William Belanger / Cegep Limoilou

William Belanger

Cegep Limoilou / Character Artist


Where did you first learn about 3D?

I always knew I would end up in an artistic field. In high school, I was in a multimedia program and I wanted to pursue in visual arts. That’s where my orientation counselor, followed by my art teacher, told me about 3D. It felt like I had found my path to follow! I then started learning 3D stuff by myself, watching a countless number of YouTube videos, while finishing high school. I then started to go to college in a 3D program and that’s pretty much it. 3D was a big discovery for me.

Why did you choose to go as a character artist? How did you discover it?

At first, I despised character artists. I thought environment artists were way cooler because they were doing big environments with lots of objects, while character artists were only doing one character at a time and that’s it. I then discovered the world of procedural texturing. After that, I ate the whole selection of free tutorials I could find on procedural texturing in Designer and really wanted to become a texturing artist. Finally, my third semester came up, along with the character modeling class. It was the spark that lit up the flame. I immediatly felt in love with ZBrush, the sculpting, the grooming, everything character modeling had to offer. I understood the difficulty behind this job and why character artists were so acclaimed. That’s what led me to practice again and again in order to become a character artist.

Since you are not in a working environment, some students tend to take it easy. How would you describe teamwork? Complicated? Easy? What were the challenges?

We had a couple of projects to do as a team during my time at school. Generally speaking, in my case, it was relatively easy since I was with either close friends or hardworking people. But I heard that in certain cases, teamwork was pretty harsh and some people would leave their jobs to others. Obviously, not everyone is the same and not everyone is good in every field of work. I think the main challenge was for people with better skills to help the ones lacking. By doing that the efficiency of our work would improve significantly. For all future 3D students, I clearly would not recommend taking it easy though, 3D takes a lot of time and patience and students should take their classes really seriously. It’s not always easy, but the price is worthwhile.

What did you do in your final work and what challenges did you face? And what did go really well?

In my case, I did not really do a “final work” since I got myself an internship before doing my last school project. But during my time at school, I was always doing personal work whenever I had free time. When I discovered my passion for character modeling, I even took a supplementary class during summer break to push my art and knowledge further. My biggest challenge for me was and is still motivation drop from time to time. Like lots of artists I think, sometimes we are not happy with what we are doing and tend to enter into the “no motivation” zone where we just want to stop completely. In my case, I just try to stop this certain project for a couple of days, giving myself some new thoughts, and come back to it later. By the way, I also plan on doing my “final work” during my free time, cause the more you practice, the better you can become!

What do you do to keep yourself up to date with new technologies?

This is a good question because I think it’s the duty of every digital artist to keep up with new technologies to improve their crafts. Personally, it’s only been three years since I started my journey as a 3D artist, so there is nothing that has changed much since then. But I always try to learn new tools, find new ways of doing things, and so on. Whenever I have the time and every personal project I do, I’m always trying to do things in a slightly different way.


Marieve Pilon
marieve [at]

info3dqub [at]

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