How did you get started in 3D Graphics? Having been a
doodler and illustrator from a very early age (my Mother says I
drew my first sequential word-story when I was three), I knew all
my life that I wanted a career in art but had no idea of what that
would look like (apart from drawing cartoon characters on napkins
to give to waitresses instead of the much more expensive and hard
to scrape up tip). After getting married in 1997, and realizing
that I was gonna have to get a "real" job or start getting a lot
better at drawing on napkins, my wife and I read an article in US
News that identified computer animators as among the
highest-demanded new professionals. Having had, up to that point,
virtually no experience with computers (apart from a Commodore 16 -
yes, I said a 16 - when I was 14 or so) I was apprehensive but
hopeful for my future prospects in that career field. I attended
Bowling Green State University in Ohio the following year,
participating in their computer art program. I was immediately
enthralled with the possibilities inherrent in 3D digital art and
threw myself into my projects with near suicidal abandon. 18 months
later, before finishing my degree, I was hired by a company in St.
Louis, where I now live, that specialized in stereoscopic computer
animated content for virtual reality theme park rides. How
long have you been working with 3D Graphics? Does playing
Atari count? My gramma bought my brother and I an Atari 2600 when I
was about ten and I was completely bat-poop over it. One would
think 40 consecutive hours of "Yar's Revenge" wouldn't be good for
a kid, but here I am. Otherwise, I began my studies in 3D graphics
in the Fall of 1998, and have worked consistently in the industry
now for five years. Do you have any formal training?
Yes, and it was exceptionally valuable training, starting with the
absolute basics of Adobe Photoshop and how to use a mouse (I'm
serious; I had NOT used a computer up to this point, except for
teaching my Commodore to play the opening theme of Star Wars using
Basic! And I couldn't even ave that when I was finished! I did say
it was a Commodore 16, right?) and moving into the theory and
basics of 3D design. Also valuable was my further training, at the
same time, in traditional art, painting, design, and life drawing.
I am absolutely convinced that great digital art arises from a
solid foundation in classical art and illustration. What
software do you use for product development? I was trained
on Alias Wavefront's Maya 3D program, which continues to be my
primary workhorse, but I also use a smattering of 3D Studio Max,
the ever-essential Adobe Photoshop, and, while it doesn't
technically count as software, I would get nowhere without my
Cuisinart coffee maker. How much time is required for product
development? The XCC-900 Cyborg, for instance, began life
as a concept sketch in a Barnes and Noble cafe in late November,
2004, and was uploaded to Renderosity, I believe, by the third week
of December. This was a fairly complicated endeavor, and was my
first self-rigged figure (I had been farming out the job of rigging
my figures prior to that), so it took longer than many of my other
products. In general, it would take approximately a week to design,
build, translate and format a prop-type product, and two weeks to a
month for a figure-type product. These estimates, however, are
based on the reality that I am also employed full-time as the
creative director for a large-scale digital publication, which
takes up the vast majority of my typical work time. Can you
give a brief overview of your development cycle for a new
product? I won't bore the readers with technical
yadda-yadda about how I model (polygons in Maya; no NURBS) and how
I translate the models into Poser (I use Poser 5 because of it's
broad shader and texturing potential), since I am sure that those
topics will have been covered myriad times by others in the past. I
will say that I always start with a pencil and paper well before I
ever take mouse in hand, doodling and sketching until I have very
carefully fleshed out the details of what I plan to create in the
3D environment and how it might work. These sketches are the real
soul of any model and form the direct template for the 3D content.
I have learned that the more time I spend developing any product on
paper, the less time I will spend in the creation, texturing, and
translation of the element into the Poser environment. Just like my
old soccer coach used to say, it's all about fundamentals (and boy
I hated it when he said that, but drat it all, it's true), and in
this case, the fundamentals are all about figuring out how the
project should look, work, and "feel" well before anything hits the
3D environment. Where does your inspiration come from when
developing new products? I am fortunate that I have found a
niche in the Renderosity Marketplace that matches my own ideas
about what is fun to design and create, since it allows me to be
very passionate about the products I design. I love the visual
worlds of fantasy, sci-fi and horror, and cull from my own
explorations of those themes via the movies, comic books, and
popular culture in general. My primary inspirations arise from my
love of, not so much telling a story, but creating a mood, a
snapshot, a lightning bolt flash of feeling that the viewer can
instantly hook into and connect with. I paint a picture in my mind,
emotionally, of what I want any new product to broadcast to users,
and then I try my best to distill that emotional landscape into
something that not only others can tap into, but that they can
customize and blend, something they can make their own. One of the
slogans I have dabbled with for ImageNation content is "It's not
what we make, it's what you make out of it". On a broad level, this
is my personal inspiration. Do you have any advice for
aspiring Digital Content Developers? As tough as it may
sound, one of the strongest bits of advice I might offer is: it
isn't enough to make what you know. Here's an example: I play the
cello. I like and know the cello, and I would LOVE to model a very
detailed cello for sale on Renderosity. The fact is, however, that
if one takes a quick glance through, say, the first ten pages of
the top selling items at Renderosity, one is most likely not going
to find highly-detailed classical musical instruments amongst the
products on those pages. It wouldn't matter that my cello model
might be excepionally well made-- cello models are just not
generally what buyers want. On the other hand, one cannot simply
decide to make products based exclusively on what is dictated as
popular by the top-selling items. It has to be a blend of what you
know, what you can be passionate about making, and what people
want. For instance, if I made a cello model, and then paired it
with a nice wooden chair, an ornate brass music stand, and finally
some flirty cello poses for Vickie (come on, who doesn't think an
attractive, demure woman with a large stringed instrument between
her knees isn't strangely provocative?), I could probably create a
package that would inspire myself as well as be a fairly good
seller. The key, to summarize, is to balance what people want and
what you want. And there is almost always that balance. How
has Renderosity's on-line community played a role in regards to
your products, friendships and learning? The art created by
Renderosity's members continues to be a source of inspiration and
excitement, keeping me fueled to create more content and work on
art of my own. The contact I have had with other Renderosity
merchants has, as well, been extremely helpful and encouraging. I
would heartily recommend that aspiring merchants not be shy about
introducing themselves to established merchants and asking them
about their work and their experience. This has been very helpful
to me. Do you have any final words? Yes. I have three
final words that I'd like any member of the Renderosity community
to think of when they think of winnston1984 and ImageNation: "Free
Market Research!" Which means, essentially, I want to know what
everybody thinks! Contact me and let me know what you'd like to see
released into the Renderosity Marketplace. I have taken suggestions
from many users in the past and always found the input invaluable,
so just know that ImageNation listens and I wanna know what you
wanna see!
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