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Could
you introduce yourself?
I have some traditional art background (painting and drawing), and started as
a CG artist 6 years ago. Back then I used 16 color PaintBrush for DOS and 3D Studio
R2, but it was so much fun! I am originally from Russia, and moved to US a little
more than a year and half ago.
What
are your main inspirations for your artwork?
Almost everything - everyday life, books, music, people, interesting places...
Somehow the impressions combine and mix in my head, and form a picture, and all
have to do - to put it on a piece of paper, or canvas, or model a scene.
What's
your favorite genre, theme?
I think, mostly portraying. Peoples faces are so interesting, so unique! Your
thoughts, events in your life - they affect your face. You can "read" a
life story on old peoples' faces! I also love making landscapes, still lives,
architecture. I'd say - everything except Sci-Fi, it's beyond my abilities.
What
are your strong points?
Texturing and lighting, I suppose. At least, it is the most enjoyable part for
me. I am aware that my scenes are over textured sometimes, I can't help it.
Tell
us a little about "Memories of Alexander Green".
This image is a remake of my old painting. Alexander Green was a wonderful russian
writer in the beginning of the century. His stories have such a special mood -
a fine mixture of real world and mystery, soft surrealism and sadness for "things
that might have been". It was not an illustration, I only tried to catch this
mood. I wanted to adjust it to the 3D style, so I had to remake the composition,
add some more details - what worked well for painting, would not work for 3D.
Honestly, the whole scene is a complete mess - the street is in a wrong angle
to the girl and the buildings, you can see that the reflection of the car is wrong
- the car "hangs" in the air. I only tried to keep the composition, and did not
care about having a correctly built scene.
How
did you model the face?
I did a very low poly model first (about 400 faces). Probably, because I have
worked with low poly modeling for a while, I feel quite comfortable with it. I
like to go from general look to details. Most of my models start as very simple
spheres or boxes, and then goes adding and turning edges, welding vertices, etc.
It is just easier to control the proportions when you do not have too many little
details to worry about. The main thing is to make the head to have its own character
when it is still at the low poly stage. Then I converted it to a patch grid, edited
it until it was smooth, then converted it to a mesh again, and added some small
details. Probably, not the fastest way to do things, but I prefer it to using
MeshSmooth, because it does not change the general shape and proportions, and
gives me more control on the curvature of different parts.
How
did you texture it?
Simple planar mapping, only the diffuse map, and a little (3-4%) self-illumination.
The diffuse map was a standard color scheme for a face ("yellow forehead, rose
cheeks, green neck" :)), and was set on 50%, mixing with the color of the material
itself. I tried to make a young face, which is pretty smooth, so I did not use
a bump map for an ~500x600 image, just played a little with smoothing groups around
eyes, nose and lips. Later, when I had to re-render it in a larger resolution
for printing, I added a little bump for a fine skin texture.
How
did you make the hair?
Patch grids. Since this scene was supposed to be viewed only from the camera,
I cheated: applied the plain mapping again. Just rendered the model from the camera
view, saved the image, and used it as a "template" to make three maps - diffuse,
bump and opacity. I did it after reading Steven Hagg Stahlberg's wonderful tutorial.
What
kind of lighting did you use in this scene?
I had 6 lights in this scene, all of them were target spots. One big filling front
light (almost brown), one dim relatively cold back light, three warm and bright
local lights, and a volumetric light from behind the tree, which softened the
whole scene.
How
do you decide the lighting of a scene that isn't so much a real world situation?
Lighting is lighting everywhere! Deciding how to place the light sources depends
on the composition, where I want to drive the attention, and, besides, it is possible
to find references in the real life for anything. There are some simple exercises
to get the feel of how the lighting works. Say, just walking, try to pay attention
to different lighting situations - what is the difference between the lighting
in a bright, sunny day, or just before the sunset; or right after sunset, but
before it gets completely dark. Or pick up, for example, an apple and try to understand
what kinds of light sources affect it for this moment - direct light from the
window, reflective light from the walls, light, that bounces from surrounding
objects, how they mix together.
How
do you achieve such a soft, glow like appearance?
Well, I do spend a lot of time arranging lighting. I never use gray or white default
lights, set hotspots almost to minimum, play with attenuation settings and atmospheric
effects, and always try to set as much environment as possible right in the beginning.
I like to mix several light sources together -- 2-3 spots from almost the same
direction, but in a little different angles and different colors. In some cases,
I place two target spots close to each other, one of them is bright and casts
shadows, and the
other does not, and is quite weak, but it softens the shadows without decreasing
the contrast and adds some hue in the shadows. Ambient light could do it, but
it makes the whole image less contrast and does not let to have different shadows
density in different parts of a scene. I use target spots more often than
the other kinds of light sources, because, for me, it makes it easier to control
the direction and dispersion of light. For the materials, I try to experiment
with different layers of texture maps, opacity settings (that part with the extended
parameters is my favorite), self illumination maps, which are often over-looked,
but are very handy when I can't get a desirable result with only lighting.
