The 3D Art Direct Podcast: 3D Digital Art | Artist Interviews | Digital Art Conferences | Sci-fi and Fantasy Genres

Welcome to session 29 where we talk to Eric VanDycke (also known as Traveler) who is a partner and the Web Site manager at Runtime DNA

RuntimeDNA is a large and thriving digital community chiefly for Poser. It provides a wide selection of digital content and provides a great learning environment for its members with a very active forum who are from all over the world. A large user art gallery also reflects the vibrant community.  The store boasts over 5000 products with more than 100 content creators.

His 3D roots stretch all the way back to Bryce and the early days of Poser. Eric has been involved with numerous releases of Poser and other software packages used by the community.  So we’ll be interviewing Eric in-depth in this episode and he’s also very much involved with the Poser Expo 3 conference. 

Poser Expo 3 is a live on-line conference for users of Poser and Poser Pro. It’s one of 3D Art Live’s biggest events of the year boasting eight 1.5 hour sessions with leading figures and content creators from the Poser industry. This webinar based conference is on the weekend of the 18th and 19th of October.  

Poser Expo 3 is about connecting and interacting live with professional artists and content creators. You can use instant chat, ask audio questions and see techniques and problems get solved step by step by presenters who will be sharing their desktops live as they share their experience. You can also interact with the other attendees  in the room as well.

Direct download: Session29a.mp3
Category:Podcast -- posted at: 4:08pm EST

Today we are speaking for the second time with long time associate and supporter of Ralph McQuarrie and his work, John Scoleri. Find out in Session 25 of the podcast how John became involved in meeting and helping to promote Ralph’s work.

Ralph McQuarrie was the concept artist for a number of strong iconic movies aside from Star Wars, including - Close Encounters of the 3rd Kind, raiders of the lost ark, E.T., Jurassic Park, the 1978 Battlestar Galactica series and Star Trek’s “Planet of the Titans” film which was cancelled at the script stage.  I mention these examples since not everyone is aware of the impact that Ralph had outside of the Star Wars arena and a new book that John Scoleri and Stan Stice hopes to publish called “The Art of Ralph McQuarrie : Archives Art book showcases the best work of Ralph’s career throughout.

John has created a Kickstarter campaign for this unique book, so take a look at the video on Kickstarter.com that will give a preview of the artwork that is likely to be included in the book. Searching for Ralph McQuarrie will get you to that particular campaign.

 

Direct download: Session29.mp3
Category:Podcast -- posted at: 6:47pm EST

In this session Christie Knox interviews Dax Pandhi. a 3D environment specialist and co-founder of QuadSpinner. Dax has contributed to a variety of top titles for film and games, and is co-recipient of the 2014 IAWTV award for best visual effects, Battlestar Galactica: Blood and Chrome. 

He is also a respected teacher and author. His students number in thousands and include top studio and indie Visual Effects talent. With 18 years in the CGI industry, Dax's innovations stem from his understanding of nature and his ability to translate those nuances to the digital platform. 

In this session we discover:-

- Dax's background and how he become involved in computer programming as well as 3D Digital Art.

- Artists who inspired Dax.

- What drew him to natural landscape creation and Eon's Vue software. 

- How QuadSpinner started and how it has evolved.

- About the Material Development Kit.

- Helios and how it take clouds and atmospheres into an entirely new place!

- World Machine and and QuadSpinner's Geoglyph toolkit for this software.

- Dax is working on Helios 1.5; but what else does he have planned?

- Dax's "Realism in Vue" book and his next book project.

- Dax's credits to the QuadSpinner team.

http://www.quadspinner.com/

If you'd like to subscribe to the free 3D Art Direct magazine and get alerted for new podcast sessions from us, then sign up at www.3DArtDirect.com

Direct download: Session27.mp3
Category:Podcast -- posted at: 6:25pm EST

We are privileged to interview Paul Hellard, former editor of CG Society and Ballistic Media, who shares with us his stories on his career in working across the media in filming, sound recording, editing, writing and publishing.

Toni Bratincevic, senior Environment Modeler at Blizzard Entertainment is quoted as saying:-

"I have known Paul for more than 5 years and I must say that he was one of the pivotal persons during my career helping me in so many ways to advance forward and land a job in the CG industry. As an editor of CGSociety, he did an amazing job writing very informative and interesting articles and reports on new software, interesting projects and great reports from Siggraph. The series of Expose books wouldn't be the same without Paul, his ability to keep good connections with artists and inspiring us to send our artwork to be published in these books really helped to push digital arts as a viable and recognized art form."

You can find out more about Paul and his work here:-

https://paulhellard.contently.com/

https://www.linkedin.com/in/hellardmedia

In this interview with Paul we learn:-

- His experiences as a camera assistant for the Kirk Douglas film “'The Man from Snowy River” 

- Going freelance as a cameraman and sound recordist 

- Working as a script editor and then picture desk co-ordinator . 

- Being the assistant editor of “Design Graphics” placing Paul in “tech heaven” where he wrote and edited feature articles, technology updates, hardware and software reviews.

- How Ballistic Media was founded and Paul's involvement in launching EXPOSÉ

- The design objectives of the EXPOSÉ series of Digital Art Annuals.

