Self-Taught and Self-Made: Mr. Emerson Silva


by Joshua Diokno   

Mr. Emerson Silva is truly an inspiration. When you look at his works online you’d be surprised to know he is actually self-taught. He didn’t enroll himself in any academic institutions or was affiliated in any prestigious workshops that taught him to become a good digital artist.

And when we say good, we mean GOOD. At the young age of 34, Mr. Silva already boasts of an impressive portfolio and various industry experiences in Game Development and Cinematics, and this was his dream all along.

With his journey into becoming the digital artist that he is he has this to say:

I know that eventually you will be tired and you will think that you are not evolving. You need to remember that our brain is a muscle and just like in the gym, you can’t try to get a lot of weight on your first day, it will take some time. And this is for any sport, anything that requires our muscles. You just need train and rest. You will improve, you will discover better ways of doing what you do, and more and more you will be able to lift more weights, increase the level of your illustration. You will be able to stay in it longer and be more pleasured by the whole process.

No truer words could have ever been spoken. So here’s Mr. Emerson Silva in this heartfelt and inspiring interview.

Xeno Creatives (XC): ZBrush technology brought a lot to the industry. What processes did you have to learn to be skilled in it?

Emerson Silva (ES): At the time I started my studies, there was not even a mention of ZBrush in Brazil. For many years, I used box modelling technique to do organic work, which was very difficult and made me give up on 3D at least 3 times. I came back because I liked to suffer, Ahahahahahaha! After I got to handle ZBrush, it completely changed my way of modeling. It was a huge advance, the speed of finishing a project increased a lot and I am really grateful that this tool exists. I use ZBrush for organic forms. For inorganic forms, I still use the poly-by-poly technique directly in the 3D software because I am much faster there

XC: What are specific ZBrush features do you employ in the production of your art? Has it helped you in improving your art better

ES: The sculpting resources—it is as if you had the plasticine in your hands and you are actually sculpting, only digitally. I find it very pleasurable to work sculptures on ZBrush. And of course, to do the displacement map knowing already how it will look in the final model. No doubt, without ZBrush my work would be much inferior.

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

ES: My dream was to make games since I was a kid because of the Megaman. I did not know for sure what I wanted to do and how to make games, but that was where I wanted to be.

A friend at the time introduced me to Visual Basics and said that with it I can make games even without knowing English, programming, and even without internet. I used the software without understanding anything.

After 1 year I learned to make a memory game. Over the years, with access to the internet, I could already find the Games Developers Forum, where I met a friend, his nickname was DGM, who was doing a 3D game. I asked him how he produced it and he told me it was through a software called 3D Studio Max. Soon I was digging into that software trying to make a head—but of course I couldn’t. But it inculcated in me a great interest. I began studying it for years until I got my first job around 2004 with web games in Brazil.

XC: Given your experience in the industry, what do you think is your edge as a 3D artist?

ES: Know how to survive with not so much money Ahahahahahahaha! Nah I’m joking. I think I’m a guy who knows how to perform a job well, who knows how to solve technical problems, and who easily learns because years of self-study.

XC: Whom do you do you consider your influence(s)?

ES: Wow, lots of people! From the famous names who are among us to the people who haven’t even started a portfolio. I think I would be unfair to give names here. Every 2D, 3D artists, and photographer who have done a job that pleases my personal taste I thank for existing.

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

ES: I think like any work, at some moment you are worn out because as much as you enjoy doing 3D, the work in the industry is not in many cases what you really want to do. But you have to, because the bills do not stop coming Ahahahahahahahaha! My biggest challenge is to try to find the balance between the pleasure of working on personal projects and the pleasure of working in the industry.

XC: What is your most exciting project to date?

ES: Character Cinematic to Destiny 6 game.

XC: Do you have any advice to aspiring artists?

ES: We are all students eternally, but what I have learned over the years and what I would like to have know back then is: watch out for anxiety, do not want to finish work/illustrations, just enjoy the process and try not to anticipate the end of the project; have fun trying to do what you are trying to do.

I know that eventually you will be tired and you will think that you are not evolving. You need to remember that our brain is a muscle and just like in the gym, you can’t try to get a lot of weight on your first day, it will take some time. And this is for any sport, anything that requires our muscles. You just need train and rest. You will improve, you will discover better ways of doing what you do, and more and more you will be able to lift more weights, increase the level of your illustration. You will be able to stay in it longer and be more pleasured by the whole process. So enjoy your day studying, having fun, taking care of yourself, because everything around us has a direct influence on our art or our behavior and knowing how to observe and absorb would be one of our best attributes for art.

Get to see more of Mr. Emerson Silva’s works by clicking here!



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