Can you make it in the 3D market without going to work for a big CG
oriented company? For many 3D modelers, the dream is to work for
one of the big Animation or Gaming houses. Who wouldnt want to be
involved in the next Shrek movie, or Half-Life game. The problem
though, is often logistics. You can be the best modeler on the
planet, but there are thousands of modelers out there looking for
those same limited job spaces, and if you aren't in the right place
at the right time the chances of your latching on to that prized
position at Pixar or Sierra are about as good as winning the
lottery. So what do you do with all those mad skills if you aren't
in Los Angeles or New York or one of the other major markets?
According to Cary Stice, owner of SCiOPTiCS, a 3D production studio
in the northern Indiana town of Elkhart, you dont have to be in a
large market to be successful in 3D. The first thing you need to
do is take a look at the market around you, and find out what they
need. says Stice, who has been tapping Elkharts manufacturing
base for the past six years. They call this area the RV capital
of the World. Some of the largest and best known RV, Boat and
Trailer manufacturers in the world have their headquarters within
25 miles of here. There must be twenty manufactured housing
companies just in our three county area. Its the lifeblood of the
whole region. All these companies have needs for artwork and
promotional materials, and there are plenty of art houses and
agencies jockeying for position to get it. The trick is, how do you
stand out in the crowd?.
This floor plan for Schult Homes was used as
an illustration in print ads
and also used for a Quicktime VR 360 degree web
view.
A better way of doing things Upon examining the ways in
which agencies, service bureaus, production houses and artists were
servicing the industry here, Stice quickly realized they were
steeped in an old school approach. While all of them have added
computers to their art departments, (editors note: Stice had set
most of these agencies up with their first computer systems, and
trained them himself back in the mid to late 80s when he worked
part time as a rep for Apple Computer) they had in the long run
only succeeded in using the computers to duplicate their old, worn
methods and processes. Since no real change in the process took
place, there was no net gain to the client in terms of costs, which
continued to rise, versatility, meaning the art from one project
was rarely able to serve as the basis for another, or any
meaningful increase in turn around time. It takes the same amount
of time or longer to do something on a computer if you dont reduce
the number of steps needed, and clean up the process says Stice,
Things were still being done with the same old tired processes,
only now they were computerized. Long established agencies in
our area were failing (Juhl, Ashe, Luke & Landis, etc.). At
SCiOPTiCS, it wasnt enough for us to lay down our styli and
brushes, just to pick up a mouse and simply computerize the old way
of doing things. Old school thinking wasnt going take up anybodys
slack. To grow in this market, we needed to re-invigorate the
process and design a whole new paradigm for delivering art and
image to our clients. Stice decided that the old 2D methods were
now failing to deliver the three things that nearby companies
considered most important; lower costs, versatility & longevity of
the product, and quicker turn around times.
This Odyssey pontoon boat floor plan
which might have looked rather boring
rendered in 2D is brought to life in vivid 3d.
3D was the key. Our 3D models can be rendered from any angle at
any time, as real as or even better than photographs. They can be
animated and merged with live video. They can go to the web in the
form of images, animations and 360 VR objects. 3D models are the
heart of all serious special effect work in Hollywood. Since 1999,
we have invested over $100,000 in top of the line hardware and
software; much of it the same as is used in major production houses
like
Industrial Light and Magic,
Banned from the
Ranch or Peter Jacksons
WETA workshop. We just dont do
anything 2D any more. 3D was the key to unlocking a new market
here, and CINEMA 4D was the key to unlocking 3D. According to
Stice, the workflow of the 3D process at SCiOPTiCS tends to start
with Adobe Illustrator, then go to CINEMA 4D and then often over
to Photoshop. Everything seems to start in Illustrator for
template and spline work. After 20 plus years, I just feel more
comfortable there when creating splines. MAXON continues to improve
every element of CINEMA 4D with each new release, so I am starting
to do more on the fly spline work inside the program, but for
right now, I still like to have Illustrator handy, mostly for its
Pathfinder tool and its ability to outline, offset and combine
splines. Then its off to CINEMA 4D for the core of extruding,
lathing, lofting, and the like before lighting, texturing and
finally rendering. Stice said the most recent improvements to
CINEMA 4D have helped him rely less on Photoshop for touch-ups
after rendering. We used to have to put just about everything
through Photoshop to touch up something, especially if you were
doing Cel Rendering for line art which tended to drop lines
here or there, or put lines where you didnt want them. With Sketch
and Toon thats pretty much all out the window. You can achieve
great looking line art results if you play with the Sketch and Toon
settings for your model. In the old days, we would often spend an
hour mucking with a file in Photoshop to get it just right. Then
if the client wanted to change an item, or worse yet, the rotation
of the render, you had to run the new render back through Photoshop
again to repeat the process. There goes another hour of mucking,
not counting the time for a second render. Its great that MAXON
listens to us as users when they consider how to improve CINEMA 4D.
