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View Full Version : Featured Member: Sebcesoir (Sébastien Legrain)



aurick
12-11-07, 05:01 PM
Sebastien.jpg

It’s time for another interview! This time, we’re excited to bring you Sébastien Legrain – better known here on ZBC as “Sebcesoir”. He has kindly taken time out of a very busy schedule “down under” to provide fascinating insights into the work that he does with ZBrush. Get ready for some really useful tips!


I'd like to begin by getting to know you a bit better. Could you tell us more about yourself?

I’m a French artist, born in north of France in 1977. I’ve always been attracted by arts and drawing, and especially fascinated by computer graphics since first seeing them when I was child in movies like “Tron” or on the Dire Straits clip “Money for Nothing”.

You've worked for Microsoft and Ubisoft. Where are you at now and what is your title?

After working in Paris (on “Top Spin” 1 & 2), Montreal (on “Rainbow Six: Vegas” and “Farcry 2”), I have now moved to the opposite side of the world at Brisbane in Australia. I’m lead character supervisor at THQ. My role is to help other artists to adapt to next-gen technologies, and especially to work with ZBrush. I do some coaching and a few ZBrush demos related to characters, mechanical sculpting, or environments techniques. I’m also in charge of the character aspect of my project regarding character modeling pipeline, quality etc… And of course, I’m still deeply involved in production to make characters and props for our game.

Can you say anything about your current project?

All I can say is it’s an action game, involving a lot of architectural and mechanical work in ZBrush as you can see in the screenshots. It’s a very ambitious and challenging project, that’s why it’s so exciting -- but difficult in same time!

I have the chance to work with great people and meet amazing artists from all around the world.

What has been your favorite project to date?

All projects I start to work on become my new favorite! This is simply because I learn new things. On “Top Spin” it was characters pipeline; modeling and texturing humans. On “Rainbow Six” I improved those skills and developed mechanical and architectural sculpting in ZBrush. On “Farcry 2” I learned more about pipelines, next-gen shaders and modular assets work.

Following this rule, my current project is my new favorite: it will allow me to develop my mechanical workflow even farther to produce great pieces, and has allowed me to discover a new universe I’m now fan off.

Also, I think it will be a great opportunity to experiment with the new features of ZBrush 3 in production: TransPose for validation purpose, MatCaps for rendering, texturing and marketing, and 3D Layers for design changing requests.

I’ve been kindly allowed to show you 2 screenshots of my actual works. You can see how (thanks to retopology and mesh projection) I could reuse and improve an old skull to fit to my new real-time constraints and save a lot of time this way.

1-skull.jpg
2-skull.jpg
:: :: :: Download QuickTime turnaround (1.7 MB) (http://www2.zbrushcentral.com/z3interviews/sebcesoir/skull.mov)

What does a typical workday involve?

While involved in production, I still spend most of my efforts in character work: using Maya to make meshes, then doing a lot of texturing and sculpting in ZBrush. But as a supervisor, I now have to spend a lot of time on organization, discussions with other character artists to follow their progress and assign them new tasks, give from time to time some technical advice and write technical documents, send mails and go to some meetings with other leads or for external events. As you can imagine, a working day is not enough to do all that!

When working on a character, what is your typical workflow? (Overall process, stages, etc.)

It might be very different if I work on characters or mechanical elements. For characters, after making a base mesh in Maya or Max I reuse a base ZBrush model containing basic sculpted details (subtle muscle information, SubTool eyes). I change the proportions to match the particular face I’m doing. I then texture this simple model. Finally, I do all the fine details: eyebrows, hair, imperfections, micro details, and a final texture tweaking. I generate my normal map in ZMapper and then export my model out of ZBrush.

Always using the same base mesh allows powerful and efficient pipeline building in Maya or Max. (Skinning transfer, optimization spread out on all targets etc…)

For mechanical elements it’s different: the base mesh used to create details in ZBrush is different from the real-time model. In that case, mesh projection and retopology become precious new tools. I also take advantage of the new MatCaps to bake wonderful materials.

Photorealism is something that you obviously take a great deal of pride in. Any "secrets" that you'd care to share with the community?

