An
interview with David Titus by Mike Rickard.
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3D
Total: Tell
us a little about yourself.
David
Titus:
My name is David Titus, I'm a self employed/freelance
3d animator and media designer living
in Nova Scotia Canada. I started doing
the freelance thing about 7 years ago
or so, and have been pretty lucky to
have kept busy and found some great
clients. Things were pretty slow in
the beginning of course, but that's
typical. One thing I found that really
helped my career was having kids. Nothing
like the added pressure of having to
feed two small children to get you to
a new level of productivity.

An
early environment shot, made to look
like a photo.
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3DT:
What first attracted you to working
in 3d?
DT:
I was actually
first interested in traditional modeling
and stop motion work, which stemmed
from my love of Star Wars, which I saw
on release back in 1977 when I was about
8 years old. From the day I saw that
film I wanted to work in the industry
and back then it was all hand built
models and stop motion. I spent a lot
of my young life pursuing that, going
so far as to shoot several Super8mm
stop motion films and rigging up a very
early black and white (!) video camera
in a small studio space I set up in
my bedroom. My parents thought I was
a little strange, but at least it kept
me out of trouble. I was doing computer
animation back then to in a very limited
way, making simple sprite animation
of pac-man chomping his way acrossed
the screen on my TI99/4a computer. I
had no idea computers would become so
prominent in the effects industry back
then though. My attention really moved
to 3d animation when I saw some of Pixar's
early works like Luxo. I realized that
model making was likely going to take
a backseat fairly quickly so I scrambled
around trying to find a way to learn
the 3d ropes. I had heard my local Art
college (the Nova Scotia College of
Art & Design) had an SGI set up for
computer animation so after high school
I went there but soon found out the
system they had was antiquated and they
taught nothing related to 3d (they were
actually using the SGI unit as a coffee
table). I stuck it out there though
and studied design and photography for
two years, which has done me a lot of
good I think. So I spent my days at
school learning photography and design
and my evenings at home teaching myself
3d, which is definitely the hard way
to do things.
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The
lead character, fully composited into
the scene.
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3DT:
Who would you say your influences are?
DT:
My influences are varied, and really
have little to do with 3d. Men like
Stan Tippet, Walt Disney and director
Stanley Kubrick are all big influences
in my work in one way or another. Mr.
Tippet's work with stop motion has always
inspired me, and it rather pained me
to see him having such a hard time on
Jurassic Park early on when Spielberg
decided to go the 3d route. Disney is
a favorite person of mine and I highly
recommend any animators out there spend
some time with "The Illusion of Life"
book, which has nothing to do with 3d,
but everything to do with animation
and making your characters come alive.
Lastly Kubrick has always been a big
influence as his directorial style just
agrees with me. His work always pushes
the boundaries in everything from character
development and story to technical things
like lighting and shooting. There's
a scene in Full Metal Jacket where the
men are in their barracks and Gunnery
Sergeant Hartman is going on about loving
the virgin mary. Some of the shots rotate
around the characters and if you pay
attention, you'll realize there is no
lighting in that scene aside from the
naturals and what's given from the overhead
lights. Despite this the scene is perfectly
lit and small almost unnoticeable things
like that are a testament to Kubrick
and what he can get from his crew. In
another of his films he lit an entire
scene with nothing but candles. That's
very impressive stuff.

Looking
u p close shows the texturing detail.
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3DT:
What is the single most useful thing
you've learned in 3d?
DT:
The single most useful thing I've learned
in 3d would have to be subdivision modeling.
Before I picked that up making characters,
especially faces was a royal pain in
the butt. I experimented with patch
modeling, nurbs and all the rest but
none of it felt quite right. sub-d's
are a god send. :)
3DT:
What made you decide to base your short,
"Become War", on the Vietnam war?
DT:
Along with visual
effects I've had a life long interest
in military history. The Vietnam war
is one topic in particular that I know
a great deal about on many levels and
have always wanted to write a story
about.
Helicopter
controls.
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3DT:
What has been the biggest challenge
on the project so far?
DT:
That would have
to be simply finding the time to make
the sort of progress on it that I'd
like. At this point it's all me, and
a complete labor of love so it's purely
a matter of working on it when I can
get the time. Aside from all the typical
things to do on a project like this
(writing, modeling, animation, sound
recording etc etc) I'm also pursuing
it in other areas. I'm in the midst
of writing a proposal for Telefilm Canada
in the hopes of finding some funding,
and have talked to a few broadcasters
about it as well and got some good responses.
If I can get funding I'll do this full
time, and hire several animators and
the like to take a lot of the workload
off and step up production many notches.
If I don't get funding I'll continue
as I have been, going it more or less
alone and subcontracting work out for
it as needed. The story will be told
one way or the other, I believe in it
too much to let it sit..
3DT:
You're documenting the process of making
the film on your site. Does this add
to the workload or do you work on the
site to take a break from 3d?
DT:
I find working
on the site a great break from 3d. Sometimes
I need to get away from modeling etc
and do something else, and updating
the site is a great way to do that yet
still remain productive with regards
to the film.