Tell
us a little about "Matilda".
Matilda was made after the Still life, and I decided to re-use my model of the
mask. Venice masks always fascinated me, somehow I always thought that they do
not hide your personality, but make it more visible. On the other hand, my daughter
had a rat, named Matilda. When I watched this rat, she seemed so human-like -
a curious old lady! So, here we have - old Venice buildings, which constantly
need to be repaired, rats from dark corners, and masks, that seem to live their
own lives... :) That all mixes to an image of a woman, like a phantom from the
past, and still can't accept that she is old...
How
did you so effectively create the human figure?
There is not much of a figure - the head, the neck, the part of upper chest and
only one arm, all are patch grids. But I made a 2d shape of the body (front and
profile) - just to help me to keep the proportions and suggest the stature of
an old person. The hand was made completely from patches. I made it in the default
position first, applied the texture map, and then "bent" the fingers. It was convenient
to use patches, because it let to adjust the density of the model on different
stages of modeling.
How
did you texture map the facial features with such accuracy?
Accuracy?! Oh, no. Back then I did not know how to use the Unwrap UVW modifier,
and I did not have much time to spent applying map coordinates to different
groups of faces. Besides, the hood could hide most of the possible mess. I rendered
the model of the head on the black background from the front view, saved the image,
cropped it so that do not have extra background around the head, and painted over
it. Made the diffuse map first, then desaturated, and made the bump maps - there
was a composite map for bump, made of two images. One was for little wrinkles,
which were not modeled and to emphasize deep wrinkles, and the second for the
skin texture. The textures were pretty big. Then I used the planar mapping again.
When you make the maps in such way, all you have to do is just hit the "Fit" button,
and is matches perfectly. The trick is to have the texture rather blurry on the
edges, then you do not get the stripes.
What
are the maps you generally use for your facial textures?
Only diffuse and bump maps. I kept the shininess very low, so I did not need shin
maps. I do love using shininess and specular maps for metal and wood surfaces,
but never happened to use them for the facial textures.
Could
you classify them by importance for you and explain your choice?
Well, it depends on what kind of surface you are making. For Matilda the bump
map was definitely the most important. Maybe, I just love bump maps, they are
my favorite. I just think: each surface has its bumping, just look around. Bump
maps help to make a 3D model more "alive", plus they help to create more complex
colors bringing variety of hues, which is difficult to make using only diffuse
maps and colored lights.
How
did you make the hair?
Matilda's face and hair are actually one object (the ears are separate objects,
it just happened). Again, diffuse, bump and opacity maps. Those little gray hairs
on the sides are simply sets of renderable splines.
Do
you have any tips or techniques on how to maintain the traditional feel to your
imagery?
Oh, no, it's probably just my favorite color schemes - I love warm lighting and
different shades of yellow, brown, ochre, and I try not to use "raw" solid colors.
Mostly, I've noticed, I use relatively close hues in a picture (say, from
ochre, red ochre to brown and red...), and then add one or two spots of a contrasting
color (green, blue...). As to modeling, even if most of the shapes were started
from primitives, later, while building a scene, it is very important to remember
about such nice old things as rhythm, balance, contrast, movement.
What
kind of lighting did you use in this scene?
I had 5 light sources. There was one back light (back/our right), two front/left
lights (one was casting shadows, the other did not, and made the shadows look
softer). It was an experiment, so all three of them are about the same color and
value, but they mix with a very dense black fog. Besides them, there were two
small target spots for Matilda's face and the mask.
Tell
us a little about "Still Life".
I was learning to work with materials, all those composite, blend, double sided,
etc. I had a real Venice mask, and started to make a 3d model of it. And then
this theme seemed very texture rich to me, so I ended up with this still life.
How
did you model the mask?
When I was modeling it, I tried to make everything honestly. Again, from a low
poly model, then with the patch grids, and then - back to mesh. So I made the
front surface, then copied all the faces, flipped the normals, and built the faces
between front and back surfaces to get the thickness of papier-mache. The
front and back sides have different materials. For the front side I used a blend
material for different parts - paper-like, rather matte bumpy surface, and golden
paint, with specular and shininess maps. I was very proud with the result
at that time.
Are
you happy with the Venice photo you used in the window and the way it looks?
Not really happy, but I did not want to have an almost front view of another building
through the windows, parallel to the window frames. And I liked the play
of bright and dark parts, the rhythm of the architectural details, so I decided:
"ok, let's think - the canal twists here; this mask needs a nice view to look
at".
How
do you plan the lighting for your scenes?
