Introduction
From the bustling epicenter of the gaming industry, we met a remarkable artist who has worked on the game industry for over two decades. Meet Tomonori Shimizu, a distinguished 3D modeler hailing from the vibrant studios of SNK Tokyo.
With an illustrious career, Tomonori has left an indelible mark on the game development landscape. His expertise has touched iconic titles such as Final Fantasy XVI, and Ryu ga Gotoku Kiwami.
But Tomonori’s journey goes far beyond the games themselves, for it is in the crafting of astonishingly realistic CG portraits that he refines his skills, pushing the boundaries of digital artistry.
Join us as we delve into the captivating world of Tomonori Shimizu, an artist whose work not only immerses players in awe-inspiring realms but also continually reshapes the very essence of the gaming experience.
Interview
Please start with a simple self-introduction
My name is Tomonori Shimizu. I have about 20 years of experience in the industry and have been involved in multiple jobs such as character modeler for games and cinematics for pachinko games.
Recently, I have mainly been working as a 3D modeler. Some titles I have been involved in include Final Fantasy XVI, Pro Baseball Spirits, Ryu ga Gotoku Kiwami, Nioh (opening movie), etc.
I am currently working for the SNK studio located in Tokyo, Japan, and actively working on the production of AAA titles.
We were impressed with your CG Portrait of Ana de Armas. Are you primarily interested in portraits?
Among character artists, making a CG portrait of a celebrity is a trend or a path that most people have to go through at some point. So, I wanted to get on that trend as well.
I like to watch foreign movies, dramas, and pop music (especially songs by female vocalists) daily, and based on that, I decided to make a female celebrity. In this case, Ana de Armas.
When making a CG portrait of a celebrity, there are two crucial points:
To achieve the likeness and high level of CG, technical aspects like realistic textures, avoiding crossing the uncanny valley, etc.
It is still challenging to make a work that has both of these points.
Can you mention something enjoyable and challenging about this project?
To achieve the subject’s likeness was especially difficult. Looking at reference images, there are other shooting conditions like lighting, make-up, hairstyles, etc. This can cause very different appearances of the same person, so I spend a lot of time adjusting the environment to achieve a believable likeness.
Even after this, I have not been able to make a piece that is exactly like the subject, so I feel that it is difficult to make a person’s likeness.
The most enjoyable part was when I opened it on ArtStation and noticed many comments and feedback.
Where did you get inspiration from?
I think I answered this question previously, but, as I mentioned, I enjoy watching foreign movies and dramas, listening to foreign music, etc., daily, so I like to make portraits of actors or celebrities that I think are cool or have a good expression and are attractive.
In addition, I get inspired by seeing high-level works by other artists on ArtStation. But I try to avoid themes that other artists have already done several times.
Who is your favorite artist?
Many talented overseas artists are famous among 3D artists. Ian Spriggs is incredibly unique. His skill in creating CG portraits that can’t be distinguished from real photos is awe-inspiring.
He can’t be compared to the world’s top artists, but in Japan, I like Yokohara Hirokazu. I like his cute and subtle rough style, which is refreshing, and it stands out in a sea of simply “cute CG”.
I also like Ed Pantera. He creates works with themes from Japanese anime and games, and they are classified as semi-realistic. The blend between stylized and realism is beautiful.
What is your future outlook, and what would you like to challenge?
I am currently working for a game company called SNK. SNK was active in the 1990s and released many famous titles in the fighting game industry while sharing the market with Capcom.
However, they once went bankrupt, and it didn’t look good afterward, but now they are making a great comeback with the support of the Crown Prince of Saudi Arabia as one of the sources for their funding.
The goal now is to produce AAA titles, and the top priority is to create game graphics that are usable in the world. So, there is not much time for personal projects, but there are many attractive game characters in SNK, so in the future, I will change my route from real-life portraits to real-style fan art of my own characters.
I will also focus more on talent development than personal projects.
What software did you use this time?
The software I use includes Maya, Ornatrix, V-Ray, Zbrush, Mari, SubstancePainter, ZWrap, etc.
Conclusion
In the world of 3D modeling and the gaming industry, Tomonori Shimizu’s exceptional talent and two-decade-long journey are inspiring. His contributions to renowned titles have added depth and vibrancy to virtual realms, captivating players worldwide.
Yet, it is in his quest for the most realistic CG portraits that Tomonori truly pushes the boundaries of his craft, constantly honing his skills.
We’re grateful to have had the opportunity to explore his remarkable career, and we look forward to witnessing his future contributions to the ever-evolving world of digital artistry.
Remember to explore more of Tomonori’s work on his Artstation profile.
Vanessa is a Digital Marketing Specialist specializing in SEO, Social Media, and WordPress Administration, effectively bridging technology and online visibility.