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| Interview by Robert Ryan
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Please give a short
introduction to yourself
My name is Tajino , I m 20 and I live in
Malaysia. I ve just finished Advance Diploma in
Electronic Design & Multimedia in a local
international art college a month
ago.
How many years have you been doing 3D,
and do you have a traditional art
background?
I ve been doing 3D for about 5 years now,
on and off as a hobby, only seriously in this past few
year. I started in late 1995, playing around with
Autodesk 3D Studio Release 4. Then I was introduced to
Metacrations Infini-D when I entered the art and
multimedia college here. The next semester, I got to
know Lightwave 3D (around mid-1999) and really enjoyed
it until now. Before I was exposed to computer generated
art in my later years, I had a background of traditional
art. As a child, I enjoyed painting tremendously,
especially painting realistic sceneries and imaginary
landscapes.
How do you think traditional art has affected
your 3D skills? Do you feel that art training is
essential in becoming a talented 3d
artist?
Traditional art definitely helps a lot
when it comes to making 3D computer generated imagery. I
believe, a talented 3D artist, or any talented artist of
other media, has what is an artistic and creative
insight, such as the eye for colors, the mood for a
scene, and most of all, the sense of proportions and
balance. A good 3D artist needs to have all these
aspects in order to help him/her create a more
convincing 3D art piece.
What do you consider to be your
strong points (animation, texturing, lightning.
modelling), and what area do you find most
interesting?
I would take modeling, texturing and
lighting as my strong points. I enjoy doing them more
than anything else. Animation especially in character
wise , is still something new to
me.
How
much animation experience did you have before starting
on "A malaysian friday"?
Not much to be honest. AMF was the first
of its kind that I daringly tried. The main purpose of
making "A Malaysian Friday" was to put myself to a test
and also as a chance for me to explore deeper into the
limits of animation, doing stuff like soft body
dynamics, fluids simulations, and human character
animation wholely in the new Lightwave [6]. Weeks before
the real production of AMF, I ve to dedicated myself
into the above mentioned animation aspects, making
several small and quick tests to make sure that they are
workable and achiveable in LW6, and that was the time
that I ve learnt a lot of new things.
How did you come up with the
idea of producing AMF and what are your thoughts behind
it?
First and foremost, in the final semester
of my course in Electronic Design & Multimedia, we
were given a responsibility to research and major in a
specific field that we opt. I was inclined to come up
with another sci-fi approach because it is not only too
common, but doesn t put up as high a challenge as
simulating real-life events. This is because photo
realism has the real life to be compared and to achieve
photo realism is a difficult task. My first thought was
to do something that I ve never done before, stuff like
fluids simulation, cloths, softbody dynamics, radiosity
and other features that were newly introduced in
Lightwave 6.0. At first, putting all those elements
together seemed like too much to handle in an animation.
Then again, when it comes to animating a real-life
scene, animating most of the things around us requires
all those elements to be involved. Something that
simulating real-life can t run away from.
Then I decided to make a typical
Malaysian Friday lifestyle of an old man in a rural
village area. The settings in AMF were mostly flashbacks
from childhood memories of my late grandfather s village
house and partly imaginary (but still entirely
Malaysian) . As the village was developed into a
business area and no longer exist now, I had to rely
entirely on my memories to recreate and capture the mood
and atmosphere needed in AMF.
How did you approach
this project, did you start with storyboards etc. before
turning to 3D? How much time have you spent on the
project so far?
I did sketch a lot before putting it
into 3D. Pencil and paper are still very vital tools to
a computer generated artist. Rough images of the
traditional Malaysian village house architecture,
furniture and layout, the old man, the type of clothing
as well as little details like the hinges on the netted
wooden door, the metal bucket (I learn how little
details are very sentimental because you may not be able
to find them now), and whatever remains of my memories
on the atmosphere and sentimental details were quickly
sketched down onto paper as soon as they flashed in my
mind. Though sketched out, they were only the roughs,
and the main blueprint and almost exact architecture
plan was in my head all the while.
Collectively after a few weeks, I
managed to get a better picture of how AMF settings were
going to look like when reconstructed in 3D not so
later. The storyboards that I did were quite rough as in
I knew that my ideas of camera directions will keep on
changing as I progressed. So far I ve spent about 4
months in AMF not inclusive of the time I m taking now
as holidays before continuing the next few finishing
shots in AMF next month.
In what order did you
finish the movie?
I started AMF by modeling, texturing and
rigging of the old man, followed by the creation of
important props such as the banana bunch, the bucket,
etc inclusive of textures. I prefer working on
objects/item basis in Lightwave rather than doing them
by stages as like all modelling in one go, all texturing
and so on. I think I did that mainly because I just
can t wait to see how each object will look like and
behave when it s finished. Most of the objects,
texturing and lighting were scene/camera specific,
whereby the character setup were tweaked according to
the actions needed to perform in the particular scene,
and this is where Lightwave 6 non-linear work flow comes
in handy.
The lighting in AMF is
fantastic, can you
tell us a bit about how you approach the lighting of a
scene?