Sketch and Toon saves me a world of time in the long run, and gives
me great line art without having to filter renderings through
Illustrator or Photoshop. You gotta love that. Faster turn around
times are a big benefit to our clients as well says Stice. The
approval process is rather fun for us because the customer is
always pleased with our turn around times. One particularly fun
thing for us is revisions. Revisions used to suck in the 2D world,
and last minute revisions sucked the worst! I normally render out a
low res JPEG and attach it to an email and send it over to a client
for approval. They may call me back and perhaps say I'm wondering
about that color, could we make that a dark green? or This looks
great, but could we rotate the view towards the front a little
more? I will often keep them talking about it for a minute as I
pull up the file, quickly change the color or whatever, render out
a new image, and email it back to them while we are still talking.
Then I will say check your email. When they open the file and I
say, You mean like that? They are really impressed. Especially if
its more in terms of rotation of the object. With 3D, rotation is
just as easy as changing a color, whereas a 2D artist would have to
go back to scratch and basically do a whole new illustration. The
ability to make large scale changes like that, especially at the
last moment really tends to impress the clients. 3D is fairly new
in this area. My background in 3D comes from working with a local
engineering firm for nearly 2 years. We worked in some very
high-end programs costing upwards of $25,000 per workstation. On
the flip side, there are some very talented 2D artists in town that
are very good at things like cutaway illustrations, etc. One artist
in our area who came up more from the art side, rather than the
computer side like me, has spent years and years developing a very
distinctive art style. When you see one of his drawings you just
know its his simply by looking at it. The work is that distinctive
and that well done. Many 2D artists shy away from the 3D world, not
so much for the learning curve, which can be rather intimidating,
but because they are afraid that the 3D rendering process will rob
them of their distinctive look. The final product just wouldnt
look like THEIR work anymore; it just wouldnt retain the STYLE
that they had spent so many years developing. That certainly has
been true in the past, but now with tools like Sketch and Toon, if
youve got a style of output that you need or want to pursue, its
definitely possible. Given time, I can go back and make a piece
look airbrushed or look like it was done with any variety of hand
held tools and methods, (most of which I have never had training
with). Ive always been artistic, had a good eye, but theres no
way I could compete with some of these people hand to hand. They
are better artists than I am. The problem for artists when they
look at 3D, is that they tend to draw a lot of satisfaction in the
artistic process itself. They get hung up on HOW the thing got
created, and if it isnt done a certain, way, well, its just not
art. Well, its a good thing Im not an artist then. When I saw the
toolset available in CINEMA 4D, I knew I had everything I needed to
create art, but thats not where I draw my satisfaction. I get it
from giving my clients a whole new level of service. I couldnt
stick with 2D if I was going to do that and continue to be
successful.
Often a little extra work on one small piece
can be turned into a long term project,
such as when Wells Cargo was so thrilled with the multiple renders
of their first trailer model
that it led to them ordering models of their entire trailer product
line
Big Fish in a little Pond Realizing we are not in the
biggest of markets here, we dont charge what we could if we were
in Chicago or L.A. We charge what's fair for our market and its
generally still less than some of the 2D guys around here can do.
The trick is to extol the benefits of the process. Youve got to
talk it up, and educate your clients why what you do is better than
what they do. At first glance, if we didnt talk about our process,
the client could care less HOW we do their Illustration, as long as
they like it. If we had done it in Illustrator or Freehand, then
were through, finished. But since we can take the 3D model we
built for their Cutaway Illustration, throw it on the web, animate
it, whip out a Quick Time VR object, composite it into video, etc.
we are able to show them that they are getting SO MUCH MORE than a
single 2D illustration. They now have the foundation for several
exciting future projects, and guess where they are going to come
for those projects? We often toss in a QTVR object as a loss
leader bonus just to wet their appetite. Wells Cargo, a local
cargo trailer manufacturer came to us for a line art illustration
of one of their trailers, to put on their business card. We gave
them back a color, a grayscale and a line art rendering along with
a QTVR of the product as a thank you. They thought spinning the
QTVR around was so cool, they ordered one for each trailer in their
line. That's over 60 new illustrations. When you show your clients
that you can think outside the box, it helps them to do the same.
