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3d art

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What was the pivotal moment when you<br />

knew that character modelling was your<br />

thing? How did it all st<strong>art</strong>?<br />

AH: At the first studio I worked at many<br />

years ago I was the texture specialist, then I<br />

gradually found out that modelling was my<br />

most useful skill, having been doing it as a<br />

hobby since my late teens. I enjoyed<br />

modelling characters much more than<br />

environments or props, and I gradually<br />

improved to go on to be a character<br />

specialist at everywhere I have worked<br />

since. I’ve always admired aspects of<br />

character design – ever since I watched<br />

c<strong>art</strong>oons as a kid.<br />

What software have you mastered in your<br />

career so far as a character modeller, and why<br />

have they been your tools of choice?<br />

AH: <strong>3d</strong>s Max, pretty much. I’ve used Maya,<br />

Softimage and LightWave in various<br />

capacities during my many years at<br />

different studios, but I’ve been<br />

using Max the longest, and I can’t<br />

really imagine using anything else<br />

at the moment. It’s nicely laid out,<br />

quick, easy to understand and has<br />

some great modelling tools –<br />

especially the new graphite modelling<br />

tools in Max 10.<br />

You’ve also recently st<strong>art</strong>ed using ZBrush<br />

and V-Ray. How’s that going and what<br />

kind of new possibilities are they bringing<br />

to your work?<br />

AH: It took me a while to get used to<br />

ZBrush’s unusual interface and I have only<br />

learnt the basic tools so far, but it’s certainly<br />

a powerful program. It’s all too tempting to<br />

go nuts and ramp up the detail, creating a<br />

clichéd dragon monster or old man, but I’m<br />

going to strive to keep my simplistic style<br />

Once I have st<strong>art</strong>ed and got past the<br />

difficult “Is it going to work?” p<strong>art</strong>, I get swept<br />

away and won’t stop until it’s finished!<br />

and take advantage of ZBrush’s mesh<br />

manipulation and refining tools, rather<br />

than going down the realistic route.<br />

Sculptris is a good alternative to ZBrush,<br />

and it’s free. V-Ray is great – especially for<br />

lighting – although I’m still pretty new to it<br />

right now.<br />

Your pinup characters are possibly what<br />

the 3D community know and love you most<br />

for. Would you be happy to tell us a bit<br />

about your workflow when creating a 3D<br />

character illustration?<br />

AH: My predominantly pinup-themed<br />

personal work is mostly an outlet for<br />

inspirations that gather in my head, and for<br />

when I want to create something easy on<br />

the eye and different to most of the work I<br />

get paid to do. If I see some <strong>art</strong>work that I<br />

admire, or if I see things in real life that<br />

inspire me, I try to create an illustration or

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