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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