That leads to more business, and more client loyalty, and more
money. Its not always just about how much you charge.
Sometimes you have to get creative
with models like when SciOPTiCS was required
to illustrate one of these brakes before it was even built
by combining parts it would be using from other brake
assemblies
On getting reference information for his models, Cary says ...It
depends, sometimes the client just gives you a rough sketch,
sometimes you get printouts or elevations from a cad file,
sometimes we have to go out and take some digital photographs of
the object; you never know. One job I'm pretty proud of contained 2
illustrations of electric brake systems for motor homes. For the
first Illustration, the client didnt have a cad drawing or
anything to use as a reference, so he just handed us the actual
brake assembly itself. The second brake assembly didnt even exist
yet. They were building it by combining different parts from other
existing brake systems. We had to take reference photos of two or
three other brake assemblies so we could use the back plate from
one, with this or that from another, and so on. We had to build the
thing before it even existed. The final piece was quite
photo-realistic, and a strong testament to CINEMA 4Ds rendering
prowess.
It would have been much more difficult to
get an interesting illustration of this assembly
from Atwood mobile products in any other way than using 3D
illustration.
The Atwood piece with the slide-out LP tanks is another fun
example. They had a rough prototype of a product, which didnt
completely match the final design shown in the few cad files they
gave us a reference. They needed to get brochures together and they
found they couldnt just take a picture of it, because its just a
big black thing after all, making it really hard to get a good
shot, and it was not an exact match to the drawings. We went to
them and said, not only can we model that up according to specs
but we can render a better picture of it than you could possibly
ever take in a studio. As you can see, we gave them back something
thats photo realistic, with all the lighting just right,
highlighting every angle just so. You could spend hours and hours
or even days mucking around in a traditional photo studio trying to
get a finished look half as good as the one we gave them.
Landing the Big Ones When asked about the all-important
procurement of work, Cary responded: Sometimes its a matter of
doggedly determined leg-work and cold-calling. Clients around here
respond well to a personal, one on one approach. Were not even in
the yellow pages. We use our website as our portfolio. To a
prospective client its a confidence builder; our proof that we can
do what we say, probably even more than what theyre about to ask
of us! When they see the technical aspects of our website, and the
high quality 3D renderings, it sets their mind at ease that they
are dealing with professionals. If we can do all that, we can most
likely handle their project as well. By the time we meet most
clients, they are already convinced that we are capable, and the
meetings are often just formalities, breaking the ice and cementing
our image. They already like what theyve seen, so if we meet with
them, and can prove we are not aliens or something, then were in.
A cold call can often put you in the right place at the right
time If you look on our website at that big RV cutaway
illustration we did early on for Coachman Industries, we landed
that job because we told them something no 2D artist would; we
could do it in 10 days from start to finish. Thats all the time
they could give us. It was a HUGE risk, and a huge turning point
for us. Coachmen had already been working for several weeks with
someone who was trying to complete a (2D) cutaway illustration for
them in advance of the big annual RV show down in Louisville.
Something happened, and the guy came back to them and said I can't
finish in time. There was just no way he was going to get it done.
They had already wasted a week calling around looking for someone
else to do it on short notice. At the time, they didn't even know
we existed, they just thought they were screwed.
Sometimes going the extra mile for a
customer can pay you back in spades,
like this Coachman illustration done under extreme time
constraints,
It became the calling card that opened the door to dozens of other
large accounts.
Just then, call it providence or fate or whatever, Roark, my sales
guy, bless his heart, decided, Hey its time to call Coachman
again. Now, this is a big company. They like to deal with the big
boys when it comes to promotion. They were a little tentative about
us, but at this point they didn't have anywhere else to go. Lucky
us. They said, this is the deal: we need this illustration in 10
days, can you do it? I swallowed hard, and told them we could. It
took three days for them to get me the cad elevations I needed to
start the work, so in actuality we ended up having only seven days
to do it. Needless to say I didnt sleep much over the next week,
but I gave it to them a DAY EARLY for approval, and walked in with
the final file at 4:30PM on the day of the deadline. On top of
that, their internal cad guy who had always been responsible for
these things before, came back and said it was the best looking,
most realistic illustration they had ever had. We didnt even
charge them near what we could have what with their backs up
against the wall and all. Was it worth it? That one illustration
got us into a dozen other places. Apparently, if Coachman had hired
you, then you are worth talking to. So now we are working with many
of the other large companies in the area; Turtletop, Dutchmen,
Schult Homes, Fall Creek Homes, Dometic Corporation, Atwood Mobile
Products and more. We get good access right in with the decision
makers. Were exactly where wed hoped wed be now, when we started
this 3D thing full time back in 99 with no real portfolio, and not
much money for that matter.