It depends on a scene. Mostly, I use a main light source, a back light, and several
local lights to emphasize some details. I usually leave the ambient light almost
black. Sometimes I can have 20-30 lights in a scene, sometimes only 2-3. What
I always do is - use the fog (even if it is very thin, it adds some "air"), and
I set the fog at the same time as lights, so they work together.
What
is your favorite images between these three?
Probably, Still life - I learned a lot making it. I love each picture while I
am working on it, and usually hate them in a couple of weeks after they are done.
I start to find more and more wrong things in them, and want to remake them completely.
Are
these images left untouched, or do you process/enhance them after rendering?
Yes, I drew the steam on the train in Memories, and added a very transparent lighting
effect in Picture Publisher to make the edges of the images a bit darker - it
makes the picture look al little deeper. And I fixed an ugly seam under Matilda's
brows.
Do
you make the whole scenes in 3d or do you composite them?
I make the whole scene in 3d. Sometimes, while modeling, when the scene is too
"heavy", I make some objects separately, and then merge them in the main scene.
But I always set the lighting and atmospheric effects for the whole scene.
Could
you classify these different points by importance in a scene to make it look good:
modeling, texturing, lighting, composing?
I would say, composing_and_lighting/texturing_and_modeling. I never separate those
things. Composition is most important to me: if the scene falls apart, how can
I continue? Lighting is very important for the proper composition. Dark and bright
areas, the rhythm of lights and shadows - they make the composition. Bad lighting
may kill a perfectly modeled and arranged scene. For the stills, I always set
the main light sources right after I have a rough model. It helps to understand
what to do with the textures - what places need some work, and what places can
be left almost plain. The same with modeling - where I need more details, and
where a rough model might be enough. But probably, the main thing is the feel
of a picture. I do not know how to explain it exactly - it's what catches your
attention first when you look at a picture, what emotions it calls, the main reason
why this picture was made... You know, sometimes you may see a picture, the lighting
is right, the modeling is excellent, the composition seems correct, but the image
itself looks dead... Here, I think, an artist is similar to an actor - if you
do not feel what you are doing, it is really difficult to make a nice picture.
How
much planing goes into a scene before you start working on it?
Mostly I start with a fast sketch, to catch an image in my head. Then, when I
am building the scene, I need to draw more detailed sketches for some parts, try
to find references in real life and in the books for some details.
How
important are sketches, drawings, ... to your artworks?
Very important. When you are modeling a scene, there are always so many details
to pay attention to, so many little things to fix - having a sketch helps me to
keep the general idea, "a big picture".
Do
you think traditional art skills are important to become a good 3d artist?
Obviously. It is just a different tool, you use software instead of brushes and
paints, or clay... I think, if the goal is to create a picture, not just exercise
in modeling/lighting/texturing - traditional art training is necessary. Somehow
3D pushes to pay more attention to technical stuff. Drawing, painting, looking
at art, studying art history helps not to forget things, which are common for
traditional media and CG.
Do
you see yourself at the cutting edge of art developments or are you re-making
an imagery and style of the past with the most expensive and difficult paintbrushes?
I never thought about that...To me, it does not make sense to repeat traditional
painting styles in 3d. It is not possible to re-create the warmth of real paintings,
remake the texture of canvas and paints (even with the most advanced after effects),
all those half-transparent layers, play of brush movements. In the best case it
will look like a print of a painting. On the other hand, 3d has so many advantages
and offers so many things that are impossible for traditional painting! What I
am trying to do is just make pictures and avoiding the plastic look.
What
are the strong points of 3D Studio MAX?
For people who came from using 3d Studio, like myself, MAX is easy to learn, interactive,
fast. It is multi-purpose, and you can create the same model using 10 different
techniques and chose which one is more comfortable to you. I love MAX's material
editor, and it tends to be greater and greater with each new version.
What
do you think of the default scanline renderer?
Honestly - nothing. There is not much to do about it. If I do not like the result
of rendering, I try to find workarounds.
Are
there any artists at 3D Artists your particularly admire?
Yes, many. I love Timur Baysal's and Jeremy Engleman's works, they are geniuses.
I admire Steve Burke's sense of color, I love Eni Oken's fantasy world.
What
are you tired of seeing in other people's works?
I like to see original works. If somebody did a picture, he was trying to say
something, took time to create a scene, was interested in something particular,
and that's what I try to recognize in an image. If it is not perfect - well, we
all are learning, are not we? What I dislike to see is remakes of stuff from Star
Wars, Toy Story and Godzilla, even if they are nicely modeled and textured.
What
will be your future plans?
It happened, that I've got my dream job at Cyan, and now I am completely happy
where I am. Maybe, when I will get too old, and my eyes get tired, I'll go back
to painting :).
Thanks.
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