Well now, most of the techniques I’ve been using to make characters are known… I would say that mastering photorealistic characters is more a matter of practice and skills than technical tricks. I’m still learning a lot of things from other artists, especially from Ryan’s blog (http://www.pixologic.com/blogs/ryan/)…

Like I always say: spend most of your time to achieve the cleanest and most realistic base shapes. Use photo references if you’re not confident in direct sculpting; use image plane and transparency to get proper proportions.

The extra detailing is very easy to do at the end, and it just the cherry on the cake. It won’t make your character look better if you have improper proportion of volumes.

Don’t forget any aspect of your character, especially ears: their shape is very important from any angle and can affect the personality of your character because they have very visible outlines. A beginner’s common mistake is to pay too much attention to the front view and the middle of the face, but what makes a difference with a perfect face is when you watch it from any angle and any part has the same attention to details and shapes.

A little tip regarding MatCap rendering: I’ve noticed that most of the time when I created MatCaps I didn’t pay enough attention to the specular highlight. It’s a fundamental element of a convincing material. Don’t forget that you can put more than one specular highlight; you can have multiple highlights with different falloffs; it can give great results. If you can’t find a color bright enough in the material you’re capturing, don’t hesitate to pick that color on a different element like the sky or the sun light. One thing I do in addition to the reference picture is to drop a color swatch on my document so I can grab any color I need.

3-armor.jpg
:: :: :: Download QuickTime turnaround (3.2 MB) (http://www2.zbrushcentral.com/z3interviews/sebcesoir/mechanical.mov)

All of your characters have a great deal of detail. About how long does it take you for a typical figure?

For a human face in production conditions, it takes around 4 to 5 days for a skin pore precision model with texture and material. But if it has more complex features it can be a bit longer. For a full character, it would take almost the same time for a basic sculpted body with texture.

Your gallery website (http://sebleg.free.fr/) incorporates the ZBrush logo into the banner, so you obviously focus on ZBrush. About what percentage of your work involves ZBrush? How do you use ZBrush in your work?

That’s an interesting point, I hadn’t really paid attention to it before you mentioned it but I spend more and more time in ZBrush; especially since the release of ZMapper for ZBrush2 and of course with ZBrush 3.

I use other packages mainly to make my base meshes, generate my UV’s and to export my real-time model. Most of my work (proportion changing, sculpting, texturing, rendering) is done in ZBrush.

For my personal illustrations, 90% of my work is done in ZBrush including the rendering.

Doing more and more work in ZBrush allows me to work very fluently without having too many forward/backward exchanges in different packages for a more streamline workflow. And I don’t have to worry about extreme polycounts.

One of my personal favorites that you've done was the Lord Marshall from "Chronicles of Riddick". How long did that project take?


If I remember it took me around 2 weeks to complete? Even if it’s starting to be quite old work, it was very interesting for me to do the armor’s details. Even today, I really like the helmet part...

Your website (http://sebleg.free.fr/) also includes some architectural work. What was it like working on that compared to the figures that you usually do?

To be honest, when I was asked to do environmental normal maps on “Rainbow Six” I was a bit frustrated because I thought it would be very boring and I couldn’t use ZBrush for that. I still gave it a chance and started to play around with primitives, smart resymmetry, radial sculpting. After building nice (but basic) elements, I managed to combine them to make more and more detailed ones. After I time I realized that I could achieve extremely complex pieces much easier and faster than any other way.

It then became very interesting, and it was finally a great opportunity to explore a totally different workflow. And some of those techniques can be used for characters in special cases, like armored figures.

I still really love to do environments and particularly gothic stuff. I really want to do more, but time is missing…

4-rifle.jpg

How long have you been using ZBrush?

I tried ZBrush 1.5 a long time ago, but without success. I couldn’t wait to pay around with ZBrush 2 after seeing the first beta screenshots. As soon as it was released, I managed to spend a whole week to see how it could fit into our next-gen pipeline (it was for the pre-production of “Top Spin 2”). Since that time, I’ve never stopped using it.

It was a really great chance for me to follow ZBrush’s evolution, from when it was a rather confidential tool and to see how it quickly became a major software in the CG industry.

I also think its sculpting philosophy -- the 2.5D technology and the fact it can handle millions of polygons -- result in a revolution for the computer graphics fields.

What inspired you to learn ZBrush?

Like I mentioned previously, it was the first ZBrush 2.0 beta screenshoots. They were totally different from anything I’ve seen before. So detailed! Also I was never comfortable in making human characters with traditional modeling (polygon editing). I had the feeling that ZBrush would be a much more intuitive tool to make organic stuff and I was right!

