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Home > Stories > Mashru Mishu: Quest For Perfection
Mashru Mishu: Quest For Perfection
    Posted: May 23, 2008 - 02:36 PM
    Author: the area
    Software: Autodesk Maya, Autodesk Mudbox
    Category: Games
    Mashru Mishu
    Mashru Mishu
    Hello, my name is Mashru Mishu. I am 27 years old, and currently living and working in New York. Originally from Bangladesh, I have now been in the United States for a little over six years. My father and mother are both fine artists, so I have been exposed to art since I was a child. Growing up in such an environment, I have learned a lot of art fundamentals and picked up many valuable tips. My first introduction to CG was in 1993, when my father bought a Mac (Quadro) and Photoshop 2 for his design work. The first 3D animation software that I used was Specular Infini-D (V2.5) on the Mac. Three to four years later, I got my first PC and found 3D Studio Max R2. I have been learning 3D from that time and it has been fun to experience the changes in the evolution of technology. In 2002, I came to the United States and studied at the New York School of Visual Arts (SVA). I graduated in 2006 with honors from SVA and received my BFA degree. A month after graduation, I got my first job in the game industry at Kaos Studios/THQ, Inc. where I still work as a character artist.
    The Area: Welcome to the AREA, Mashru. Currently you are a character artist at Kaos Studios, a division of THQ, Inc., located in New York City. What are some of the game titles you have worked on?
    Mashru: So far I have worked on “Frontlines: Fuel of War” and one unannounced title.
    The Area: Could you give us a description of what a character artist, like yourself, does? For example: do you do character design, modeling and texturing – what are your responsibilities?
    Mashru: Well I started out as a character texture artist at Kaos. I was responsible for texturing the majority of character heads in the Frontlines game including all the cut-scene characters heads. Additionally, I also textured some of the soldier bodies, a few weapons and environment assets. Recently, I started doing high poly modeling and sculpting as well. Needless to say, from time to time all artists produce some non-art work that the studio may require.
    The Area: Generally, what is the average timeline for having a complete character ready for export to game engine?
    Mashru: Production time per character can be somewhere between 3 to 5 weeks depending on the complexity of the character. This time is allotted for modeling and texturing only. Rigging usually takes another week or so and then the character is ready to export to the engine. Animation is shared for most of the characters and is done at a different phase of production.
    The Area: Though your work is a mixture of real and fictional ‘cartoony’ characters, they respectively display your understanding of musculature and anatomical features.

    Your character sculpts have truly great proportions and subtle, yet realistic details. Where/how did you learn to reproduce such life-like anatomical work?
    Mashru: I am still learning to create "life-like" characters and for the past couple of years I have been dedicating a lot of time to get better. I still have anatomical faults in my characters and I try to avoid these in every new model that I do. One thing I do a lot is observe people around me and just observe everything carefully. That’s the best way to learn how something really looks. Aside from that, I also get help from books on figurative drawing and anatomy in general.

