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Thomas
Mangold
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In
your opinion, should LightWave 3D stay separated
or become integrated?
Actually I do like it the
way it is. Probably because it resembles the way
I do work like as a photographer. You get your
props and/or models, finish your pre-production
and then you go into the studio or on location
and shoot your images. But I would ask for something
like a make up artist or stylist in layout. One
should be able to paint vertex maps in layout
or move points or polygons to apply small changes
to one's models.
What are you working on now?
I just finished two projects,
again with animals (a giraffe and a horse) and
a "real" looking character and loads of props.
While the work on the giraffe was pretty easy,
the guy on the horse did take some time, as I
needed to model all the accessories a jockey needs,
the horse and the jockey himself. As I didn't
want a cg image only, the background and HDRI
lighting references were shot on location. Composing
everything, match colours and contrast has been
quite some fun.
There are loads of ideas for
stills and a children's book to be unleashed in
the near future. But as all these projects are
complex it's always connected with a lot of work
and time.
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What was your octopus picture
for?
The octopus is for an advertisement
for the PlayStation 2 Winter Air Games. The claim
is "Preparez-vouz a plus de glisse." - Prepare
yourself to maximise your gliding (skills).
Where did the idea come from?
The idea came entirely from
a friend of mine who works as an art director
for TBWA Paris. He had the image in his mind already,
but didn't know how to realise it. A traditional
dummy-/model-maker would have been the other possibility.
So he asked me if I would like to give it a try.
I really needed to convince him and the creative
director that it could look real and not fake.
That's probably a problem in the 3D community,
as a lot of users lack a certain feeling for lighting,
image composition and interesting topics.
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What
research did you do to get the texturing and modelling
right?
In the beginning of this project
the Internet and local library have been my main
resources. To my delight I managed to find a book
on cephalopods with hundreds of species. Actually
this made me realize that there isn't anything
like one "look". Each specimen did look different
in terms of the colour and the colour pattern.
That's due to the fact that an octopus can change
its colours by contracting or expanding small
muscles on its skin. Thereby the size of small
colour patches is changing which affects the overall
appearance of the surface.
As an octopus is quite a flexible
being (some pretty big fellows can suck themselves
into a pop can) I felt at one point I needed to
get the real thing into my hands to enhance my
model.
The local fish market finally
provided me with a 2kg heavy deep-frozen fellow.
Dissecting him/her, in order to scan different
parts was quite an experience. My art director
also bought one, but after a small photo session,
to provide me with more reference images, his
wife prepared a lovely meal with the octopus.
Somehow I couldn't follow suit.
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was the hardest thing to model?
The arms. Not because it's
so difficult to model, but it slows down your
computer so much. On each arm there are more than
one hundred suckers. Quite a lot of them are pretty
tiny and positioned near the tip of the arm. Although
they are pretty small, nonetheless you see them
in the final image. So I couldn't cheat. As there
are quite a lot of weight maps for the texturing
applied, the final size of my octopus was around
100MB. So working with the final model was almost
impossible. A dummy with no suckers did help me
to find the right pose in layout.
How long did the project take
from concept to finished art?
More than six weeks. That
sounds like a pretty long time, but if you are
running a one-man show, doing the research, the
modelling, the texturing, rigging, lighting and
rendering all on your own, six weeks are gone
instantly. Also the further you get with the project,
the slower it gets. The feedback is getting worse,
the test renderings take longer, and the bone
deformation is far from real time feedback (more
than 100 bones). Also the agency needs to take
a look at the tests. And it's not only the art
director who makes the decisions, there's also
the creative director. And that all just takes
time.
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Thomas
Mangold |
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