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When
did you first start using it?
I eventually bought LW5.5
around 1995/1996-ish. I saved up for 5.0, but
then 5.5 came out and the price went up. However
I was lucky to meet someone online who offered
me a second-hand copy of 5.5 so I went for that!
Even on my old 486, it ran great!
It was my most expensive hobby.
However after some 'showing off' how I could create
cool 3D stuff to colleagues at work, I eventually
started to be offered small freelance jobs on
the side. This got me in touch with some cool
people, and I've never had to go and 'find' work
- it has recently started to finally become less
freelance and more career over the last few years
which has been great for me!
But for me, its still my most
passionate hobby!
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| What
do you like about the package?
Pretty much most of it, but
if I was to get specific about the software, I'd
say the workflow and tools - the biggest fact
is that I feel comfortable using it, like an almost
natural bond with the software for producing whatever
I want from it. It still challenges me to come
up with solutions for creating animations or models,
but I like that and that it offers so many different
approaches to try out!
With version 8.0, I love the
crisp new 'Texture wireframe shade' mode in Modeler
and the faster performance the most, which really
starts to make Modeler feel really slick to use.
Layout obviously has all those cool new features
for Dynamics as well as the oh-so-handy dope track
(which gets a LOT of use when I'm animating!)
But definitely the workflow
is number one - After all, if I found it hard
or awkward to use, I would have moved on years
ago to something else!
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What could be improved for
you?
I think the Scene Editor/Spreadsheet
should be internally integrated and removed
from
the Master Plugins List. These tools both cause
more headaches for me than they solve in a production
pipeline, causing crashes and instability on
render farms and more. Actually, these are part
of the
reason Lean Clean Scene Machine was created (more
on that later - ed) - to fix the problems those
things created!
I'm not sure if there's any
reason why these can't be internalised where they
can get a deeper 'access' to the LightWave system
itself anyway?
I would like to see more improvements
at the plug-in level though, more open access
to the underlying architecture in both SDK and
LScript, and faster LScript execution too would
mean it could become a viable solution for shaders,
etc. I love LScript - it's easy to use, and I
can pump out tools quickly and easily in it. Now
all we need is an LScript to plug-in compiler
and I think we'd be on the right track! :-)
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| What
spec machines are you using it on at the moment?
Whatever I can afford! Actually,
I use an older AMD XP2000+ with half a gig of
ram and a GeForce Ti4200 at home for all my LightWaving.
At the studio I run a similarly specced workstation
but with a Gig of ram and a Ti4600... When I get
a little more money I'm planning to upgrade the
home machine a little more!
At the school I'm teaching,
we are Macintosh equipped with G4 800MHz machines
with GeForce 2 and half a gig of ram as well -
but we're in the process of upgrading those to
newer, faster machines. I really wouldn't recommend
that lower spec to anyone if they seriously wanted
to use LightWave on a Mac - LightWave needs the
fastest Mac you can afford if Macintosh is your
preferred platform.
The nice thing is that working
in both platforms gives me get plenty of experience
in LightWave's multi-platform support.
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Are
there any plug-ins you wouldn't be without?
Plug-ins are great, but honestly,
most of my work revolves around the great tools
that already come with the standard LightWave.
Of course, with LightWave 8, that means all those
cool Dave Ikeda tools, etc... And I'm really finding
those fantastic enhancements to my modelling workflow!
Though, that said, the new
Ambient
Occlusion plug-in that's been getting plenty
of great feedback lately is something that is
finding its way deep into my workflow lately for
texturing and surfacing! And it's free - can't
say no to that!
In your opinion, should LightWave
3D stay separated or become integrated?
I
say keep them separate. Why? Because I like the
way I can work with it - it's fast and less cumbersome
then a huge beast application where all your modelling
and animating tools are integrated deep in menu
systems in the one application.
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Kevin
Phillips |
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