    I try to have a variety of work in my portfolio mainly because I get bored with one subject or style too easily. However, I do make an attempt to make the characters follow the laws of physics and anatomy in general. Even when creating a cartoony character I believe that it is important to follow the basic form and structure accurately. I have heard many people say that making stylized/cartoony characters is easy. I think it is equally difficult if not more. If you study anatomy you will find out that the different planes of the face are universal and getting those planes accurate is enough to make a face look pleasant. This holds true for almost all characters whether they are realistic or stylized.
    ArnoldMud2.jpg
    The Area: Prior to working at Kaos Studios, what did you do?
    Mashru: I did some freelance work on product design, web designing and some non-commercial game mod work when I was studying here in NY. Before I came to USA, I did several logo animations and architectural visualization work for TV commercials in Bangladesh.
    The Area: Could you please tell us about your first encounter with a computer, and what was the first 3D app you used?
    Mashru: The primary impression of the computer was less than I expected, mostly because I used to watch too many science fiction movies. I thought computers would be something with more power and have the ability to do more. I’ve always felt that computers are too slow to do what I want them to do. This feeling disappears temporarily when I upgrade my PC every 3-4 years, but the general feeling of technology lagging behind is always there. My first ever 3D application was Specular Infini-D, around 1994.
    SF_MudF.jpg
    The Area: How would you describe the initial feeling of working in 3D space? Do you remember the first real ‘thing’ you made in Infini-D?
    Mashru: It was fun to be able to see something three dimensional inside a computer as if there was another reality inside it. Seeing the possibilities of what can be made inside the 3D world was interesting. Playing with the lights, materials and particle systems was almost like a game. At that time I did not have much access to the Internet and there were not any resources to help me learn the tool. Everything I did was more or less trial and error to figure out how the tool is working. Teaching yourself any software for the first time can be very frustrating also, but I never gave up easily and always kept at it. Every time I figured out a problem it was quite satisfying and encouraged me to move on to something more difficult. I am trying hard to remember the first thing I ever made -- but it is probably best that I don't smile
    GluttonMud2.jpg
    The Area: Computers and software back in the 90’s were a luxury; the cost of a Maya Unlimited license at one time was £10,000 British pounds and hardware not that far off! I am guessing you were one of the really privileged few who had access to both, while living outside of North America, the traditional CG and technology market. You are most fortunate that your father had bought home the Mac …and Photoshop 2 – which at the time had no such thing as undo, layers, or history (if I recall correctly). Could you give us an insight as to your feelings at the time, learning software apps and using the computer? Did you have to ‘fight’ with your dad to get time on it?
    Mashru: I am privileged more in the sense that I grew up among artists who appreciated art and supported me to follow the same path, but not in the wealth or money sense. My father went abroad to study but could not complete it due to lack of tuition fees. He initially went abroad with a certain percentage of his money as a scholarship that he ended up spending on the computer and software before he returned to Bangladesh. He ended up using them for his design work. Luckily it was a good decision to spend the money that way because at that time there was no one else competing with him with such tools at their disposal.

    Photoshop was the first software that I ever used (it did have undo as far as I can remember). Some of the earliest games I played were on Mac, such as “Prince of Persia” and “Marathon” (from Bungie). So overall it was a great experience.
    The Area: Did having prior 3D knowledge/experience help you perform better than most in the School of Visual Art (SVA)? Which apps were taught in your classes?
    Mashru: We had most of the Adobe line of tools, which I had pretty much a good understanding of before coming to SVA. The 3D tools I used before SVA was Infini-D, Strata Studio Pro and 3ds Max. It was definitely helpful to have known a lot of the basics of 3D. I never got to use Maya until I started studying there. Some of my teachers David Halbstein and Daniel Williams amongst others helped me quite a lot with learning Maya. I was also learning pretty fast because I had access to a number of different online resources, CGTALK to name one of them. I also got to see artwork from other talented artists that made me realize how far I had to go and how much more there is to learn.
    The Area: What is your 3D arsenal of choice?
    Mashru: My current selection of tools include Maya, Mudbox, Topogun, xNormal, Photoshop, Zbrush and UnrealEngine3.
    The Area: How long have you been using Max, Maya, and Mudbox respectively?
    Mashru: I used Max for more than 5 years, then switched to Maya when I came to SVA and have been using it for around 5 years. I got into Mudbox beta a little less than two years ago and have been using it since.
    The Area: When you sculpt, where do you get your references for all the details like folding of cloth or markings on a face?
    Mashru: For sculpting cloth I look at a number of references, the first is observing people in the streets or subway, the second is looking at a mirror and third is photo reference. Some of the best photo references for cloth and fabric can be found at online shopping sites. There is a science to the way cloth folds and different types of cloth fold differently. The key is in observation as always.
    The Area: Could you tell us about your images shown below here?
    Mashru: All of the models here are for my personal portfolio, nothing commercial. Most of these characters are done as a particular exercise. Every one of them is different from each other, intentionally. For the Arnold caricature, I was trying to create a successful stylized 3D caricature. The challenge on this Arnold character was getting a good likeness, smooth curved surface quality and of course, pushing the humor factor in the model.
    Arnold Caricature
    Glutton was actually started for a Mudbox contest a while back. Unfortunately, I forgot to check the rules of the contest. Because of local laws, no entries from New York are allowed…obviously, I could not relocate to another state so I ended up not submitting this for the contest. This glutton character is sculpted with the mesh Autodesk provided, later I added the tail and the chicken leg in his hand. The theme of the model is greed as you can guess.
    Glutton
    Iblis is one of the recent models I made for the Dominance War III game art contest. I could not finish this on time due to other work.
    Iblis
    The King Pin was an exercise at creating an overweight character and also some exercise on cloth.
    King Pin
    Street Cop was one of the earlier characters that started out as an anatomy sketch and then progressed into a full finished character.
    Street Cop
    The Area: Depending on the level of complexity, how long do you spend on a sculpt?
    Mashru: The time I spend on a model really varies quite a lot. In most cases, I just stop working on something when I think I am tweaking too much and just going back and forth. Nothing is ever really "finished". If I had to settle on a time, I would say something like King Pin's head would take around 3-5 days. Sometimes I can get to the quality of what might take five days in one day depending how much I like the character.
    The Area: Do you have any workflow ‘perks’?
    Mashru: I spend quite a good amount of time creating a solid base mesh for the model and in general planning out the model. The next stage is sculpting. For my personal work, I tend to go about leisurely in the sculpting stage until I get a satisfactory result. I do have to force a stop at some point because there is no end when trying to reach perfection.
    The Area: What would you like to see most in the next release of Mudbox?
    Mashru: Some features I would like to see:

