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Editorial: 3.75 Degrees of Separation Interview : AlfA SeeD “We see games as the ultimate creative output: they have story, involvement, role playing, beautiful arts and amazing music. “ Interview : Benoit Patterlini “I try to explore several universes for each single piece of my work. I ever try to evolve and develop my own style.” Interview : Drea Horvath & Michel Rondberg "As long as you love what you do and you put this love and effort into your artwork, creativity won't leave you." "A lot of artists find a 'formula' if such thing even exist and stick to it, this is the same moment it becomes uninteresting. Keep reinventing yourself."
Citation preview
ISSUE 23
NOVEMBER 2012
3D
ArtD
irect.c
om
MICHEL RONDBERG
DREA HORVATH
BENOIT PATTERLINI
FANTASY & SCI-FI ARTIST IN-DEPTH INTERVIEWS
BRYCE ● VUE ● TERRAGEN ● POSER ● MOJOWORLD ● CARRARA ● DAZ STUDIO ● CINEMA 4D ● 3DS MAX ● BLENDER ● LIGHTWAVE
ALFASEED - ARE GAMES
THE ULTIMATE
CREATIVE OUTPUT?
3D Art DIRECT
2
3D Art
Paul Bussey
Editor
Main cover art : “Hooded” by AlfASeeD
Mickey Mills
Assistant Editor
Copyright © 2012 3D Art Direct. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by
any means electronic, mechanical, photocopying, recording or otherwise without the prior written permission of the publisher.
FANTASY & SCI-FI ARTIST IN-DEPTH INTERVIEWS
3DArtDirect.com/backissues
3
Editorial
3.75 Degrees of Separation
0404
Interview : AlfA SeeD
“We see games as the ultimate creative output: they have
story, involvement, role playing, beautiful arts and
amazing music. “
Interview : Benoit Patterlini
“I try to explore several universes for each single piece of
my work. I ever try to evolve and develop my own style.”
2424
0606
Interview : Drea Horvath &
Michel Rondberg
"As long as you love what you do and you put this love and effort
into your artwork, creativity won't leave you."
"A lot of artists find a 'formula' if such thing even exist
and stick to it, this is the same moment it becomes un-
interesting. Keep reinventing yourself."
4646
FULL INTERVIEWS IN PREMIUM EDI-
TION 3DArtDirect.com/backissues
4
In this issue we are privileged to interview Drea
Horvath and Michel Rondberg, outstanding artists
known for their natural landscape artwork using Vue.
One of the questions we asked them was what had
surprised them along the way as they grew and
developed during their careers. Drea responded with:-
"Maybe the biggest surprise is how fast we've got
involved in commercial and non-commercial
productions of bigger studios in a relatively short time.
It's been only a few months since we have officially
launched our services, but we have already been
working on a cinematic trailer, a historical animation,
and soon we start building scenes for a big
commercial 3D projection mapping project. This will
be the first time Vue is involved in such a production,
and we are proud to be the ones to contribute."
Getting involved with the bigger studios is no doubt a
mix of publishing new content regularly and persistent
networking.
Networking has become much easier with the various
social networking sites helping to dramatically reduced
the "Six degrees of Separation", which is the concept
that you can 'connect' anyone to anyone by just a
chain of social acquaintances.
We are blessed in this digital age to get artwork
promoted relatively quickly that could lead to some
commercial success or at least wider recognition for
our efforts.
Curiously mathematician Benoit Mandelbrot (who was
the father of fractal geometry) was in a circle of
researchers that were fascinated by the
interconnectedness and "social capital" of human
networks. This research led to the popular idea of the
"6 degrees of separation", the phrase was popularised
by the same named named play by John Guare in
1990.
Then research in 2008 by Facebook calculated an
average of just 4.28 degrees of separation. Further
studies by Facebook in 2011 had found that the gap
between us all had shrunk that much more - to as
little as 3.75 people.
The startling figure shows how interconnected our
world is becoming and how widespread use of the
internet is collapsing physical distance on what seems
to be a large scale, but can the trend continue? The
researchers say that the average distance "appears
now to be stabilising", suggesting that even if the
other nine tenths of the world join Facebook, our
degree of separation will not get much smaller!
