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Seneca Menard
Lisez-moi

What spec machine(s) are you using it on at the moment?

A 3GHz PC with 2GB of ram, a GeForceFX 5900 Ultra and a 24" monitor(yay!)

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

Yes! Definitely! EdgeTool, FIs OEXtender, Jettofillet, Points Belt Selector, Pshift, Speedy, Taut, Thicken, Ume_Rasp

In your opinion: Integrated or Separated? :)

Integrated!!! Please!!! :)

What have you built for Doom3 in LightWave?

I've built some of everything in the game, whether it be a monster, a wall texture, a model, etc. I was mostly responsible for texture sets and map object models; whether they be metal wall panels, floor panels, lights, engines, machinery, hoses, pipes, guns, soda cans, water fountains, rock walls, hell-flesh, etc.

With Doom, everything in the entire game has had to be modelled because we're using the new technology where everything is rendered from a high polygon mesh and then applied as bump-mapping onto a low poly surface, so we've got an enormous pile of very high poly meshes for this game.

How long has it taken to do all the modelling?

We have worked on the game for a little over three years, but you have to keep in mind that we've not used a great number of the older assets we'd made, so what people will see in the game is actually just a portion of our "pile". :)

Another thing to keep in mind is that we have a very small team, so if you take that into account, it's immediately obvious that we're able to model extremely fast in LightWave considering the high detail and amount of work we've done.

How many people worked on modelling the assets for the game?

Well, we don't have "modellers" that are locked down to modelling only. Every person in this art team that modelled, also had to do the skinning and texturing, etc. So, we all basically did from start to finish whatever we were asked to do, not "just the modelling".

This is just a rough idea of what we've worked on for this game: Kenneth Scott focused mainly on the characters, demons, and weapons.
Andy Chang focused mainly on map objects and wall textures.
Patrick Thomas focused mainly on hell objects and hell textures.
I focused mainly on map objects and wall textures, but also did three monsters and two weapons.

Which do you prefer to model - organic or inorganic?

I personally enjoy inorganic modelling more in LightWave, because I truly love motors and such, and am able to pump out what's needed so much faster. Of course, my inorganic models are always semi-organic, so that makes it harder to determine which I like more than the other. A great number of my "inorganic" models were made 100% out of metanurbs, because I love what's possible with them, and how fast and easy they are to work with.

What was the most complex model you worked on for the game?

The cyberdemon. Definitely. I can't show it yet, because I'm sure it would be a spoiler, but it took a while to throw him together... He's got so many tech parts that had to mesh into his flesh that it was definitely a challenge. I think it took me like four weeks. Ugh. That's WAY too long...

Seneca Menard  
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