An
interview with Brian Taylor, creator of Rustboy.
Rustboy
in all his fully rendered glory
As
big fans of Rustboy here at 3D Total, we are
pleased to present an interview with its creator,
Brian Taylor.
Brian started the Rustboy project initially
when he produced a sketch whilst working as
an illustrator as a concept piece for a short
story. Brian then later went back & revised
the design, creating the character we see
today. Part of the attraction to the project
is Brian's Rustboy site, (www.rustboy.com)
which chronicles his efforts with the film,
from early beginnings as a personal project,
developed in his own time to a privately funded
venture which he now works on full time. The
site is worth a visit for the 'making of'
and 'diary' sections which provide some interesting
insights on Brian's approach to film making
and rendering on a budget.
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3D Total: Firstly,
tell us a little about yourself.
Brian
Taylor:
I live in Dundee,
Scotland where I work from home. My
background is in traditional illustration
for the design and advertising industry,
although the computer has taken over
more and more in recent years. Although
illustration has always remained my
core business, I've also been involved
in interactive design, concept work,
motion graphics, and computer game design
for the past few years. My interest
in animation/film-making goes way back
before I got into computers, to my teenage
years when I would fool around with
animation on an old super-8 movie camera.
After deciding it was too much like
hard work, my animation pursuits have
pretty much lay dormant until now.

Rustboy
on the slab
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3DT:
What first got you into CG?
BT: My interest
in CG started out purely through reading
about it in books and magazines, but
at the time I never dreamt that it would
be possible to do this kind of stuff
on a home computer (or that home computers
would even exist for that matter). The
first thing I remember seeing was Blinn's
'Evolution of a Goblet'. Five images
of a goblet rendered in stages from
wireframe through to a bump mapped version.
It seems crazy now, but at the time
I thought this was unbelievable. After
that I was amazed by the CG stuff in
Tron, followed by the early Pixar shorts
like Luxo Jr. and Tin Toy. Roll on several
more years and I was given the opportunity
of buying a 'cheap' Mac through the
design company I worked for at the time.
As soon as I got my computer, the first
thing I checked out was whether it was
possible to do 3D on these things, and
to my amazement it was. I bought a copy
of Infini-D, and from that point on
I was hooked.
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Rustboy goes exploring
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3DT:
Do you remember your first model or
scene in 3d?
BT:
One of the first
things I remember doing was a mouse
driving a red convertible (for some
reason). We're not exactly talking Stuart
Little here though, it was made up of
very simple objects.

The
detail in the sets is amazing
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3DT:
What's your favourite piece of CG &
why?
BT: I
don't know if I could pick out one favourite,
but I tend to like opposite extremes
when it comes to CG. On the one hand
I like simple graphic type stuff which
is deliberately 'computery' looking.
The 3D sequences in Tron are as good
an example as any, and I still think
they look good to this day. At the other
end of the spectrum, I'm very impressed
with some of the seamless CG work being
done in live-action features these days.
Examples would include 'Black Hawk Down',
'Lord of the Rings', and 'Pearl Harbour'
(not the greatest movie in the world
but the CG work was impressive). I also
take my hat off to fellow 'home-grown'
filmmaker Andy Murdock for his 'Lots
of Robots' project.

Rustboy
takes to the sky
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3DT:
Other than budget, what prompted the
use of Infini-D on Rustboy?
BT:
Simply
because I've used it for years, and
I haven't used anything else to the
same extent. It is important that I
stick with what I know with a project
of this size. It is a daunting enough
task without having to learn a new software
package along the way.

The
castle in which rustboy comes to life
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3DT:
Did you consider changing when you got
funding?
BT:
No, the funding
didn't affect my decision at all. I
do have several options now though,
with or without funding. One of the
perks of getting a bit of limelight
is that developers keep sending me free
software, so I may end up using a combination
of 3D software at the end of the day.
The bulk of the film will still be done
using Infini-D for the reasons I mentioned
earlier, but I may end up compositing
other elements in certain shots. I'll
not mention names until I see how things
work out.