I then discovered it was as powerful for mechanical elements.


What is your favorite feature in ZBrush 3?

More than a single feature, I would say its entire philosophy: for me, ZBrush 3 succeeds in getting rid of most technical constraints.

Thanks to the retopology and the great transfer tools, you’re not restricted to any topology anymore. Even with multiple meshes, you can now project texture on different UV layouts.

Most brushes have been dramatically improved (wrap mode, roll, etc.) and are now accessible in direct 3D sculpting for more fluent work.

ZBrush 3 also gets rid of constraints in terms of production: being able to re-use and re-adapt previous production’s assets sets up a workflow that will accelerate your work.

Finally, features like MatCap, turnaround movies and TransPose are very precious helpers to showcase your work in the best conditions in terms of rendering, display and posing. They can make a big difference during a validation process…

What artists particularly inspire you?

For my work, I always look at what other people do on forums. ZBrushCentral is a great resource for me. Personally, I really love traditional sculptors like Michelangelo, Brancusi (I put my tribute to his fascinating “Sleeping Muse on my website) and Rodin. I also often check what is done in the FX industry, like clay sculpts.

How do you like to spend your free time?

I spend most of my free time with my girl going out; especially now that we have so much to discover in Australia and Brisbane in particular. It’s summer here and we have some of the most beautiful beach’s very close, so it will be a good opportunity to have some quality time between two projects… and feed some kangaroos! Below is a photo I took of Brisbane last night. I thought it could be nice to illustrate, since Australia is not well known.

5-brisbane.jpg


Special Note
The skull and armor images above are courtesy of THQ Games (http://www.thq-games.com/au/), with special permission for Sébastien to share them in this interview. The project itself is still top secret, and these images can’t be found anyplace else.

Thank you to THQ for consenting to share these images, and to Sébastien for the interview!

Intervain
12-11-07, 05:31 PM
Great interview again! Thanks! :tu:

Lil'sister
12-11-07, 05:36 PM
Great interview Seb and amazing work! I wish you the best in australia! :D

Shadowscheme
12-11-07, 05:43 PM
Wow speechless, one of my first inspirations for using zbrush. :tu: Thanks for such a great interview Sebastian!

Hazardous
12-11-07, 08:10 PM
Ohh man, GReat interview! Cant believe your at THQ - I Almost went there!!!! Would have been totally awesome to work with you man - your like my hero :tu:

Enjoy your time in Brisbane !!!!!!

AngelJ
12-11-07, 08:11 PM
Nice interview Pixologic,

I was curious when Seb would get a interview and it is well deserved!! Among many of the pro's here, he fits nicely among the other powerhouses for sure. Not to mention as skilled and yet time constrained as he is, I won't forget how he came on down to the starting skype real time sculpt sessions and gave of his own free time to help us lil people :tu: :tu: !! Very inspirational artist!!

Yari Jindou
12-11-07, 08:19 PM
Seb, i am really happy for you, you deserve this interview its about time! Like many others, your work also drew me to zbrush, if im not mistaken, you were one of the artists on here that made me purchase zbrush 2.0! best of luck to you and thank you pixologic for honoring Seb like this =).

S.P.Y.
12-11-07, 09:09 PM
amazing work Sebcesoir! I'm very interested in using Z-brush for Hard surface and architectural work and your execution is inspiring.

nightwoodwolf
12-11-07, 10:03 PM
an amazing artist .. always like his work, i am in the process of moving to australia i hope one day i will get the honor to work with you Seb :)


another great interview aurick thank you :tu:

phat
12-11-07, 10:08 PM
hey my friend ... good to see even more from you ...

hope all going well for you .

:tu:

Mytholon
12-11-07, 11:43 PM
Very informative inerview, and well deserved too.
I will be looking forward for more of your excellent work Sebastien.
A question: You mentioned in the interview that you bake ZBrush materials. What method do you use?

oops! I just found the answer to my question at your site. Thank you!

brettSinclair
12-11-07, 11:58 PM
Fantastic work! I'm jealous. Mind if i use your brain for awhile? :D

Cheers
Brett

Sebcesoir
12-12-07, 12:00 AM
Thank yo very much for you comments.

Mytholon, like you said, I did a small tutorial to bake materials in zbrush.

