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3d art

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Transport<br />

h Cosmic Motors Camarudo<br />

Mono Sport Pod<br />

“Built for junior racers to<br />

compete for lucrative spots in<br />

more powerful racing classes”<br />

In total, work on Cosmic Motors took<br />

about seven years – two years full-time.<br />

It took forever! It was both fun and torture.<br />

But I wanted the book to be more than a<br />

quick brain f<strong>art</strong> – it had to be a timeless,<br />

quality showcase.<br />

Scott, a concept designer himself,<br />

became a good friend and an endless<br />

source of inspiration.<br />

What work is involved in the creation<br />

of your hyper-real concepts, and how long<br />

does the production of one of these images<br />

generally take?<br />

DS: For each Cosmic Motor I would say oneto-six<br />

months per vehicle. It’s not about the<br />

modelling – that’s the fast p<strong>art</strong>. It’s the<br />

design work. Some are easy; some drive me<br />

crazy. I do many revisions, render daily, try<br />

different versions, go back to the drawing<br />

board… For example, I’m still not happy<br />

with the Gravion Racer on the cover: there<br />

is something weird about it in front view,<br />

so I am still fine-tuning it. Also, I don’t reuse<br />

p<strong>art</strong>s or download stuff. Everything is built<br />

from scratch to fit perfectly into the design<br />

look. The extensive research also takes up<br />

quite some time.<br />

Per published vehicle I would have<br />

about five unpublished, different versions.<br />

Then, to render one image I need a few<br />

days to find the right angle and lighting.<br />

All maps are custom-made; logos have to<br />

be designed. Graphics take days to finish.<br />

If it includes a real human model, add a<br />

week or so for costumes, location and<br />

postproduction. Most images are 10,000<br />

pixels in true resolution, which equates<br />

to about 66 megapixels, so there’s lots of<br />

work to do.<br />

On a feature film it’s different: it’s all<br />

about speed. Sometimes I have a day for<br />

a model, sometimes up to two months.<br />

How long did it take for you to perfect<br />

your technique?<br />

DS: I wish it were perfect. I am learning<br />

every day, but sometimes I get stuck with<br />

old techniques. It was 2003 when I st<strong>art</strong>ed<br />

3D modelling. I built a teapot in three days<br />

and I immediately saw the power of the tool.<br />

At that time I was a car designer at<br />

Volkswagen, dealing with full-size clay<br />

models. I was dependent on modellers –<br />

extremely gifted talents – but I struggled<br />

with the process. 3D software was a<br />

blessing for my creativity.<br />

What hardware and software is essential to<br />

your workflow, and why?<br />

DS: I rely on Autodesk Alias on a Windows<br />

7 workstation, 64-bit, dual quad-core<br />

processor, 16GB RAM and a Quadro FX4600<br />

graphics card (it will be fun reading this<br />

again in a few years!). I model NURBS. For<br />

creative lighting and rendering I like mental<br />

ray through Autodesk Maya. For<br />

fast visualisation on productions I run<br />

Bunkspeed Shot and Move. I also run a Mac<br />

for administrative work. But basically, I hate<br />

computers – I’d rather be the singer of a<br />

famous band – but hell, I was born with a<br />

thrill for design, so I guess I’m stuck behind<br />

a 30-inch monitor trying to model and<br />

machine my ideas. Bummer!<br />

You seem to be happy in the old-school world<br />

of drawing as well as the computer world of<br />

3D modelling. Can you tell us more?<br />

DS: A pencil is a great tool to throw ideas<br />

out quickly – I am not even saying on<br />

paper; could be digital. I believe somebody<br />

who can draw can work more efficiently<br />

in 3D. Most people rely on happy accidents<br />

on the screen, but I am not a fan of that<br />

(although some accidents I’ve had have<br />

led to cool results).<br />

In my work on movies I’ve found that<br />

every director is different, so it’s great to be<br />

able to make adjustments with either more<br />

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