Adaptable to Constant Change: The Artistry of Mr. Sougato Majumder


by Joshua Diokno   

An artist of true caliber, Mr. Sougato Majumder is one who knows his material and isn’t shy in exploring new tools to further his art. He understands that the digital landscape is constantly changing and if an artist does not adapt, he will either lag behind or expire. But that is of course within the terrain of the digital discipline.

Though Mr. Majumder knows that he has a lot to learn still, he knows his edge and it is evident through his works. The details to his concepts are impressive to say the least. His sense of anatomy is almost impeccable.

Let’s get to know Mr. Sougato Majumder and see where being disciplined in ZBrush has brought him.

Xeno Creatives (XC): ZBrush technology brought a lot to the digital art industry. What processes did you have to learn to be well versed with it?

Sougato Majumder (SM): That’s absolutely true! Big thanks to the Pixologic Team for creating such a revolutionary software for the artists. With the passing years the software has only gotten more interesting. With its awesome features, it has given artists complete freedom and power to produce amazing artworks. 

The initial process that was I advised to learn in ZBrush was sculpting. The feel of digital clay and the capability to bend it to my will to create anything that I want to is fulfilling. The net is flooded with highly informative tutorials, techniques, and methods for using ZBrush. Learning this tool has become really easy. Everyone can conveniently explore and exploit the software through his or her own to understand and learn. Sure there will be mistakes, overhauls even; it will become very tedious at times, but in the end, the process of self-exploration would turn out fruitful. Such will be the joy of discovering the power of ZBrush.

XC: How did ZBrush help you further your art?

SM: Zbrush has helped me in multiple ways with my art. Everyone in the industry knows the story of how the gaming and movie production pipeline has changed and is continuously changing to achieve the unbelievable through ZBrush. It offers a wide variety of helpful tools like ZModeler or the various Clipping and Trimming brushes which aids crafting good hard surfaces along with multiple polishing features. There is also ZRemesher that allows the artist to indulge in pure sculpting with proper polygon distribution. It also helps in posing characters efficiently for presentation or for the design of any character or creature. It paints textures with spotlight and also has polypainting. Now, there is what you would call the Non-Photorealistic Rendering feature which helps in creating stunning conceptualized artworks. The list goes on.

ZBrush has offered infinite possibilities in digital creation. It shatters imitations—imagine what a gift that is to an artist!

With time, I know Zbrush will give us more options to create more complex works. 

XC: Was your craft really a passion to begin with, a hobby, or a mere job?

SM: Since I was a child, I was very much into comic books, video games, and animated series. From the very beginning I had a knack for creating characters. I used to scribble all day long in my artbooks or sketchbooks and it continued all the way until I went to highschool.  

And then I was introduced to ZBrush. It was an absolute joy for me—a perfect blend of passion and hobby I must say. Passion is what has driven me for so many years and is still driving me forward. I am really lucky that my hobby became my job.

XC: What do you think is your edge as a 3D artist?

SM: As a Character Artist it’s very difficult to focus on just one thing, or have an edge on it for that matter. When you’re creating your character, a lot of things are taken into account like clothing, weapons, props, etc. Obviously one has to develop his or her own tools to bring out his or her very best. If you ask me, I’d say Sculpting is my edge. It’s the thing that I really love, enjoy, and which constantly drives me to innovate, create, and indulge in conceptualizing new characters and creatures.

XC: Whom or what do you consider to be your influence(s)?

SM: There are a lot to mention! Obviously, comic books, anime, video games, books, and novels. These has been the pillars of my influence. But mainly I have my Father who has inspired and influenced me in many different ways and has been a constant force. Without him, I would have achieved nothing. I also have my Mother who was a singer, but unfortunately had to sacrifice her own art to manage a family and household but had never stopped me from being creative or pursuing something that I had dreamt of. Both of them are the two guiding lights of my life who had been a never-ending source of influence. 

Another strong influence, obviously, are the Industry Seniors whom I look up to, namely Rafael Grassetti, Majid Smiley, Alessandro Baldasseroni, Marco Di Lucca, and Alex Oliver. They all have been a big influence; the quality of art these great artists create really keeps me inspired and pushes me constantly to up my game.

XC: So far, what were the challenges that you had encountered working in the 3D industry?

SM: Challenges and obstacles are bound to come while you are working on a AAA title, they just keep hovering above, over the years working in big titles have always thrown complex challenges but a clean and efficient pipeline always helps overcome any kind of challenge.

The main challenge that I had faced is being in the outsourcing end of the industry. The time-crunch is a big issue. You had to learn to produce good art within a very strict deadline, at any cost the quality should not be compromised or should get deterred; you have to produce the best art within the given time, no matter how brief.  

Effective time management is the key to overcome this challenge, proper, and clear communication and a very timely and effective review of the assets.

XC: What is your most exciting project to date?

SM: The most exciting and amazing project that I have ever worked to date is “Injustice 2”. It remains to be one of the biggest AAA titles I have been involved in. This was a monumental project by Netherrealm which was massively diverse with its characters, props, and environment.  

The designing element was the main thing that would attract any artist to delve into it. The concepts were mind-blowing and the executives gave us the utmost freedom to expand and improvise. In every way this project remains to be my personal favorite. Needless to say, there are a lot of things that I learnt while working in it.

XC: Do you have any advice to aspiring artists?

SM: Stay focused and hungry always. You have to have the hunger to learn and achieve new goals in this ever amazing world of creativity. Do not rely on institutes and keep on exploring; the internet holds a lot of potential on the field giving you the venue to create something new. It will be tedious, at times frustrating, you would even feel like giving up, but always remember you’re doing it not for anyone else but yourself.

However, be open to constructive feedback, share your art, be humble, and above all, keep on practicing!

Want to see more of Mr. Sougato Majumder’s works? Click here!



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