Tis more blessed to give...
Every company has a project, and every project has a budget. Its
not just that our quotes tend to come in lower than other groups
and agencies, we still manage to use up the available budget
because we can offer so much more to the client. The people in
charge of these projects know that they are going to spend every
penny of the budget they are getting, so who can give them the MOST
BANG for the BUCK? We can. We do! We can go in and say, well, you
said you wanted to accomplish this, but for that same money, what
would you really like to do? Often they will allow us to take the
project well past its initial scope, or at least past what someone
else had quoted for the same money. Whether they take our lower
quote, and save the money, or have us do more and shoot the wad,
these project leaders get to look like heroes in their own company
structure because they are over delivering, coming back with more
than anyone thought was possible before, usually for less money.
Every job gives you something to show the next guy. Every time you
get a client to go a little further, you get to push your own
abilities, and justify the R & D time it takes to learn new
processes. Its a win-win situation. I give a lot of credit to
CINEMA 4D because I don't think we would be where we are right now
if we didn't bring CINEMA 4D into the pipeline. In terms of its
interface, animation abilities, ease of use and top notch tech
support (not to mention its PRICE). It really has become the heart
of our business. Even with the video projects I do, I hardly ever
do anything these days that doesn't use 3D computer graphics. Aside
from the occasional, very straightforward, TV commercials we whip
out in the Final Cut Pro Suite alone, we use CINEMA 4D in almost
every other aspect of our process. We consider it indispensable.
They say Timing is everything... We knew it was the right
time to get into this. We feel a little like pioneers, being the
first in our area to take this 3D route with all our work. Its a
big investment in time and money to get into 3D. The learning curve
is rather steep, and it requires powerful, beefed up computers.
Perhaps its not that its that hard to learn,(especially with
CINEMA 4D), but there is a lot to learn. I had the advantage of
already having learned the fundamentals of 3D in the engineering
area, so to me it was a natural step. Taking the 3D plunge might
intimidate your average art-guy but they come from a different
mindset. If the average 2D artist around here is saying, no I
can't really get into that, thats fine with us! Well handle it.
Our main slogan is Well save you time and money in our
All-Digital, all-3D World. That's what it comes down to for our
clients; time and money. We prove every day that we deliver those
savings with our unique 3D perspective (no pun intended). Its very
rare that we ever quote a job we dont land. If the 2D people cant
keep up, thats their problem. Cary's business has now become so
successful that he is looking to hire two or three new CINEMA 4D
artists to fill the demand for his work. Our goal is to turn in
our first million dollar sales year by 2007. We believe were on
the right track with our approach, our mid-west balance of faith
and family, and our use of CINEMA 4D. It just keeps getting better
and better. Cary's enthusiasm for the use of this 3D medium,
leaves one with these primary selling points that can be used for
potential clients: - In many cases initial outlay is actually going
to be cheaper than 2D. - Generally, it is significantly faster to
create the model in 3D and render it out than traditional 2D
methods of technical illustration. - The ability to go back and
create new artwork or make changes in original artwork from the
model quickly and inexpensively, whereas in 2D even a simple change
of viewing angle means a totally new piece of artwork, basically
starting from scratch. - The ability to repurpose a model: a model
can be used in multiple formats from basic illustrations to
QuickTime VR rotations for presentation, to full compositing into
live media, with fixed costs after initial construction. And that
makes the basis for any good business you can dish up with a
versatile program like CINEMA 4D.
Cary Stice is the owner of SCiOPTiCS, Inc. in Elkhart, Indiana. He
enjoys fishing, writing, and spends the rest of his time on eBay.
He is currently looking forward to the release of Joss Whedons
feature film Serenity and would love to help Joss with his 3D
requirements when Firefly returns to network TV. As it should.
SCiOPTiCS can be reached via their website at:
www.sci-optics.com
Will Dupris a freelance modeler and writer, known to many in the
poser community for the conforming clothing that he markets. When
he is not at his computer madly working on his newest 3D creation,
he may be found inline skating on the Pinellas Trail, flying his
hand painted stunt kites on Sand Key Beach, or working in the 3D
community as a Forum Administrator Will Can be reached via his
website at:
www.willsmind.com
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