EaZyRemesh V2 is out!

We've now included versions for 2023 and up for those of you rich enough to upgrade!

There is also an Undo last button for 2023 and up which takes you back to the state before you first used the EaZyRemsh button.

Free upgrade for existing users.

HERE it is.

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Released Games in 2022!

I've been pretty fortunate this year to have two games I worked on, released.

I was the Lead Artist for Warped Kart Racers in May, and Character Lead for Electric Square in co dev with Criterion Games for Need for Speed Unbound a few days ago. Here's to many more projects in 2023!




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EaZyRemesh Bug fix for Zbrush 2022

Just a quick heads up. Since the release of Zbrush 2022, the UV function for Eazyremesh isn't loading. Some code needs to be written and as soon as that is done, I'll re upload it so it works with the latest version.


Thanks.

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Tips for getting into games or media

Intro

Here are a few excepts from talks I've given at various Academies and Universities. I thought it might be handy for anyone trying to get their foot in the door.

It's mostly character based but some of the tips will apply to environment artists too.

Some of the slides are self explanatory but I will give short blurbs for anything I want to expand upon.

Hope it helps. Enjoy!

Title


Me

When I first started out, I wanted to do everything. I eventually settled on characters because I found them more fun to do. However the skills I learned as a modeller stand me in good stead today if I need to jump on anything non-character related.

It's okay if you don't know what kind of artist you want to be when you start out.  The easiest way I knew what I liked was realizing how frequently I swore at my computer when i was doing something I didn't like... so I did the other thing! 😃


Tools

"Why isn't Blender on the list??" Well, since these talks were given, Blender has emerged as a very useful asset in a lot of studios. Whilst it may not be prevalent in a lot already existing pipelines, it is being used by a growing number of artists and studios daily.

It's good to try different programs, there will be times you'll work on a project that require you to use modelling software you don't use regularly, and basic fundamentals in that program will be an advantage.

I've used Max and Maya. I prefer the latter. Don't @ me. 😅


Character Tips

Always use reference. Unless you've seen everything ever and have a photographic memory, you need to get your reference and inspiration from somewhere. No, it's not stealing. 

Anatomy above everything. Study it, learn it, even in stylized characters, it's essential. 

*Constructive feedback. "It doesn't look right to me!" isn't feedback. How can you make it better? With lighting? Better form? Fewer details?

That's the kind of feedback that actually helps if you're receiving or giving feedback.


Character Example

I started with a sphere, blocked out the major forms before going into secondary and tertiary details. If it doesn't look good from afar, it won't look good up close! I only had one view so I had to look up baby elephant ref to finish the model. And this is why reference is important! 

You can find the game res model with topology and a turnaround HERE if you want a closer look.


Portfolio Tips

Keep it simple, stupid. Art directors don't have the time to wait through fancy flash animations. If you want to work in games, you'll need more than Zbrush busts. Show some topology. Pose you character models please!

As a personal thing, I never have WIPs in my portfolio. I leave them in the blog. 


Interview Tips

You'd be surprised how many people don't know about the company they are applying for. Read up, ask relevant questions. You're interviewing them as much as they are interviewing you.

The turtle Ice Age dude on the left was actually on my portfolio years ago. I thought it was awesome at the time! As you evolve, remove the old junk and replace it with the new goodness, you're only as strong as your weakest piece.

Don't stick realistic work in your portfolio if you want to work in a studio that does stylized work, and vice versa. Include the work you like to do, not the work you think will get you work, otherwise you won't enjoy yourself when you land your job.

If you're asked "will you be willing to use *software you've never used?*"   The answer is yes. Always yes. That thing you never used before  will come in handy one day in another company on another project. Trust me.

Smile. First impressions count.


Final Thoughts

Being the hardest worker doesn't mean being the last one to leave, it means "do the work"

Study, apply knowledge, ask questions, show enthusiasm for the job you say you love. 

Keep learning new stuff. I know people who lost their jobs because they didn't want to make the shift over to Substance and were happy to keep using Photoshop for texture authoring. 

Professionalism isn't limited to being on time, it also applies to how you speak to your colleagues... And you there, wear some deodourant! 

Mental health is  as important as physical health and I can't tell you how much exercise has helped me. We spend so much time in front of the computer, it's important to get out and do something physical. Walk, run, dance, ride, lift. Whatever, you'll feel great afterwards, thus helping your mental health!

We make stuff people want to play with, watch, experience. It's a great job. Have some fun with it. 

