Joseph Pikop – So Much Jobs – Episode 2

Joseph talks about how important it is to know your audience when translating a concept into a finished 3d model for your portfolio. He covers why it is important to research the concept before you sculpt.

In this broadcast, he starts an art test by sculpting a ‘Charr’ from Guild Wars 2, and talks about how he got a job at ArenaNet by doing so.

Concept Art: Kekai Kotaki

 

Joseph Pikop

Art Director & Character Artist

SoMuchJobs On Hiatus, Stay Tuned for Updates! Segment Summary: Insider tips, tricks, and advice for working in industries that involve ZBrush. Follow along and ask questions as Joe works live in work related scenarios. Location: Seattle, Washington Hometown: Elbow Lake, Minnesota How Did You Discover ZBrush? "One of the founders of S2 games convinced me to do some contract work for him with this new software, "ZBrush", and showed me the ropes. Never looked back!" Sculpting Experience: 12 years Most Used/Favorite Feature: "ZRemesher + DynaMesh wombo-combo" Previous Works, Industry Experience & Highlights: Rockstar Games, Gigantic (Motiga), Guildwars 2 (arena.net), Mad Doc Software, & Turbine Games Fun Facts: "I am equal parts whiskey, wiggle, and mustache."