
Meet Josh Herman, Marvel Studios' Character Artist
- Name: Josh Herman
- Location: Los Angeles, California
- Facebook: Art of Josh Herman
- Software: ZBrush, Maya, Photoshop, Keyshot
(Digital sculptor, character designer, art director, and educator Josh Herman.)
Hi Josh, Thanks for taking the time for this interview. First, can you tell us a little about yourself?
Sure, I was born in Texas and raised in Colorado, and I found myself doing a lot of things when I was younger. I tried nearly every sport; I played a ton of video games and watched a lot of movies. I was in a drama club type of thing. I was very into cars and building things and being hands on, and I always liked to draw or sculpt or make model cars. Because of that, I find that my interests are more diverse, and I like a lot of things. Now it's movies and games that really grab my attention.
(Legacy Effects' 3D Hulk maquette for The Avengers. ZBrush Sculpt by Josh Herman.)
How did you get started with digital art?
I got started in college. I went to an art college in Denver that was a three year college. When I was about half way through I realized that I had gotten as much from there as I could and I wanted to learn more and that I wanted this to be my career. So when I had about a year left of school there, I started looking at other art and specifically CG art schools and I set my sights on Gnomon School of Visual Effects. I ended up applying and being accepted to their 2 year program before I had even graduated from my current school. So I finished up my last term, graduated, and then moved out here the next month or so and started school in Los Angeles.
What are your artistic influences?
Comics, games, and movies are pretty much my sole influences. I don't really have a specific set of artists that I've been looking at for a long time because I've only been focusing on art for the past five years. So, looking back on the things I loved, I don't know the specific artists who made them. I mean, I loved Ninja Turtles, and I read as many comics as possible as a kid, but I loved them for the characters, not the artists.
Now, I've started to look at art in a different light and try to see who's been creating what I like. Jim Lee has been a big comic inspiration for me. I love the work that the Creaturebox guys do. I always liked [Frank] Frazetta's work but never knew who he was. He's amazing.
And then there are the artists in the movies. I'm still a big fan of the movies from the late 80's and early 90's, movies like Aliens, Terminator, and Predator. So without even knowing it, Stan Winston was a big influence on me. Robocop is probably one of my favorite movies of all time, as well as The Thing. So Rob Bottin has to be in there.
It's kind of interesting looking back at things I love now and seeing how they are all connected. For example, Total Recall, Starship Troopers, and Ropocop are in my top 20 movies that I really enjoy, and they are all Paul Verhoeven movies.
(Legacy Effects' 3D Total Recall Concept art. Sculpted by Josh Herman.)
Which film did you have the most fun working on?
I think the one I've had the most fun on was Guardians of the Galaxy. I did more design work on that film than on my previous films, and it was really fun being a part of creating the look of the Marvel Universe.
Which software do you use, and what is your typical workflow?
My workflow changes a lot these days, and it's different depending on the type of project I'm working on. But it typically involves ZBrush, Maya, and Photoshop. Sometimes, I'll use Keyshot for a nicer render or materials.
(Legacy Effects' production Models from Iron Man 3 sculpted by Josh Herman. (Left) Mark 42. (Right) War Machine.)
When working on a digital sculpture, what is the hardest part of the project for you?
For me, the finishing touches on a final model can be the hardest. Not because the work is terribly difficult but because it's just draining. At that point, the model looks so close to a finished product, and it's just those little pieces and bits that need tightening.
The most fun is probably conceptual, but that can also be really hard because you want to make something that will look cool and fit into the universe you're working in.
It can be easy to get attached to something just to have them not pick it. So I try to stay removed from my work, not fall in love with anything and be able to look at it objectively.
How would you describe your style?
If I have a style, I think it's comic but pushed towards realism. I think superheroes should have huge, unachievable physiques, but I don't think they should be wearing spandex. So it's a blend of trying to create that character but making it more like something achievable in the real world. How far can you push something until it feels totally broken or overly cartoony. Sometimes I ride that line more on the realism side, and others I just go full cartoony.
(Red Finned Slarks 3D sculpt by Josh Herman.)
Where do you think your personal style comes from?
All the things that I loved when I was younger, and all the films are what has probably made my style take shape. I never looked at an artist's work and said, "I'm going to make my art look like that." I've just done what I think looks cool, and that is influenced by all the things I've seen before that I think look cool.
Do you have a favorite project, either commercial or personal?
Oh man, professionally, I think The Avengers and Guardians of the Galaxy have been the ones that I've felt connected to.
Personally, I have probably eight to ten projects swirling in my head. Some of them are more fleshed out than others, but I would love to get each of them done at some point. Most of them are games or shorts, and recently, I've really wanted to get one going. With things like social funding and Kickstarter, it's possible that something could be up soon-ish.
(Robo Walker 3D model by Josh Herman for a personal project.)
Do you use a tablet or a Cintiq? Why?
I use a tablet. I've used a Cintiq and owned one for a while, but I never got comfortable with it. I prefer the tablet now and I don't worry about not getting the perfect stroke the first time, cause fortunately, there's an undo button.
Do you have any advice for new or aspiring artists?
My advice for new artists is pretty simple:
1: Learn the fundamentals. Tips and tricks will change in the next 6 months.
2: Take every opportunity you can get, but don't lowball yourself all the time.
3: Be nice and work hard! The industry is small; you'll see those people again. First impressions are really important, but showing your work ethic is more important.
Where do you see yourself as an artist ten years from now?
Wow, that's hard. I honestly have no idea. I would love to be working on one of my projects, leading it. Ideally AFTER doing a few successful previous ones. But who knows? If that works out it would be amazing.
Check out our course with Josh Herman: ZBrush Creature Sculpting
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