This is something that a digital artist that may want to
go professional can leverage, as long as they are
providing quality content and engage in regular
networking, then larger studios and publishers may
take note of their work.
It's a case of "being everywhere" and echoing good
and regular digital arts content in some key places. Of
course, 3D Art Direct can help in that process, by
promoting your sci-fi or fantasy themed portfolio in
the pages of this publication.
3.75 Degrees of Separation
Paul Bussey Editor
FFACEBOOKACEBOOK CEO MCEO MARKARK ZZUCKERBERGUCKERBERG SUMMEDSUMMED THISTHIS UPUP BYBY SAYINGSAYING
'W'WHENHEN CONSIDERINGCONSIDERING EVENEVEN THETHE MOSTMOST DISTANTDISTANT FFACEBOOKACEBOOK USERUSER ININ
THETHE SS IBERIANIBERIAN TUNDRATUNDRA OROR THETHE PPERUVIANERUVIAN RAINFORESTRAINFOREST, , AA FRIENDFRIEND
OFOF YOURYOUR FRIENDFRIEND PROBABLYPROBABLY KNOWSKNOWS AA FRIENDFRIEND OFOF THEIRTHEIR FRIENDFRIEND ''
5
“I “I WANTWANT” ” BYBY AALFASEEDLFASEED
6
Behind Alfaseed there’s an artistic duo with As and Syl , a real life couple and a pair of very passionate individuals
all-in-one.
We have produced Poser content for more than ten years and have grown, both as artists and personally. We
have won awards and have had artworks published on digital artbooks, but the truth is, we always look forward,
we strive to constantly improve and widen our skills and experience.
We enjoy art in all its forms, we enjoy the outdoors and never have enough time to do everything we’d like to.
As persons, we’re quite different from each other but are not opposites and we share the most important things,
our values and passions. We feel open minded and use the concept of respect as one of our main guidelines. We
have a passion for creativity in all its forms!
Alfa SeeD
www.al faseed.deviantar t .com/ www.runt imedna.com/Al faSeed/
7
3DAD: How was AlfaseeD formed and what were some
of your early successes that enabled the company to
grow and progress to the next level?
AlfaSeeD: AlfaseeD is the evolution of our previous “AS”,
our first being Aery Sense, then Awful Soul and Aery Soul
after it.
The Seed of creativity, what spawns amazing fantasies
and art is at the root of our work and everything else that
we enjoying doing. Alfa (alpha) Seed represent the want
and need to bloom (again) and grow (we quit
producing content for a year or so).
We re-entered the 3D graphics world as AlfaseeD in
March 2011 with the intent of creating wonderful 3D
products and game designs, to expand compared to
our previous selves.
Our 3D creations, our style, has always been very popular
among users, we feel that’s because we’ve always been
very committed and wanted to do the best our skills
could offer and kept pushing our limits.
We have always been our own bosses, doing what we
liked and enjoyed rather than what we thought the
market wanted. Customers have mostly been on our
side, even when we “dared to dare”.
It was our mentality, putting quality and artistry ahead of
anything else and being very passionate and committed
that we feel made and make us stand out in the crowd
of 3D content creators.
3DAD:. How do you work together and divide up the
tasks at AlfaseeD? Do you have similar strengths, or do
you complement each other with different skills?
AlfaSeeD: We mostly complement each other. Since the
very beginning we decided we should focus on different
tasks, to then specialize and be more proficient in what
we do.
So we decided to specialize and then “merge” our
specialized skills to create wonderful products all around.
We feel this is probably our most important strength when
it comes to our industry.
As for specific tasks, while producing 3D content As takes
care of the modeling part, rigging, UV mapping and
morphs creations. Syl is in charge of the texturing part,
product finalization, writing tutorials.
We both work on the designs of our products and there's
always a lot of back and forth feedback about anything
between us.
Some of our designs are totally original, inspired by
personal (virtual) adventures and such.
Others are inspired by existing “worlds” and styles, more
often than not videogame ones, but also by an image
rather than a character.
