Today, we are going to talk about one of the most talented character artists in the world, the successful 3D Artist Alessandro Baldasseroni. His journey of becoming a great 3D artist was not an easy one but it is very interesting.
Alessandro Baldasseroni is a self-taught character artist who started learning about art and 3D in 1996. He played around with 3-D software, mostly 3ds Max and AutoCAD. He never had real influences or was taught by anyone at the early stages, he never studied art but he always wanted to express his creativity, because 3D was interesting enough on its own at the time.
For Alessandro Baldisseroni, 3D was just a hobby back in 1996.but was working toward making a personal portfolio for fun whilst working full time as a CAD operator at a telecommunication company. When the opportunity was presented to him, he chose to apply to Milestone which is a video game development studio to see if he could make a living as a computer graphic artist for games.
The successful 3d artist Alessandro Baldisseroni never went through formal education so he didn’t know much about anatomy or sculpting. Instead, he learned slowly through trial and error. It took a long time before he developed himself as a better artist and trained to be more confident when approaching a wide variety of different characters in terms of styles. h
He wasn’t sure whether he could execute the projects perfectly but it was not a problem for him because he is a self-taught artist.
He worked full time in videogames in Milan at Milestone between 2001 and 2007, as a Senior 3D/2D artist on video game titles such as:
Racing Evoluzione, FX Racing, Scar – PS2/PC, Evolution GT, Moto GP 2007
And more.
At that time he was very active in doing personal artwork in his spare time and posting them online on forums, mostly CGtalk and on a few others.
The online popularity helped him to get noticed by a few companies outside Italy and among them is Blur Studio specifically, which showed some interest in his work.
Blur asked our successful 3d artist if he was interested in doing some remote freelancing for them on character modelling and he accepted gladly because it was a real challenge considering that before that he always made characters just for fun but never professionally.
They seemed to be pretty satisfied with his work on characters, and he freelanced for them for more than a year
Keep in mind at that time he had his regular full-time job at Milestone game development studio, so he had to make time to work on Blur`s assets after work in the evening and often at the weekends to be able to deliver on time.
At some point, Blur asked Allessandro if he was interested in relocating to their studio, probably because they finally had an open position as a staff character modeller.
He didn`t think about it twice, and He accepted with enthusiasm. Blur put their lawyers at work to get him an O1 Visa working permit for the US. The whole process took about 8 months and finally, he moved to Los Angeles in October 2007.
at Blur Alessandro Baldasseroni was working as a Lead character artist. In charge of modeling, texturing, and surfacing high-end characters and props for game cinematics, movies, and commercials Also in charge of managing teams of modelers on individual shows.
Marvel Ultimate Alliance (Game Cinematic) 2007
Warhammer Online (Game Cinematic) 2008
Section 8 (Game Cinematic) 2008
Fable 2 (Game Cinematic) 2008
Tomb Raider 8 (Game Cinematic) 2008
Terminator – Salvation (Game Cinematic) 2009
Halowars – (Game Cinematic) 2009
Dante`s Inferno (Game Cinematic) 2009
Mass Effect 2 (Game Cinematic) 2009
and much more.
Working for Blur has definitely helped this Successful 3D Artist to learn how to work under pressure with high standards. Moreover, he was able to get in touch with awesome artists that work over there, especially the character modeling team that was there at the time. This allowed them to share and learn techniques quickly, getting good constructive feedback.
For example, Alessandro Baldisseroni worked on the Batman character, doing modelling, texturing, and shading based on the guidelines of the in-game model provided by the client. He was also the lead character artist on this project which means that had to oversee the development of all character assets, looking at artistic quality and technical execution.
From 2015 – 2018 Alessandro worked for Riot Games – Santa Monica. which is a huge game studio with hundreds of artists.
2018 – 2019: The Mill
Senior VFX artist in charge of modeling and texturing characters, props and vehicles for high-end commercials
Jan 2019 to present:
He is working as a Lead character artist at Nvidia. In charge of modelling texturing, and surfacing high-end characters and props for real-time and pre-rendered cinematics. I hope that this was beneficial, So you bring out the best of you.
And it is also good to take all the lessons from the story of a success 3d artist, and try to apply them, in order to become a better designer, you too.
If you want them to read more about this subject and get me to help you, please check this article;
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