As far as I worked on AMF, lighting
means a lot, not only to bring out the details, but also
to recreate the mood of a typical hot and humid Friday,
aiming to make them all look as real as possible. My
first thought of lighting up AMF was to use fully
radiosity the entire animation. However after a few test
renders, I found out that it just wasn t time for that
yet with the amount of processing power that I had at
that period of time. Radiosity will only be possible if
only I had a render farm of 1000 x 700Mhz or higher
machines in order to beat my deadline for this
assignment. As a solution to the lighting issue, I ve
made few radiosity rendered stills only as reference and
try to faked them as far as i can.
Most of the lights used in AMF are
spotslights and point lights, swarmed together to form
lighting schemes which is good enough to fake radiosity.
Area lights and Linear lights were kept to mininal usage
as they take up a lot of processing power.
Alternatively, spinning spotlights with shadow maps and
moving pointlights were used in almost all the scenes to
simulate soft shadows. Besides, a bunch of negative
lights are also very useful to achive subtle dark spots
in corners of walls.
Apart from just using lights to light up
a scene, luminousity map and diffuse maps plays an
important role in pushing the lighting in AMF further as
well as cutting down rendering time. The average
rendering time for one frame, with low-antialias motion
blur (5 passes) at PAL D1 resolution was about 15 20
minutes.
You have used Radiosity in some of your
still images, what where the avarege render time on
those? Do you think radiosity will be the norm in the
years to come or is it better to fake
it?
The still "house_13.jpg" (image on your
left), took about 18 hours on my 700Mhz P3 320Mb Ram
machine. As long as the processing power keeps on
increasing, together with the improvement of rendering
engine, well i guess radiosity will most probably be a
norm in the years to come. However for the time being,
radiosity baking which is possible thru Lightwave 6.5
is a real plus when realism and time is a
concern.
The
character in AMF is pretty much fully clothed and i`m
sure you used MotionDesigner for this task. How hard was
it to make the clothes behave and look real? Do you find
MotionDesigner adequate for such
tasks?
Motiondesigner is no doubt a very
impressive piece of plug-in for soft-body simulation,
however to achive the desirable effects, a lot of
planning and patience are needed in advance. It wasn t
as simple as I thought of at first when I tried out MD
in Lightwave 6.0, MD performs extremely slow and
sluggish when high polys are thrown in with collision
detection on. As a work around to this, only parts of
the low polygon character model that were needed in the
collision detection were taken into MD. The speed and
interactivity of MD was improved by using this approach
of simulating the T-shirt and Sarong separately with
their own collision objects section instead of throwing
in the full body model. Speed and interactivity are the
most important thing that we need when making minor
adjustments to the cloth dynamics and getting feedbacks
without having long waits and frustrations. The low poly
cloth was then smoothen with Lightwave 6.0
subpatch.
For the tasks needed in AMF, clothing,
sarong and even rope on the bucket are adequate with
Motiondesigner as long as we have the patience tweaking
the look to fit our own needs. Unfortunaly, I m still
really new in character animation and the old man wasn t
very up to standard. It would require a lot of time just
to improve on the old man alone and back then, I just
didn t have the time and too much other details to look
into.
You have made the
trees and botanics in AMF look and behave very lifelike.
Can you tell us in a few steps how you accomplished
this?
First of all, you ll need real leaves to
make real trees. In AMF , I snapped a few leaf samples
with a digital camera and used them as texture maps
which can be found in the textures section. Based of
the texture maps, I made an alpha/clip map. Then I
created the leaves plane and attached UV to it and put
on the texture. By cloning and randomizing the
orientation of the leaves planes and laying them onto
the branches, you ll be able to get a nice tree with an
acceptable amount of polygons.
For the subtle wind blown motion,
multilayered fractal displacement map was applied on the
leaves meshes. Motiondesigner was used in the early
stage but found out to be too heavy when comes to
putting together all the botanics for final scene
construction and rendering.
Do you have any plans for
your next project after finishing
AMF?
After finishing AMF, most probably my
next short animated film project would be The Death of
a Stop Sign , a story written by Ahmed Balfakih , the
Managing Director of Clickgrafix (www.clickgrafix.com). The
approach for this incoming film is not yet
decided.
So, where do you see yourself in 5 years?
Alive, healthy and happy, and
still doing 3D as usual.
Don t you wish to see
yourself very successful in 5 years
time?
Being successful in
the 3d industry is included one of the criterias that
will make me a happy (mentioned above) and
contented person. I will try not to rush into it. Many
people is telling me to enjoy the joyride up success. I
get constant reminders (this is a type of reminder that
you just can t unsubscribe or put a stop to, unlike
bills where I just have to be punctual at paying them
to stop the authorities from sending more) to stop, take
a break and go out to enjoy food, to experience other
things to make sure that I know they also exist in life.
And that the air that we breathe will not be the same 30
years later, thus don t just breathe, but to take time
out to really feel the air, savour the good food and
realize the life around us, which 30 years ahead, no
matter how much time I have then to enjoy life, money
cannot buy back the air and the life that is around me
today, not to mention the good food.
And yes, local Malaysian food is great,
but hurry coz these traditional food is slowly dying
though the years.
We thank
Tajino for his time, i`m sure we`ll hear a lot
more from this guy in the years to come:)
If you want to see more from "A Malaysian Friday"
visit Tajinos site at http://www.amalaysianfriday.cjb.net |
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