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19/09/2003 |
| Gregory tells us about
his infatuation with Jurassic Park, working on
clouds
and creating the new ident for Village Roadshow
- all in a day's work for this talented Greek artist. |
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Tell
us about yourself.
I am 31 years old, born in
Athens on 16 February 1972 and I'm proud of my
1 meter long hair :). I'm not married yet, but
I've had a lovely girlfriend for the last five
years...
Tell us a bit about where
you work and what you do for a living.
Anima Films is a full production
house and I work there as a 3D artist and visual
effects supervisor. Typical day work could be
anything between modelling and animating in LightWave
and heavy compositing for commercials, to post
processing full length movies for output to film
or dealing with special effects for TV series.
This company can deal with all the stages of a
pre-production, production and all the post production
of a show, be it for film or for TV output.
I typically work for about
10 to 14 hours a day and sometimes I wish the
day was 48 hours long. Some late hours you can
find me online, playing Wolfenstein - Enemy Territory
or Jedi Knight 2 - Outcast, my favourite online
games at the moment. Just look for the "T.Rex"
guy...
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| When
did you see LightWave for the first time?
Hmm... Let me think... If
I remember correctly, it was about 10 years ago,
in 1993 when I got my hands on a magazine that
had an article about the Video Toaster on the
Amiga and showed its integrated 3D solution that
was called LightWave 3D. There was a render with
a Porsche and another with a desk lamp with volumetric
beams and soft shadows! When I saw them I said,
"WOW!" At the time I had an Amiga 4000 (the very
first one that came to Greece) and was playing
around with Videoscape, Imagine and Real3D. In
1994, LightWave became standalone, so I got my
first copy. I have been a LightWave user ever
since and no matter how many other apps I'll use
for my work, LightWave will always be there to
save the day, no matter how big or small the project
is.
I first started using LightWave
professionally in 1995, when got a contract at
a local TV station, though I was working since
1991 with other 3D apps of that era. Ever since
then, I've changed jobs many times along with
my use of LightWave. From station IDs to architectural
design, from print work to TV commercials and
from corporate presentations to film work. I think
I've done it all, except games. That is an area
I haven't touched yet, because I like work with
heavy poly-counts and enormous textures.
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| What
do you like about the package?
That's easy - everything!
Heh heh heh! Actually, there are three things
I like most in LightWave - the things that LightWave
owes its great reputation to - Subdivision surfaces,
interface workflow and the rendering engine. Working
with SubDivs in LightWave is like playing with
clay, but you don't get dirty. They are fast,
clean and straightforward. Also, LightWave's workflow
is so user friendly and intuitive that, even the
untrained one, can jump in, feel at home and start
producing quality images. And speaking of quality,
the LightWave's renderer is the best out-of-the-box-all-around
renderer available in a commercial 3D package,
because it combines elements crucial for a production
company like easy of use and setup, speed, 128-bit
colour depth and enormous flexibility with all
the custom shaders and plug-ins available, at
the most competitive price.
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What
could be improved for you?
In Modeler I would like to
have stretch-free SubDs for UV maps and fewer
tools in general. Yes! I mean, that we have tools
that do more or less the same job. Ok, options
are good, but I'd like to have fewer, but more
flexible, tools to work with. For example, the
Smooth Shift tool can be combined with the Smooth
Scale and have all their options in the numeric
panel to choose from. This would lead to an even
more streamlined workflow. All tools should be
real time interactive and a non-linear construction
history ala Photoshop would be very welcome.
For Layout there are a couple
of things. First of all, true sub-pixel or analytic
displacements during render time. That would be
THE most important addition for me right now.
Also, Layout needs the ability to select and edit
points and create new endo-morphs, with full spline
animation control. That would be neat. Grouping,
nesting and linking between surfaces, textures,
shaders and expressions, à la Digital Fusion's
way would be a dream comes true.
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