| Your
work has been quite varied. How have you ended
up with such a wide range?
I would not say it was planned
but I did have a goal to work in 3D. I started
out working for a games company creating FMV which
was good as I was thrown in at the deep end and
had to learn fast. From there I went to work at
The Magic Camera Company which later became part
of Millfilm. (I was initially going to be working
freelance on the opening Lost in Space sequence.
But with good advice I asked for a full-time position
and continued to work there for over five years.)
As the 3D team was a core
of five people (expanding with freelancers) we
tended to do a bit of everything - modelling and
texturing, moving onto animation and then lighting
and rendering. I quite liked this as it gave you
a chance to work in different areas of 3D and
not get too bored with doing the same thing all
the time. The company was based in a film studio
with a background of traditional and miniature
effects and had an established 2D department.
A lot of the work that came in was a mixture of
these combined with 3D, which was beginning to
be used more and more. There was a variety of
projects from whole sequences to the odd shot
or commercial. LightWave fitted in well with this
approach and kind of work with its excellent and
reliable renderer, easy of use and low running
costs. The use of 3D is constantly changing and
this reflects in what you are asked to do. Film
projects like K-19 showed this with the extensive
use of previz for mocking up shots and sequences.
Working as a 3D artist I would
say you have to be adaptable. For example last
year I worked on a TV show which combined live
action and CG characters which was a completely
different experience and challenge with very tight
deadlines and a different way of working.
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