Hello dear readers and members!Next-Gen Hard Surface has had the incredible honour of interviewing Vitaly Bulgarov, an absolutely fantastic artist.
I hope you will enjoy this read. I know I did.

First off some basic information about yourself. Name: Vitaly Bulgarov
Age: 23
Location: California
Occupation: Cinematic Artist
Portfolio URL: http://bulgarov.com/
Tell us a little about yourself. Who you are and what do you do?
I’m a CG-Artist, working mostly as 3d modeler. Currently I’m a cinematic artist at Blizzard Entertainment. Before I moved to California I was working in Moscow as 3d character artist in a game company on fulltime position and at the same time was doing freelance for some American and European game companies. I’m a big fan of high-tech design and I’m still doing some personal work in this genre in my free time.

How long have you been modeling? And what made you start?
I’ve been modeling for about 7 years. When I was about 15-16 I was a big fan of 3d shooters (and I’m still a fan) I’ve found a program “Worldcraft” which allowed to create levels for such games like Quake 2 and Half-Life. It was a lot of fun to play my own maps with other guys. I did textures from scanned photos, yeah it was fun timeJ) So when I did a level which the program could not compilate because of too much faces and textures in scene I was very frustrated and my friend told me : “Check 3d max, this is what you need” And I checked it and it was a discovery, I said: “Wow! No more limits now!” He-he, this is what made me start
What are your tools of the trade?
I use Photoshop for concept drawing and texturing. I’ve been using XSI for modeling for my personal work. Working in pipeline production I work in 3d Max and Maya. I do sculpts in Zbrush and Mudbox. I prefer XSI and Zbrush for my personal work because of speed, efficiency and intuitive approach.
What are the most difficult things about hard surface modeling, according to you?
When I model something I try to surprise myself. I guess this is the most difficult thing and the most fun to achieve.

Quote:
As in any profession it takes time to learn how to make good work. Be patient and love to learn.
Which part do you find the most fun, and the most boring?
Blocking out the main big shapes is the most fun for me. Because it’s a real-time process and this is a such stage of work which gives opportunity to explore bunch of variations for the design. So making changes just on the fly can bring you to unusual result. There is something special in this process which hooks me so much. Even if you have a clear concept you will anyway find some more interesting solutions for your design because the process is going in 3d space what gives you a different angle to see how the form is developed step by step. The most fun and pleasure is to be surprised by the result if you get something you didn’t expect and it works wellJ
The boring parts are building lowpoly(resurfacing) mesh and making UVs. But that’s part of the process so I take it well.
Could you tell us about your workflow, from concept to getting the model into an engine?
It’s pretty much the same what everybody does. If it’s an in-game stuff that’s the sequence of actions: concept, highpoly model, lowpoly model (resurfacing), UVs for lowpoly, baking normal map, ambient occlusion, drawing textures, test in an engine.
Do you draw your own concepts?
I draw concepts for my personal stuff. But at work I draw only if it’s necessary, more often I just do a quick paint-over to see how the forms fit together or for a quick refinement of shape silhouette

Besides 3D, have you done any real sculpting or other art forms?
I have really poor background of traditional sculpting(just a couple of studies) I hope to reimburse that in nearest future because strong traditional skills are extremely important.
Are you self-taught, or did you go to an art school?
I’m a self-taught guy.
What do you, personally, think makes a great Hard Surface modeler?
First of all it's sense of reason and patience. Everything from big forms to small details have to make sense and respond to the purpose of its creating. Every detail has to be added for a reason, but not just because you want to have tons of details:) Then it's well working balance, rhythm and feel of weight. And of course it’s attention to details.
Do you think anyone can become a 3D Artist?
Yes, absolutely!

You just need eyes, hands, computer and open mind.
Who are your idols when it comes to CG?
It’s entire art teams of Blizzard, Pixar, Weta, Stan Winston Studio, Epic Games, ILM and many othersJ
Quote:
I know it’s a hard time for the industry, but if you work a lot and have passion for what you’re doing you’ll find your place in this world.
And who are your favorite concept artists?
Paul Richards, James Hawkins, Carlos Huante, Andrew Ley and many others.
Do you have any favorite movies, books or works in other medias that inspires you that you'd like to mention?Movies: Alien/Aliens, Terminator I, II, LOTR Trilogy, Matrix Trilogy, Gladiator, 300, Pointbreak, Fightclub, Snatch and many others
Music: Meshuggah, Nile, Xcentric Noizz, The Prodigy, Sepultura, Calyx, Death, Black Sun Empire, Massive Attack, Carbon Based Lifeforms, Juno Reactor, Metallica,
Do you have any special techniques you'd like to share with the world?
I really like such approach of modeling when you’re not worrying about mesh construction but just concentrate on the form. You feel free to add any triangles and n-gons and don’t think about the topology. The priority is freedom and cool shape. So only when you’re happy with the design/form/silhouette you start thinking about mesh construction and fixing topology. This is really helpful when you’re working on complex design, because it’s very hard to keep the mesh clean and at the same time to be creative.
Do you play video games?
Sure
If so, what are you playing at the moment?
Starcraft 2 Beta
What's your favourite game(s)?
Starcraft Broodwar, Diablo I, II, Quake I, III, Gears Of War, Carmaggeddon, Half-Life I, Counter-Strike.
What would you like to tell the artists out there that are trying to get a job in the games industry?
Of course it’s to be hardworking as hell. But besides of that you have to love what you’re doing. If you just started don’t expect anything extraordinary from you. Just try to get fun from any stuff you’re working on. As in any profession it takes time to learn how to make good work. Be patient and love to learn. Take any task, even the most boring as a chance to learn. Have an open mind and be grateful for critics you receive from people. I know it’s a hard time for the industry, but if you work a lot and have passion for what you’re doing you’ll find your place in this world.

A few quick questions:Box or Plane Modeling?Both
PC or Console for gaming?Both
Mac or PC for working with graphics?PC (I never tried Mac)
Japanese or American Games?American
Zbrush or Mudbox?Zbrush
What is the ETA for your Gnomon dvd?
Thanks for the question! I think the dvd will be released in first week of July.
Thank you for your time! 
Thanks a lot for interesting questionsJ All the very best to your forum!