Flat
shaded & textured views of our hero
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3DT:
How important was getting that funding
to the Rustboy project?
BT:
It is important
from a timescale point of view mainly.
With the funding it is going to take
at least another year to complete. If
I was to do the work in my spare time
like I first planned, I dread to think
how long it would have taken... probably
the rest of my life!

Swimming
in salt water isn't going to help that
rust problem much...
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| 3DT:
How long on average do you spend on Rustboy
in a week & how long does it take you
to create a set?
BT: It's
very difficult to give you the time
spent on the project because there are
so many aspects involved, and it varies
from day to day. It's easier to say
that Rustboy is taking over my life
these days. Working on the film is a
massive job in itself, but there are
also lots of Rustboy related things
to do at any given time. Planning out
and writing the Rustboy book, updating
the website, replying to emails, participating
in the Rustboy forum, doing things like
this interview (I have another 2 interviews
on the go right now for example), and
the list goes on. A minimum day on Rustboy
would be 9-5, and an extreme case would
be working through the day, all through
the night, and through the next day.
An average day could be anything in-between.
The same thing applies to creating a
set. It could take anything from a day
to several weeks, depending on the complexity
of the set, how it will be used in the
context of the film, whether objects
in the set need to stand up to close
scrutiny by the camera, or will only
be seen in the background. Another factor
is how much work is involved in creating
a particular texture. Can an existing
texture be reused or modified?, do I
have to create a new texture from scratch?,
I may need to do some research into
creating a texture. Each job is different,
so it's difficult to even give you an
average time for creating a set.

However
long it takes, it seems the results
are worth it
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3DT:
What's your favourite part of the process?
Modelling, texturing, lighting?
BT:
Lighting, without
a doubt. For me, modelling is just something
which has to be done, texturing I enjoy,
but it is the lighting which really
brings a scene to life. The final look
of a scene is obviously a combination
of each process, but it's at the lighting
stage that I really start 'painting'
a scene using pools of light and shadows.
I probably spend more time on the lighting
than everything else put together.

In
this shot Brian has managed to convey
a dark, murky feel whilst still having
enough light to pick out details
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3DT:
What are your preferred methods of working?
(e.g. sub-d's, nurbs etc. for modelling,
any preferred UV style, texturing style
etc., etc.)
BT:
I wouldn't say
that I have a preferred method when
it comes to modelling and texturing.
I'll use a variety of methods depending
on the object. Whatever gets the job
done really.

A
wireframe shot shows just how complex
the models are
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3DT:
There
are many 3d artists out there wanting
to create their own short - what advice
would you give them?
BT:
Come up with a
strong idea and stick with it. Make
sure it is something you feel passionate
about. You are going to have to put
a lot of work into it, so you want to
be sure that you are going to enjoy
the experience. Use the internet to
your advantage. There has never been
a better way of showcasing your work
to a maximum number of people so easily
and cheaply. Finally, don't bug me about
how to go about getting private funding.
;) (You wouldn't believe the number
of emails I get about this)

The
device that brings Rustboy to life
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3DT:
Finally, tell us something about Rustboy
that you haven't told anyone else.
BT:
Hmm, good question.
I'll tell you what, I will half-tell
you two things... At one stage a lead-animator
from a major 3D studio was going to
get involved in the character animation
of Rustboy, but things didn't work out
for one reason or another. A Hollywood
producer who has a very successful feature
film doing the rounds right now, approached
me with the possibility of developing
Rustboy into a feature film. ... and
that's all I'm saying.
3DT:
Thanks.
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Rustboy stares at the moon
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All
images used with permission by the
creator. All images are copyright
Brian Taylor. For more information
on Rustboy, click the image below
to go to the Rustboy website.

Click
the image to visit the Rustboy site.
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