There will be ups and downs but hopefully mostly ups!


Go forth and crush it!


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Reviews


Hey, just a quick message to everyone that purchased my Eazyremesh tool. I appreciate it. If you find it working well for you, I would appreciate a review. if there are any issues or glitches or suggestions, shoot me a message and I'll do my best to sort it/ implement them in the next iteration as soon as possible.

Thanks!

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Hook Turnaround

I always wanted to render a turnaround for my Hook character but my old PC couldn't handle it. I have a new PC now so I gave it a go in glorious 2k!
More shots.


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Eazyremesh sale!

Hey! Eazyremesh, ahem, 2nd bestseller on Artstation,  is on sale. 20% off till June the 2nd. Try it out if you're into Zbrush! 

Promo Code: REMESHWITHEASE01


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Here are 5 things I wish I knew when I was started out in the games industry

I recently wrote a short article for my company's website and I thought I'd share it here for all the newer artists.

My name is Francis-Xavier Martins, I’m a Principal Artist at Electric Square Games in Brighton. This year marks my 20th year in the industry and it has been a very interesting journey. Ups, downs, failures and triumphs. I wouldn’t change what I do for the world and I’m very fortunate to be in such a creative industry. With that said, here are five things I wish I knew when I was just starting out. I hope it helps anyone out there worrying about the journey ahead.

1.   It’s okay not to know what you want to focus on

When you get your first job in the industry, you’re keen to jump into everything. Modelling, texturing, animation, VFX, and the rest. It’s all very exciting. You want to try everything, so much so that it can be overwhelming, a bit daunting and a little confusing. The laser focus you need comes with time. With all the skills you acquire, you will eventually realise which ones you like doing more than others. Just enjoy the hors d’oeuvres of skill and software and eventually you can hone in and spend more time on what you feel you want to spend more time on in your working day.

2.   Devour Knowledge

If you like, say, making cool stuff in Houdini, it isn’t enough to show interest to your colleagues or Lead. You need to spend time, even when you’re not being paid, to getting good. You need to practice, read articles, watch tutorials, figure out new and creative ways to use the software to make assets that will make your peers sit up and take notice. This will elevate your work to a new level and your leads will notice too. It’s a good way to fast track your way to better gigs and being indispensable in your field.

3.   Lose the Ego

When I first started as an artist, I was sometimes reluctant to take on criticism from other people about my work. Today I look back at most of the work I did in my early years and I cringe! You’re never as good as you think you are. Be humble, listen to criticism if it’s constructive, say thanks and more often than not you’ll find you’ll improve as an artist and your work will get better. A by product of having an ego is people will never want to talk to you and you might go on living in a delusional cloud thinking you’re the one, when in reality your work will be severely lacking the quality required to up your game.

4.   Crunch is not essential

I’m fortunate to work in a company that doesn’t enforce crunch. We hit our milestones by proper planning and having the right people doing the jobs. I thought crunch culture had to be done when I was a young artist. I thought it was something to be proud of. “I worked 14 hours last night. Smashed it.” In actual fact It’s harmful and in some cases, exploitative. It’s detrimental to your health and you will burn out if you keep doing it. If you find yourself in a company that regularly enforces this, I would seriously consider looking elsewhere.

5.   Have fun and communicate!

You’re in the creative industry, making cool stuff for people to watch, play, and experience. Have fun, talk to your colleagues, get to know them, inside and out of work. I worked as a freelancer for 7 years and many of the gigs I got were from people I formed relationships with when I was working full-time. Communication is a vital part of working in our industry so don’t be afraid to say hello to the person beside you, have a chat and be nice. You’ll find your working experience richer for it.

Bonus Point!

Something I want to add to this blog that isn't in the original is about keeping fit. You'll find yourself sitting for most of the day and I can't emphasise how important physical activity is to you. After you spend 8 hours or so staring at a computer monitor, do something physical.

Run, lift, climb, walk, dance. It doesn't matter. Get those endorphins in you! It'll not only improve your physical health but your mental health will be better for it too.

That’s it for now. Go forth and make some cool stuff, I'm off to the gym! 😊

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Leo is finished!

So glad I got him done! Normal process, Zbrush sculpt, retopology, make tutorial in the middle. 😂 Textures, lights and render.

PC struggled with this one so I'm going to have to get a new one built pretty soon!


All the Images are HERE.

To the next one! 



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Leo Update

Found some time over the weekend to tweak the pose and get the colour blocked in. Now to throw it into Painter, get him into Arnold and render him out!



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