[re-created 01/10/2002] - Hey all, I'm glad you found my site interesting enough that you got a little bit curious about who I am - on this page you can see a snippet of questions I tend to be asked frequently by email.|
What school did you go to? / What did you study? / Can you recommend any schools or books for me?
I have an equivalent of two Associate degrees, one in Graphic Design and the other in Marketing/Advertising Design.
When it comes to what if and what you should study I always tend to believe that creative skill is much more valuable than technical knowledge -- always go for schools which have renowned teachers in the industry and that highlight their background and skills before any sort of computer studio they have. Schools that I've always had a high regard for is Ringling, CalArts and Sheridan.
Second, a diploma per se is not as important as schools would like you to believe but a good, strong demoreel is often use as the only criteria used for hiring new recruits. But I still want to highlight that the knowledge and inspiration that good teachers can give you in this early phase of your long career can be invaluable in terms of what they teach you and should therefore not be dismissed easily. If you dismiss that you are most likely dismissing all knowledge learnt by humans since the dawn of time and I doubt that you hold your collegues in a very high regard.
Third - Devotion, long term commitment, motivation. Things that are a must in all creative industries which do not pay as well as some other areas and which also are a must to put in the long, intense hours most likely called upon you for your next years in your career. If you find that you don't have an interest in expanding yourself, pushing your limits or if you have a talent but don't really like it - then I don't think the creative industry is for you and you should probably try to search in yourself for an other interest area. Good design/art can only come from complete devotion to the craft, and often eating, sleeping and breathing design/art is rarely enough.
When it comes to books I hardly own any 3d related books at all, most of the ones Ive got I've gotten for free over the past year. First book I really recommend is the manual to your specific software package(s), after that anything thats related to traditional creative crafts such as design, lighting, photography, lighting, color theory, composition, acting, art/painting, user interface design/Human Computer Interaction, etc.
How do you create these models? / Can you give me some tips on modeling?
All my models tend to be modeled using the poly-modeling/point-by-point technique in the subdivision modeling technique, I tend to avoid volume modeling/box-modeling because I feel its harder for me to sculpt it with the correct detail and using all vertices/edges to the maximum.
Other than what's described in the poly-modeling tutorial in the 'Learn' section I can't really give you any general hints on how to improve your modeling except the golden rule of "Practice, Practice and Practice" - But remember that its just as important for a modeler to learn how to observe his/hers world and surroundings and to take notice of how objects look and feel as well as how materials can be broken down into its CG equivalents.
Can you write a tutorial on [this issue]?
I have two tutorials currently, one on setting up a virtual studio (good for the new guys that want to use references) and another on general modeling lingo as well as a quick walk-through on poly and subd modeling. Please read these before you ask me any related questions through email.
"Type'd" is a series of articles that I'm currently writing on various issues, you can see this as a sort of platform-independent tutorial describing techniques or issues related to 3d artistry. I'm all open for suggestion on issues to treat in upcoming "Type'd" issues but for tutorials I'm pretty much set and won't create that many (or any) more, instead I'm hoping that the "Type'd" series will help you out and open your eyes to issues you might want a refresher on or something you don't really know about.
What programs do you use? What computer do you use?
I currently use 3D Studio Max 4.2 for all 3d related creations, I tend to create textures in Adobe Illustrator and Adobe Photoshop -- both software I know very well from the time I was working in design.
Most of my 'earlier' work have been done on a P3 400, 400mb ram with a Voodoo3 card. Nowadays I'm using a purpose built workstation but the P3-400 is still in use for some general image editing, modeling, html/coding, email, management tasks and in my small rendering farm environment.
The workstation is a custom-built Dual P3 1ghz, 1gb ram, 160gb hard drive and a Oxygen GVX210 for display over my two 21" monitors. Of course I also got a DVD-rom, CD-writer, JAZ and Zip drive in my little studio for those larger-than-email files. Nowadays I also have a old Digitizer II that I recently purchased a new pen for [thanks Ebay ;)] and therefore could start using again, so I'm looking forward to using that one for my new texturing tasks.
A while ago I put together a little image of my workspace, so if you want to see it just check this image out [about 150k]. That's the Dual one to the left and the Single one to the right.
I'm not much of a hardware-buff so I can't help you with any hardware related questions really, try to look up some forums or IRC chats for that.
Do you currently use Mental Ray or Messiah? What's your involvement with Brazil R/S?
For the most of my earlier work I've used scanline only and I've never used Mental Ray, Messiah nor FinalRender.
Since around May 2000 I'm a member of the Splutterfish test crew (responsible for alpha/beta testing of Brazil R/S for example) and since then gotten the magnificent opportunity to get to know both Scott and Steve of the Splutterfish crew.
Nowadays I tend to use this very excellent render system for almost all of my work, but even so it doesn't mean that every render have full GI, photons or glossy reflections enabled -- I still enjoy to work 'hands on' with lighting a scene even though using the Brazil skylight for ambient/fill lighting have replaced the massive arrays of lights I used in scanline renders.
Each image page tend to contain the information of what renderer and general settings was used and even though most of the later ones are rendered with Brazil R/S it doesn't mean that every one of them have full GI, photons and glossy reflections. To see more about some specific Brazil features check out the Brazil gallery page.
What do you work with?
Im currently working at Industrial Light and Magic as a Matte Artist.
Can you sell/send/give me [this] mesh?
Other than the meshes and material that are available in the download section I have no real intent of making anything available, but who knows if the price would be right? I am available to do some contract work if you are looking for a specific mesh or sequence. Feel free to sign up to the newsletter, you can do that from the homepage, and you'll get notified by email in case I put something new online.
Did you make your website yourself?
What's "Where Angels Dare"?
"Where Angels Dare" is my first script I'm working on. I wouldn't really say that its necessarily a movie or tv script as much as a web-based series or a short novel, to put it simpler - I haven't decided in how the final story is going to be told.
What it IS though is an attempt of creating a large universe in where science meets fiction with roots in history and the present. It's not any sort of attempt to try to accurately tell how the future will be but it got more of a focus on character development. The reason why I'm currently creating the universe [as well as working on the third rewrite of the 'first' script] is that it creates the possibility to dive in deeper into different time areas of the universe while staying true to itself, so while the first script is set some 40 years after Mars have been colonized the second script can deal with the following or alternative time period.
I'm planning on using this script as a base for some images/animations later down the road and it will most likely be available to read through this site when it's done.
May I send you my resume?
Trinisica.com is not a company and I'm therefore not hiring anybody. With that said, feel free. I tend to keep resumes around for those moments when I need help at whatever company I'm working at and a need arises, but don't expect me to follow through with those issues.
The Trinisica brand name was created by me with the intent of creating my 3d portfolio here while still have the attribute of being a unique name with a meaning. Trinisica might evolve to a studio name later down the road, but only time will tell.
The meaning of the name itself is fairly simple. [Tri] is for the 3D as well as the - in my opinion - the three major creative areas as music, design and art. All these areas are all interconnected and inspire each other in a never-ending circle. The [nisica] part was inspired from an island in the Mediterranean -- a area of the world which I truly love and inspires me.
If you still have any questions, oposing opinions or experience than above - feel free to email me as usual at: firstname.lastname@example.org (include [trinisica] in subject) or use the feedback form below - I try to answer as quick as I can, but keep in mind that it might take a while..