    • 64bit Enabled

    • Copy and Paste objects with all levels and layers

    • Transform/Scale/Rotate on face selection

    • Clone stamping brush

    • Brush preset manager with ability to create custom brushes with certain spacing, alpha etc. (something like Photoshop)
    The Area: Who/what is your biggest influence on your work?
    Mashru: There is no one source of influence for my work. For inspiration I look at a lot of concept art, movie characters and people in the street. Lot of my inspiration from character modeling in general comes from traditional sculptures and paintings.
    The Area: Do you foresee for yourself a future in film industry or going back home to work?
    Mashru: I definitely would love the opportunity to work on a feature film.
    The Area: If your dad had not been working in design and that Mac never made it home, what would you most likely be doing now?
    Mashru: I would have gotten a PC sooner or later because I never liked Macs anyways smile. On a serious note, I don’t know what I would be doing. It is like trying to imagine what I would be doing if I was born in a different place at a different time. I hope I would still be doing something useful.
    The Area: What are you currently working on now -- any sneak previews?
    Mashru: At the moment I am working on several figurative sculpture-type models. I don’t have anything to show yet. I am also finishing the Iblis model and creating a real-time version of her, and will be posting these on my site soon.
    The Area: Mashru – thanks so much for your time and for sharing your amazing talent with us!
    Mashru: Thank you AREA for the interview! smile
    In order to post any comments, you must be logged in!
      Posted by the_vita  on  07 Sep, 2008  at  04:46 AM

    super!
    Tremendous detailed elaboration!

      Posted by toxic-gfx  on  28 Aug, 2008  at  02:53 PM

    this is so gr8 i hope to be like him some day
    Thank you AREA for this interview

      Posted by ferrao.fer  on  05 Aug, 2008  at  11:50 PM

    great work mashru ..you are a great inspiration for us

      Posted by Shahrukh Ikhtear  on  27 Jul, 2008  at  10:17 PM

    Hey this guys from my country! Great to see talented ppl from Bangladesh. Awesome stuff.

      Posted by phatty  on  23 Jul, 2008  at  07:59 PM

    Wow… you are truly talented.  It’s nice to see that you were fortunate enough to grown up around a lot of artists and the industry.  I can’t believe how far you are along in your age.  You are only a couple of years older that me and you already of acquired a wealth of knowledge that will take me a life time to learn.  Awesome interview!!

      Posted by bobbysingh  on  08 Jul, 2008  at  09:25 PM

    very very very very very nice

      Posted by zero909  on  03 Jun, 2008  at  07:04 AM

    Nice interview. Very amazing models.

      Posted by Longboarder1  on  27 May, 2008  at  05:49 PM

    WOW, everything looks amazing.  Those are some great models!

     
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