They've sculpted it, and it doesn't meet the expectations. I'll share the reference I provided, and the result.
Reference provided. Guidelines were loose, sculpt me something like these. Which might be part of the problem? but I feel like they should be able to come up with something at least sculpted well, even if it doesn't look like either of these.
Result.
I'll outline my thoughts on why it's bad, I would really appreciate some feedback on my feedback.
The sculpt in general is lumpy, and undefined. The definition on the planes of the faces is something that is key to the Easter Island / Tiki head type artwork. This sculpt is all over the place in that regard. The lips for instance, are too complicated and undefined. We're using this as a retopology guideline. We're not making normal maps from it, but we will bake AO for a diffuse only approach. Art style wise it's a bit too feminine? It's missing a similar charm that the reference has than can come through in the shape designs for different facial features.
After writing this, I'm thinking that my expectations are too high, and that I need to give this person a direct goal to aim for instead of asking them to design in zbrush.
Any thoughts? Thanks!
-edited my poo comment for posterity.
Replies
Not sure if it's a good idea to put up the actual images here though, this being a public forum and all.
I see three issues here.
A. artist doing their own thing, and not what you want in terms of style
- this could be either to the artist not being used to design (that is totally okay for a production artist imho)
or you have to teach them what you want to see
B. Bad habits in sculpting/modelling.
Like for instance the use of clay polish to get a "clean" result.
- this is stuff you have to teach them
C. There doesnt seem to be a workflow standard at hand
- this is stuff, that you as a lead have to define
All these are managable and it's totally okay to tell the artist to start over.
In general I think this is more of modelling than a sculpting task. If the artist is fit enough to a nice and clean, okay. usually they can't and nobody ever taught them how to model. In schools they do the "fun stuff"... sculpting in zbrush. But if you want a clean result, nothing beats a simple basemesh. I mean doing these few planes in modelling takes like what? 30 Minutes tops?
That sad, i think you need to establish a proper workflow and don't let the artists do whatever the they want.
Blockout > Basemesh > Detailling > Lowpoly/UVs > Baking > Texturing
They have to follow this process, a blockout is quick to be done, especially in this case. Converting the blockout to a sculptable mesh is super easy in this example. If that is set and approved they can start detailling.
If the detailling is not up to your standard, define the standard. You need documentation and rules to follow. The narrower and more defined, the closer it will be to what you expect. If it isn't start over until they follow your ruleset.
Archiving this for later!
Things I'll do --
I'll reinforce the process -- Blockout > Basemesh > Detailling > Lowpoly/UVs > Baking > Texturing.
Encourage a maya blockout over the Zbrush sculpt to start specifically.
Provide better concept art.
An expected timeline.
Make sure / mentally check, that my actions aren't making things worse. (this seems like a tricky one)
And impress upon them that they're a part of a small team, and that their efforts are valuable.