A
shot of the helicopter.
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3DT:
Between client's work, Become War, the
Become War site, the officers club site,
family & other projects, how do you
find time for it all?
DT:
That's not the
half of it. Client work takes up a big
part of my day, but being self employed
means I also have to do the finance,
marketing, sales and all of that other
good stuff as well. There are periods
of days where I don't see anything related
to BW at all, but I can usually find
time for it now and again. 9am to 5pm
are more often than not clients and
business related at the office. 5pm
to say 8pm are me and the kids, which
I think is very important. Once they're
in bed it's back to the computer at
the home office (I can't get away from
computers can I?) and either more client
work or, god willing... some Become
War work. That sort of schedule is typical
but there are times when I can get a
lot more work done on it that others.
I obviously have a very understanding
wife. She puts up with my being at the
computer so much very well and is very
supportive. I couldn't have gotten anywhere
without her.
3DT:
The idea of 'competing' against another
artist making a short is an interesting
one. Has it helped with motivation at
all?
DT:
I've found it
helps a lot actually, though some people
misunderstand the point of it. The Short
Film Face Off site was set up between
Tito Belgrave and I not as a place to
prove who's short film is "better" but
merely to provide unified updates and
to let us kick one another in the butt
now and again to keep things moving.
I'd say the biggest failing of this
type of solo driven short film is lack
of interest or drive after a period
of time. I'd bet a good 90% of these
types of projects are started with much
fanfare, yet never completed. I'll definitely
finish Become War, and I really think
Tito will finish his short film... I'll
just finish mine first. :)

An
early test render of the lead character.
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3DT:
The current deadline for Become War
is Sept 1st, 2003. Are you on track?
DT:
Yes I am. It's
a big job, but I've pretty much got
it all laid out in MS Project and things
are following the projected plan nicely
at this point. The one area which I'm
lagging in is in completion of the proposal
I'm writing, but that should get wrapped
up soon as well.
3DT:
What
will make Become War different from
other 3d shorts?
DT:
Become War isn't
a 3d short film exactly, it's a character
driven film that just happens to be
done in 3d. The story could just as
easily be told with real actors or in
book format but 3d happens to be my
main medium. I've tried to write it
such that the core of it is really all
about these men and what they go through
and learn during their ordeal. I haven't
come acrossed many 3d short films where
acting and character development are
really central to the experience and
that's where I'm trying to go with this.
The story and characters behind it all
are (I hope) compelling and if all goes
well the fact that it's done in 3d will
quickly become transparent as the viewer
gets pulled into the lives of these
men.

Facial
animation tests.
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3DT:
Overall,
what has been your favourite project
to work on & why?
DT:
My favorite project,
aside from Become War, has to have been
creating the box art for the Playstation
2/Nintendo64/Gameboy Color games. That
gave me a lot of satisfaction, and the
clients involved were very good to work
with.
3DT:
Does it still
give you a buzz to walk into a games
store & see your artwork on a cover?
DT:
Well, yeah it
does actually. I was in Walmart with
my kids one day shortly after Army Men
II : Sarge's Heros was released and
was showing my son the box on the shelf.
A small boy, say 8 years old or so shoved
up in front of me, pointed to the Army
men box in the display and yelled for
his mom to come look. He was going on
and on about how cool the game looked,
and how much he wanted it. I just stood
there smiling thinking it was pretty
neat he seemed to like my box art.
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3DT:
What are your plans for the future?
DT:
Finishing Become
War one way or another is my main priority.
Aside from that my plans have me continuing
with my regular work load and growing
the business. There are some great contacts
in my office building, and I've found
being over there (after having done
the work-at-home thing for so long)
is really opening doors for me and my
business. I'd like to get into more
TV related work, and the thought of
doing some more artwork for console
or PC games is appealing as well.
3DT:
Thanks.
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Looking rather surprised.
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All
images used with permission by the
creator. All images are copyright
David Titus. For more information
on Become War, click the link below
to go to the website.
Click
here
to visit David's site.
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