Unfortunatly, this process is not very accurate, and dosent match precisely the normalmaps.

For a very precise normalmap rendering now, I have no choice but use extrenal program to transfert it to my low res model.

Im still working on it.. if somebody has a solution ;)

skulll_monster
12-12-07, 12:26 AM
thanks for Interview...on of my favorites...i really like your amazing works , and gteat new works for your new studio..........................................
good luck !

Leshiy3d
12-12-07, 01:43 AM
:tu:

ncollings
12-12-07, 02:33 AM
Salut Sebastien,
Great interview, your "hard" sculpting in zbrush is so amazing.
When i try to do stuff like that myself, most of the time i can't get enought poly to have clean/sharp edge on details. so i was just wondering what is the polycount for the piece "3-armor" for instance ? ( over 6 million ...).

Congratz for all you have already accomplished and enjoy your time at Brisbane ;)

gookle
12-12-07, 04:12 AM
Great interview. Sebcesoir is talent zbrush artist very inspiration for me. thanks for this Interview. :cool: :tu: :tu:

alexleia
12-12-07, 05:08 AM
congratulations for your interview! i dont need say that im your fan!!
love your work

Alex Oliver

smeagol
12-12-07, 05:54 AM
well deserve ! :tu:

great interview ! and good luck at your new job !

bicc39
12-12-07, 07:43 AM
Ain't a bad shot of Brisbane either:tu: :D

alancamara
12-12-07, 10:18 AM
Great!

One of best Zbrush artist here.

Congrats

Alan

piz
12-12-07, 11:16 AM
Thanks for the interview Seb and... new stunning Master Piece in this thread...!!!
When you can... tell something on the new games that you are developing... :D

Ciaooo! ;)

DarthWayne
12-12-07, 12:16 PM
Congrats on the interview Seb mate, well deserved and I was particualry happy that the riddick sculpt got a metion it has always been one of my favs. Hope the game goes well. ;)


Wayne...

GUYJIN
12-12-07, 01:28 PM
Good to see you are doing well mate! Rock on! :tu:

Vexona
12-12-07, 02:06 PM
Great interview, incredible work!

womball
12-12-07, 02:09 PM
Some questions I have for you that I didn't see on the inteview.

Do you have a clay or other traditional type of sculpting background?

When you build your meshes in other programs (before zbrush 3 was out) did you build simple quad meshes, or ones with clean topology based on edge flow?

Do you use zspheres now?

Antropus
12-12-07, 02:15 PM
Great work and great interview Seb. Congrats man!

-Kris

Bryan Wynia
12-12-07, 02:35 PM
Great interview! Nice guy and an amazing artist.

Bryan Wynia
MY BLOG (http://bryanwynia.blogspot.com)

Jason Belec
12-12-07, 05:28 PM
Well it's about time!!!

So many cool things have come out of your twisted mind!!

All the best and we all eagerly anticipate new stuff from you. ;)

stumpf
12-12-07, 05:37 PM
Great interview, great new works.
All the best!

Ralf Stumpf

KOSOVA
12-12-07, 06:12 PM
Great interview from a great artist and beautifull new images as well.

Sokrat
12-12-07, 08:31 PM
HI Seb, as many just to say than I love your works, already impatient to see your new products.
Continue à tout déchirer !! :)

Sebcesoir
12-12-07, 08:46 PM
Thank you very much guys!

Wombal: now I only use extrnal programs to get my base shapes. Clean based of quads> I prefere to tweak my proportion in zbrush, on my high res model, that will also affect my low res.

Ncollings: for the armor piece, the base polycount is 127 points, the high res model at level 8 ends up at 1.836 millions points.
I started this piece at home, with a 3ghz pc, 2 gig of ram.

For my Zrifle-2, there's a massive amount of poly, and even if my pc can handle it, its close to its limit...
With arund 15 subtools, the polycount rise up to 63.842 millions polys...
I'm going to add a scope, it's support and some straps, it might reach 65 maybe...

undoz
12-13-07, 08:22 AM
Great interview and thanks for the workflow insights Seb!

hyper1
12-13-07, 09:51 AM
Seb,
Thank you for taking the time for this interview. 4-5 days for a complete facial sculpt! Boy o' boy you set a high standard! I was wondering, when you get some time if you wouldn't mind sharing your technique on your hard edge modeling: like your rifle. Its a beautiful piece and it would be a blast to see your ZWorkflow on such an item!
Thanks again!

aesis412
12-13-07, 10:32 AM
great interview, very insparation artist.

nickz
12-13-07, 02:42 PM
Always great to see your work and to hear from you. Your armor piece really blows me away. I sure would like to learn a thing or 2 from you!

