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The man behind 'Seth' and many other amazing
creations - Dave Wilson
What
is your Name, Age, and Job Title?
Dave
Wilson, 24, Head of 3D @ Wicked Pixels.
In terms of CG, How did
it all begin for you?
First
was University, a BSc Computer Science, oodles
and oodles of wonderful colourless code. Not
too much fun, VERY scientific stuff, then after
that I thought I'd do a little traditional animation,
oh in my 2nd year of Comp Sci, I discovered
3D Studio, cool cool, oh and even before that
in High School, my end of year project was making
a computer game with a mate of mine, drew the
graphics for that pixel by pixel man, YIKES.
You should see some of the images, GULP. Anyway,
After university, traditional animation and
fiddling around in 3D Studio, I got an internship
at a television studio. This ended up turning
into a full time job, worked with some cool
and not so cool people, then started my own
company, and then joined Wicked Pixels, where
I am now. Between all that, lots and lots and
lots of hours and later nights.
What was your very first
CG project? was it a success?
Hmmm,
professionally ? Cause my first one was that
game. If I have the courage to dig up some screenshots
I will. Other than that it would have been work
for that TV Studio, don't have too much of that
stuff around anymore though.. Although here's
my first real Lightwave Project Render.
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How long have you been in CG and what is your
current job?
3
Years now. At the moment I head up 3D Animation
at Wicked Pixels in Cape Town. Best Studio in
the country if you ask me. I get to do ALL SORTS
of stuff, we get time to work on our own projects
and are busy working on a Wicked Pixels Short
Film. Other than that we do TONS of commercials.
What has been
your greatest accomplishment in your career?
Keeping
my Sanity. Hmmm, seriously, staying passionate,
it is easy to get burnt out or sick of "suits"
totalling killing your creative buzz. I love
my job, so that makes it easier, I can't imagine
doing anything else really, but staying focused,
passionate, dedicated, whatever, maintaining
a high level of quality and bettering it each
year is probably what I am most proud of.
Of all of your
artwork, which piece is your personal favorite
and why?
Hmmm,
not sure really. Probably at the moment, my
Arach. No real reason I guess, just one of my
latest pieces and I love photoreal looking mechanical
gadgets like him. Robots, Photorealism......
y u m m y.
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What is one piece of advice you would give to
the aspiring artist?
Hmm,
if I had 10cents for...... Nah, seriously, I
always say the same thing, DEDICATION. If you're
willing to put in time and hard work, nothing
can stop you. If you're gonna be able to sit
hour after hour, trying and trying to finally
get what's in your head onto the screen, you'll
make it. It takes patience to start off with
though, it can be frustrating at first.
What software
program(s) do you use for your CG and why?
Mainly
used Lightwave and Photoshop. Lightwave for
all my 3D and Photoshop to paint textures. Love
Lightwave's renderer. I also use After Effects
and Premiere, use lots other but those are the
main ones.
What are you plans
for the future?
Keep
making cool CG. Hopefully one day work on some
film stuff, some cool game cinematics. Make
it over to the States and try and cut it with
the best of the best. Also want to finish a
short film some day, never find the time.
Are you
working on any projects currently? If so, what
are they?
At
the moment working on the elusive Wicked Pixels
Short Film. Also just finished off a big commercial,
inside the human body type thing for Wicked
Pixels. The Wicked ShortFilm is liveaction/CG
combined, all photoreal stuff, right up my alley.
Should be finished near the end of February,
but don't hold your breath. We work on it during
out downtime at the studio, i.e. when we're
not busy on other work. So it's not often. The
shots we have completed look awesome though.
I'd love to post them, b u t ....... Wicked
might not like it *grin*
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Can
you give away one of your CG secrets to success?
Hmmm,
if it looks good and convincing (reference to
photorealism) then you have achieved what you
wanted, doesn't matter if it makes sense or
how you did it. Ok, how do I explain this. Simulating
real world principles often doesn't achieve
the same result in 3D, coming up with a clever,
simpler method often solves the problem, and
if the viewer can't tell the difference, well,
then you've succeeded. Also remember, when dealing
with animation, it's there one frame gone another,
you can get away with a lot more than you might
think. While I say this remember one thing,
perfection and attention to detail is what seperates
the pro's from the rest.
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