Many actually! I always look at work by new digital art "heroes" as inspiration to push myself beyond the limits. I think over a long period of time Craig Mullins has been one of those heroes. You could probably find Neil Campbell Ross, Bill Anton, Nathan Fowkes and Xaingyuan Jie among my inspirations as well.
I also pay a lot of respect to traditional art masters, such as Caravaggio or Jean-LÃ©on GÃ©rÃ'me, and even though I never had much to do with traditional art techniques, there is much to learn from just looking at their art. Last year I had a chance to see GÃ©rÃ'me's art exhibition in Los Angeles and it totally blew me away.
I noticed on your site that you are familiar with some of the 3D programmes. What part do these play in your pipeline and in what kind of situations would you use this skill?
I use 3D mostly for very complex scenes that involve a lot of tricky perspective, which for me only happens during production time. I might use 3D to lay out some of the initial lighting in the scene as well (for example, interior concepts). Usually I would model my scene with simple objects such as boxes and spheres in Maya and then make a quick light pass before I hit render. I render most of my scenes on layers so I can separate objects later on in Photoshop.
There have been several occasions where I have used the Maya mapping technique to change the camera angle in photography and then use it later on as a base for my concept scenario. This is a pretty fun technique to work with, although probably too time-consuming for non-complex scenes.
You have worked on some outstanding projects, which of these has been your favorite and if you could choose any project to work on what would it be?
There are quite a few that are my favorites but I can't really talk about them just yet. From those that have been released however, I think the Crysis