Peace,

NickZ. :)

MR.BAHU
12-13-07, 03:18 PM
Hey seb,


The skull is very very nice!!! Always nice to see your stuff...
Hope everything is going well in Brisbane, look foward to work whith you again somewhere in the futur.....

Math.

Sebcesoir
12-13-07, 04:18 PM
Hope so man...:tu:

Prospect
12-13-07, 05:39 PM
Yeah, I'd have to definitely say thanks a lot for all the great Tips, I'm going to try and apply them when I start working on my reel this next term, great interview.:tu:

spaceboy412
12-13-07, 05:41 PM
Great interview Seb! love your work, man 65million polys for one rifle, how many polygons do you speculate it would take to replicate the whole world? :lol:

Calvin Pliskin
12-14-07, 04:57 AM
You know, just this interviews... hahahaha

it´s an inspiration to see major pros in the market talking about stuff they do

Keep Up the good work Seb....

I´ll look for your new jobs...

See Ya

ke
12-14-07, 01:34 PM
Thanks for your advices.

Je suis pas super douer en anglais alors ce sera plus simple de te dire merci pour cet interviews en français.
Et félicitation pour ton évolution, ça inspire le respect.
En lisant cet article, je me suis juste demandé comment tu arrivais à concilier ta vie privé et ta vie professionnelle telement la masse de travail à l'air importante...

Encore une fois ; bravo.

Marc Boulay
12-15-07, 07:09 AM
...

Great interview
Sebcesoir > Amazing and productif Artist :tu: :tu: :tu:

Bravo bravo, c'est un plaisir de te lire.
Et merci de maintenir le bon niveau de qualité pour l'exemple à suivre.

Que du bien et du bon pour toi, Seb ;)

All The Best

vedanta
12-15-07, 09:33 AM
Fabulous work, loved your website and thanks for the tutorials...

Atwooki
12-15-07, 04:00 PM
Many congratulations on being featured here Sébastien - waaay overdue, and well deserved :tu: :tu: :tu:

Thank you also for your willingness to share many useful tips 'n tricks on the way with the community here - most kind of you!

Enjoy your time in Australia, and I look forward to appreciating many more of your inspirational and quality pieces of work :)

Chris

slashpot
12-16-07, 01:47 AM
Bravo, Seb!
I've loved your work since my first days in ZBrush-land, like so many others it makes me angry when I'm feeling negative ('coz I can't sculpt like that), but makes me happy when I'm feeling positive, pourquoi ton travail c'est quelque-chose aspirer a (C'est juste?)

And now I find you're living down the road! I thought you were in Europe. I'm up at Caloundra, so when you want to visit the Sunshine Coast you must tell me. At least I could tell you where everything is!

Merci par tout! :tu:


PS: Fantastic shot of Bris-vegas! Did you take that from the Storey bridge? Did you do a bracket exposure? If so why not do a HDR image in Photoshop?

Neo Krea
12-17-07, 02:54 AM
J'aime bien ton travail, surtout le travail et le texturage du crane.

Pixologic nous a creer un logiciel incroyablement puissant qui tombé entre de bonne main offre un immense contrôle sur le monde :p

Keeping the good work man.

tortilla1
12-17-07, 09:36 AM
Cool stuff as usual !!!
The hardedge detailing always blows me away.

I would love to see the actual lowpoly mesh for that piece of armour.
How much detail do you actually model in maya/max and how much is ZBrush.
I presume...all the decorative detail is achieved by painting a very detailed
hires greyscale texture and then inflating the geometry with the texture used as a mask?

dustbin1_uk
12-19-07, 07:19 AM
Thanks for all the tips there Seb! Your a master for sure and deserve to be recognised. Well done!

oliver_twist_ot
01-04-08, 12:17 PM
Hi

Your interview was really exciting and gave me some good advice. it was:
"Reaching your goals with patience and effort."

Thanks a 1000000:cool:

nerveink
03-06-11, 09:11 PM
what?