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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about five unpublished, different versions.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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