Hi my name is Bekzod Fayozov. I am a 3D supervisor at United Soft studio and it is an honor for me to be doing this interview. I have been working in the field of computer graphics for 8 years. However, I did not start my journey with 3D graphics, but rather as a Graphic Designer and Illustrator. Graphic Design and Illustration are still very interesting specializations to me. But after 3 years of working, I realized that something was missing. I needed something more from my job… and guess what it was. It was Z axis.
When I was studying in school, I opened 3ds Max 9 for the first time. At the time, I had no internet, which meant no access to YouTube. I also had only a basic knowledge of English. Yet somehow, I created a table and chairs out of boxes using only transform, rotate and scale. This made me feel like I could create complicated models and had become a cool engineer.
After school, I went to study at a Design College where I learned the basics of graphic design as well as traditional sculpting. During those years, I started working as a graphic designer and an illustrator. One day, a friend of mine shared a link to Digital Sculpting Software and I tried it. I still remember that feeling, when I finally found that missing element, the thing that I was looking for. The Z axis! I was happy because I had been addicted to making plasticine figures and paper crafting since my childhood, and I could now do it digitally. Those were my first steps in the world of 3D graphics.
I began making different creatures and characters. But after some time, I also wanted to make them move, to render realistic images and create cool animations. However, I realized that I first, needed to learn about VFX pipelines.
When I learned more about VFX pipelines and general workflows in VFX production, I quickly understood that I needed to learn how to use more tools. I wanted to learn all about the field of CG. At this point, I was reintroduced to 3ds Max, but with a clearer understanding of what a powerful tool it was. The first thing I learned in 3ds Max was retopology (yup, sounds a bit strange). I started working in the studio as a concept artist and steadily changing position according to the skills I was learning.
Software is intuitive and creates opportunities to make incredible artwork. But how efficient and effective you work, is dependent on the workflow you have. For example, I started creating organic assets in “first sculpt then retopologize” workflow. Then I tried “first do poly modeling then go sculpting for details" workflow and I found it more efficient for some cases. I’m always trying to improve my skills and learn new ones. So, I am also doing personal projects where I can practice outside of my work projects.
My inspiration is linked to my motivation and I am always motivated to learn something new. Usually, I get inspired by the beauty of nature. Some time ago, I was wondering if it was possible to make a project where I can practice both organic and hard surface modeling, practice poly modeling while sculpting, where I can do complex texturing and shading works, which follows with rigging and animation? In reading this, you might think of a Sci-fi solider, on an armored fantasy knight (because that was what I was thinking at first). But I wanted to focus on real-world creatures. In doing research, I found that insects are creatures which could be considered both organic and hard surfaced, at the same time. So, I started recreating those tiny alien-like creatures. From that day on, I started becoming interested in Entomology. Some of my insects even got attention from Autodesk’s social media pages.
I am also inspired by the works of many incredible artists. The complexity, quality, realism and overall look of their works motivates me to move forward and work on my own skills. The artists who inspires me the most are Furio Tedeschi, Kris Costa, Rafael Grassetty, Ran Manolov, Lazizxon Ganiev, Vimal Kerketta, Eric Keller, Marlon Nunez and many more.
You can follow my work on my Artstation page or Instagram. Thank you!
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