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What's the fascination with Dragon's Lair?

:) Don't forget Space Ace too! I remember walking into my local arcade a very long time ago when I heard this game speaking, I went over and was totally blown away by the fact that you 'played' a cartoon! The animation and characters were so full of life (Don Bluth, ex-Disney what more can you say!) I fell in love with it!

Totally ahead of its time, I shudder to think how much money I must have poured into those machines, probably enough to buy one! It was always difficult finding machines that worked though, people not used to the 'set moves' concept thought you could move anywhere on screen, when it didn't work, the joystick took a hammering!

When I have some free time I'm thinking of attempting a CG 'Dirk the Daring' as my first character model, it would make a great project in LightWave, especially with its cel shading capabilities.

Do you do the design work in SolidWorks as well as the visualisation in LightWave?

Depends on the project, most design work is a team effort, but the modelling and rendering is done by me. The only exception is when models are handed over for rendering by the engineering department. The 'deskwalker' task light is one of my designs, it was done for a lighting competition, I was short listed for the final, but didn't win! I'd like to do more conceptual work, I have a few ideas lurking around!

I understand you do DJing as well. Who's your current pick of the pops? :)

Yes, I have been known to take to the 'ones and twos' in my time! It's mainly a hobby, although I have DJed in a few local bars and clubs, as well as weddings and parties. Weddings are actually very difficult, lots of people to please with many music tastes! Hmmm, current pick of the pops! I haven't bought much 'new' stuff lately, the last record I bought was a compilation of early work done by a DJ/Producer called AIM on Grand Central Records, very nice breakbeat stuff! Before that it was the new Plump DJs album "Eargasm" - great title!

You started a trend in new interface designs for LightWave. What was the inspiration behind your vX interface?

The impetus was born out of my frustration with certain parts of LightWave's interface. I felt that as it matured over the years more and more features have been added in, and the workflow has not improved as a result. I find that some options are in the wrong place for me (or not their logical place) or they are simply buried too deep in the interface, basically I find it a little messy in there! This might not be a problem for seasoned pros, but new users may find it confusing at first. This is where the irony is, when you get to know LightWave, it is easy to use!

Before I touched Photoshop, I sat down with a pen and paper first; trying to distil the essence of what made LightWave LightWave. What worked for me, what didn't, what could be changed without alienating the core user base yet helped new users, it wasn't just a designer fantasy, and it's not an easy task either!

There's still a lot to do, I wanted to show how Modeler would look right from the beginning. I'm a little miffed now that another modelling package has appeared because it has a lot of the functionality I imagined Modeler would have but I never found the time to mock it up!

The visual look behind vX was meant to be neutral, clean and un-obtrusive, but not bland either! It's also neither Mac nor Windows, not having to write platform specific interface code aids cross-platform development, this is why LightWave has a custom interface now. The look might not be to everyone's taste which is why almost every aspect would be user-configurable, saying that I've had quite a few emails from people asking when I was going to release the plug-in that changed LightWave's interface to vX so I guess some people liked it! I only wish I was that good at coding! :)

Most of your work is created for print, I take it. Do you create animations as well?

Most are stills, but we have animated some projects. They are usually either fly-throughs or exploded animations, nothing earth shattering! I'm quite looking forward to the hard body stuff in v8, I'm hoping it will allow me to create more mechanical simulations of products, that would be really help take my animations to a new whole new level.

I really like the tea in the cup holder. You've got just the right amount of translucency...

Yeah I tried to get that weak cheap coffee look you find on trains! ;) but I suppose it could be tea also. I used the surface thickness gradient for the first time.

That cup holder is in production and running around on trains as we speak.

What goodies do you have for the readers Matt?

While doing all this interface stuff I also created some icons for LightWave's filetypes, seeing as it has never had any. Some users might like them so here they are! The other thing I have to offer is an in-depth tutorial on how to use Screamernet properly on the PC. I'm going to put a note at the start saying that this tutorial assumes you know very little about network rendering/setting up LightWave and stuff, not meant to be condescending, just easy to follow for anyone!

Windows
ScreamerNet tutorial
PDF 1.93 MB
LightWave icons ZIP 187 KB  
For non-commercial use only

Wow! Thanks Matt. Readers interested in Creactive Design's work can visit their website.

COMMUNITY HOME >> Matt Gorner  
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