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i<br />
j<br />
70<br />
backgrounds. Maybe as I’m getting older,<br />
I also like more sober colours… I don’t know.<br />
I just try to make things that I like. And as<br />
I don’t know how I’ll evolve as time goes on,<br />
I can’t really say where my future <strong>art</strong>work<br />
is going. But I think that’s what makes the<br />
journey more interesting.<br />
Giving life to lifeless digital content<br />
is a skill all in itself. How do you give your<br />
characters the souls that we can clearly see<br />
in any of your illustrations?<br />
OP: To give them life, I first try to make<br />
them believable. That’s why I pay a lot of<br />
attention to clothing design, anatomical<br />
details, rendering and so on. When I have<br />
this base, two areas need more attention:<br />
the eyes and the mouth. Those p<strong>art</strong>s are<br />
not that difficult to produce – I mean from<br />
a technical point of view. You just have to<br />
be careful about topology in these areas, but<br />
it’s not that hard. The hardest p<strong>art</strong> is to get<br />
something beautiful and natural. It’s a very<br />
subtle process and one of the most<br />
interesting p<strong>art</strong>s of the creation – especially<br />
in the eye area, where you have to find the<br />
perfect balance between eyebrow shape,<br />
the eyes’ curvature, the position of the<br />
eyelids and so on, in order to create that<br />
lively and expressive look.<br />
With constant advancements in technology<br />
helping more people than ever create realistic<br />
looking characters, how do you keep an edge<br />
over them?<br />
OP: Well, I’m not sure. Maybe it’s just<br />
experience and practice. I mean, yes, it’s<br />
easier to create realistic looking characters<br />
technically, but it’s always difficult to create<br />
original and unique characters. My aim is<br />
not exactly to create realistic characters; I<br />
try to give them something more. I don’t try<br />
to reproduce what you could actually shoot<br />
with a camera.<br />
How different is your professional<br />
work to your personal portfolio and how<br />
does this balance out?<br />
OP: My personal portfolio is completely<br />
different from my professional work. My<br />
personal portfolio is mainly composed<br />
of portraits – simply because that’s what<br />
I like to make best. My professional work<br />
includes level building, environment<br />
creation and, more recently, real-time<br />
character creation. This is very different<br />
from my personal creations and how I find<br />
motivation to create CG after a day’s work.<br />
Can you tell us what you are currently<br />
working on at the moment, and if possible<br />
where the inspiration for the project originally<br />
came from?<br />
OP: I’m working on an underwater scene –<br />
a kind of mermaid portrait. However, I don’t<br />
want to create a happy mermaid with shiny<br />
scales and a shell bikini. I’d like to make<br />
something closer to the original mermaids,<br />
something more elegant but also darker.<br />
How about your future plans; what<br />
can we look forward to seeing next, and what<br />
projects would you most like to work on?<br />
OP: I really don’t know. I barely have time<br />
to create personal work, so I’d just like to<br />
finish my work on the mermaid, then think<br />
about what’s next. It will most likely be<br />
another portrait. I could do portraits for the<br />
rest of my life and not get tired of them. I<br />
may also try to create some 2D illustrations.<br />
I might not always know what the next<br />
project will be, but one thing that is for<br />
certain is that I won’t ever stop creating.<br />
i Inaë<br />
Made initially as a SSS<br />
test in <strong>3d</strong>s Max, Inaë was<br />
continued and rendered<br />
in mental ray<br />
j Red Opium<br />
“A vision of a female<br />
vampire, created in <strong>3d</strong>s<br />
Max 8, with all maps<br />
hand painted”