So what are the main key programs that you use in pipeline?
I use most of the classic programs: Max, Photoshop, Bodypaint 3D, ZBrush, Mudbox, Maya at times and of course, Excel! (Laughs).
I think I've found the Nintendo - is it attached to your astronaut monkey's backpack? My search led me there as I noticed the old man astronaut had a Half-Life 2 symbol on his key ring?
Ah, good call. You got it right! (Laughs). Yes there's a Half-Life 2 key ring, and if you look carefully, Metal Gear Solid and a few others.
You're not only an amazing modeler, you're a dab-hand at texturing too, but which area do you find the most challenging and why?
I think that no matter what you're doing - modeling, sculpting or painting - faces are the most fun and an interesting challenge. Technically-speaking they're pretty easy, with good poly flow and all that, but art-wise there a lot of fun.
A face can easily make or break a character. I have created tons of head models over the years, and I still find it exciting to create a new one. It's a pretty small part of a character when you look at one, but it's so fun and important to get right.
I always start modeling or painting a character with the face. To me it's where I'll set the style of the whole piece, and for personal work it help me determine if I'll do a full character or just a bust.
So would you spend longer on the face, knowing that it's what you'll base the style of the character on or do you treat each area equally?
Well by now I'm pretty fast at making faces, so in the end I spend around the same amount of time on