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What spec machines are you using it on at the moment?

I have two workstations to play with. One at the office and one at home. The one at the office is a 3DBoxx dual Xeon 3.06GHz, with 4GB ram, a Quadro FX 3000, a Sony 24" wide screen CRT and about 2.1TB storage using external Promise disk arrays. At home I have a single Pentium 4 3.2GHz on 800MHz FSB, 2GB ram, a Quadro FX 2000, a Dell 20.1 Ultra Sharp TFT and about 500 GB for storage. All machines are equipped with Plextor 8x DVD burners and TEAC DVD players. At the office, I also have a DVS SD StationPro video card and an 80GB DLT for late-night backups. For rendering I have eight RenderBoxx nodes, that handle the 3D tasks (LightWave) and 2D tasks (Digital Fusion). All these nodes are dual Xeon 2.8GHz with 2GB ram each and they can save the day. Of course, I use a separate machine room for all these noise makers.

Are there any plug-ins you wouldn't be without?

Not really. LightWave out-of-the-box can handle most tasks quite easily. And if there's a job that needs something special, there are thousands of free LScripts or plug-ins you can find around the net, which can make life easier. For commercial products, I think the most valuable 3rd party developers, which are a major credit to the LightWave community are Worley Laboratories, Dynamic Realities, Evasion3D and Amleto, the easiest network solution available. And off course, the valuable but extremely low priced, OGO_Taiki, which I used on my last project…

In your opinion: Integrated or Separated? :)

Ha ha... I was waiting for this question. And what do you mean by saying integration? You mean, take all the tools and buttons that Modeler have and throw them into Layout? Hell, no! Keep them as they are now! Thanks, but no thanks!

As I see it, what needs to be done here is give Layout the ability to edit and animate the points of an object, create or edit endomorphs, animate weight maps and UV texture maps. And give Modeler the ability to save the progressive creation of a modelling tool as a motion file of some sort - maybe embedded in the LWO format - so we can use that file in Layout and animate things like lathe, smooth scale, Booleans, rail extrudes or anything. Also, lights and cameras in Modeler would be great for most surfacing tasks and for perspective camera matching. Now, that's what I call integration!

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Tell me more about your airbus. Did you model the plane from scratch, or buy it?

I wish I had bought it. I tried to find a suitable Airbus plane to buy for the project, but I couldn't find anything. You see, at first, this project required the plane to fly so close to the camera, we could see the screws on the window frames! This is something you either build it by yourself or hire someone to do it for you. But, later on, we decided that that particular angle was too harsh for the desired feel for the shot and changed to a mid-to-long shot for the plane. By, that time I had built an aeroplane that was extremely heavy on details, with all the screws, fins, edges, doors, hatches and windows that would be seen on camera, but no textures. Since all that detail wasn't going to be seen from a distance, I built a lighter version of the Airbus and also choose some design parts from a Boeing to put on, just because we liked them, but didn't want to start a Boeing from scratch.

In the end, most of the details like doors and control surfaces were based on textures and worked really well for that particular shot. Modelling and texturing the plane was about two months work, with all the changes included. In parallel to that, there was a lot of R&D went on for the clouds, because the shot required this plane to fly through volumetric 3D clouds at high altitude. For the clouds I used a 3rd party plug-in called OGO_Taiki. It's part of another great plug-in called OGO_Hikari. In my opinion, Taiki produces the most realistic volumetric clouds one can produce these days with computers. Period!

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