- The experience at CG Society posting feature articles, the news and managing the social media posts. 

- Paul's global view on the "game changers" of digital art over the years. 

- Those main individuals who influenced Paul as he worked in the various media industries.

Direct download: Session26.mp3
Category:Podcast -- posted at: 6:02pm EST

This is session 25 of the 3D Art Direct Podcast talking about the life of Ralph McQuarrie, conceptual artist for Star Wars with John Scoleri.

John Scoleri has supported and promoted the artwork of Ralph McQuarrie, the concept artist for Star Wars through many years and more recently with the publication of the book “The Art of Ralph McQuarrie” of which he was co-author and publisher. 

The Art of Ralph McQuarrie 

He’s also exhibited Ralph’s work at a series of major events around the world called Star Wars Celebrations, clocking up lots of air miles in the process.

 

You can find out more about John's mission in promoting and publishing Ralph's work at the Ralph McQuarrie facebook page here:-

https://www.facebook.com/RalphMcQuarrie

In this session we discover:-

- The impact of Star Wars on John Scoleri when he first saw it in 1977.

- How John first met and assisted Ralph at a convention and helped promote his work ever since.

- The story of when George Lucas first hires Ralph McQuarrie and how essential Ralph was to visualising and designing the movie with George. 

- Some of Ralph’s early briefs or instructions for his concepts. 

- What type of paints Ralph used for his work and the advantage of them.

- All about the very first production painting for Star Wars of C-3PO and R2-D2.

- The “Laser Duel” painting and this even influenced set design.

- One of Ralph's favourite paintings and why.

- Details on “The Pirate Ship in Docking Bay 94” 

- Why a  Storm Trooper and Han Solo are holding lightsabers in once concept illustration.

- Details about the concept illustrations on the battle at the Death Star.

- Whether Ralph had a preference for character artwork, landscapes or technology.

- John's story of producing "The Art of Ralph McQuarrie" book with Ralph and Lucasfilm.

- The next book promotion for Ralph’s work.

 

Direct download: Session25.mp3
Category:Podcast -- posted at: 4:30pm EST

Greg Teegarden is a computer graphics supervisor at Digital Domain, a visual effects and digital production company based in Venice, Los Angeles, California.  

He has been in the industry for over 20 years and has worked on productions including SeaQuest 2032, The Fifth Element, Tron : Legacy, X Men: First Class, The Girl with the Dragon Tattoo and more recently the Oblivion movie starring Tom Cruise.  

He has been nominated six times at the Visual Effects Society for his work.

We are pleased to interview Greg in this session and learn:-

- How Greg's father, James Teegarden, who was an art director and set designer for Back to the Future II, Artificial Intelligence and E.T. influenced Greg. 

- How Greg got started professionally in visual effects.

- The experience of working as an animator on Seaquest 2032.

- The influence of Industrial Light and Magic.

- Some of Greg's earliest visual effects tools including Lightwave.

- Greg's experience on the sci-fi movie Oblivion, which starred Tom Cruise. 

- Using Terragen to create a procedural generated Earth for the opening scene in Oblivion with the Universal Studios logo.

- Some of Greg's highlights at Digital Domain.

- The benefits gained from managing production pipelines at Digital Domain.

- Some of Greg's work on Tron : Legacy as the lighting supervisor. 

- Advice from Greg for those who are looking to get into the visual effects industry.

Resources and companies mentioned in this podcast

Digital Domain : James Cameron's visual effects company - http://digitaldomain.com/reels

Terragen (version 3) : Planetside Software - http://planetside.co.uk/ 

LightWave by Newtek - https://www.lightwave3d.com/

Houdini by Side Effects Software - http://www.sidefx.com/

Direct download: Session24.mp3
Category:Podcast -- posted at: 6:25pm EST

Kim attended the University of Applied Sciences in Münster, North Rhine-Westphalia where she received a Bachelor of Arts degree in Media Design and Illustration.

Over the years Kim has done work in the role-playing game industry applying her illustration skills for RPG games such as Engel for Feder & Schwert,  Redaktion Phantastik, and the Pegasus Spiele game—Call of Cthulhu.

Her journey into 3D Digital Art began in 2000 with Poser and started vending Poser content in 2006. 

She delves into other packages occasionally including Carrara, Bryce, Terragen and used Hexagon for modelling. She also uses GIMP, Photoshop elements and UV Mapper Pro in her workflow.

Kim Schneider can be found at Runtime DNA under the name Arki.— www.runtimedna.com/Arki/

In the session we discover:-

- How Kim started her passion for artwork with a single illustration of a dragon.

- Her first impressions of Poser and how she overcame early barriers with 3D digital art using this application.

- Her experiences of creative artwork in the role playing game industry.

- How she became a vendor at Runtime DNA.

- Her forthcoming live webinars at 3DArtLive.com in how to create successful Poser content projects as a vendor.

Sign up to get notification of our free podcasts and monthly 3D digital sci-fi and fantasy arts magazine at www.3DArtDirect.com

Direct download: Session23.mp3
Category:Podcast -- posted at: 4:59pm EST

1