We like to look at other artists creations to be inspired
and then create something new and unique and with an
AlfaseeD twist.
Music also plays a huge role, but more in the creation of
artistic images than the products themselves.
ALFAS
EED
WO
RLD
8
3DAD:. Your output a good amount of content for
games. Has it always been your objective to produce
games content?
AlfaSeeD: Absolutely yes.
We see games as the ultimate creative output: they
have story, involvement, role playing, beautiful arts
(graphics), amazing music (score).
Well, not all games have them all, but the point is: a
game can really be a sort of ultimate, concerted form of
art, and an interactive one on top of it.
For creative minds, it’s a topic
genre to deal with.
3DAD: In your minds what are
the top three essential
elements of a good 3D game
design?
AlfaSeeD: Unfortunately,
answering such a question is
not so easy, since the top
elements may vary depending
on the kind of game, its genre.
So to give an answer I’ll
consider the concept of
game design at large, rather
than thinking about all the
specifics and variants that
actually exist. I’ll look at the Game Designer as someone
that doesn’t “only” take care of creating game
mechanics, but it’s also involved in the other creative
tasks of the game design.
By far, I feel that a game design must focus on creating
a game that is as polished as possible, that’s the ultimate
goal and should be the keyword during the whole
design process.
All elements featured in the game must work together
well and smoothly. That’s the most solid foundation upon
which any design can be developed and expanded.
A polished game is a smooth experience that should
present the player with streamlined mechanics that keep
him/her interested throughout the game (also by
including some variation) and that culminate into the
end of the game.
A game design must feature a learning curve. I think it’s
key that a game is structured so that the player learns as
s/he plays, improving his or her skills as they progress in
the game.
The difficulty of the game
must increase as the players
skills also improve and it’s the
experience the gamer gains
while playing that allows him
or her to progress, not just (for
example) more powerful
weapons against more
powerful foes. Ideally, a player
should have mastered the
controls and skills needed to
play during the first third of the
game to then be able to
enjoy the rest of the game at
its fullest.
A designer can also choose to
“challenge” the player
(outside the main game storyline) to “boosts” his/her
skills, in fact there are some psychological aspects of the
gamers that can be linked to the learning curve in an
interesting way. For example, a player may be asked to
complete a series of tasks that require several attempts.
The first few times, the player could feel clumsy and
maybe think there’s something wrong with the challenge
itself, may feel it’s impossible. After some more attempts
though, s/he will feel s/he is improving.
While trying to complete the tasks the players skills have
improved, the game has “asked” the player to commit
and learn to overcome some challenging tasks. As the
game progresses, the player will feel more self-confident
about his or her skills.
The psychological aspect stems from this question: “why
should the player invest his or her time (maybe a few
hours) to complete tasks that will require many attempts
and could even be frustrating at times?”
The answer is simple, because of the rewards. By
completing such tasks or challenges the players will be
AlfA SeeD
“By far, I feel that a game design
must focus on creating a game
that is as polished as possible,
that’s the ultimate goal and
should be the keyword during
the whole design process. “
9 ALMOST HUMAN
Access the FULL INTERVIEW in our
premium edition at
3DArtDirect.com/backissues
CONTINUED...
10
3DA: Welcome to 3D Art Direct. Thank you for
spending time with our readers as we explore
your incredible body of work.
BP: You are welcome. I am glad to talk to your
audience.
3DA: You live in one of the most art centric cities
in the world, Paris. How much of being part of
the Parisian culture impacted your artistic
development?
BP: Actually Paris does not really impact directly
my artistic development. I prefer to leave Paris
for a while when I go to the south of France in
Benoit Patterlini is a self-taught artist who
began drawing at the age of seven. American
comic strips were a root inspiration for his
work.
He studied Architecture at Marseille-Luminy
where he was fortunate in his second year of
study to meet the French comic artist, Philippe
Caza. The developed a friendship still in place
today,where Caza continues to offer advice
Benoit’s work.
The Architectural field has been a good
compromise between his professional and
creative sides, and also allows him to continue
using his passion for drawing. Best of all, he
still find time to create comics.
Benoit has lived in Paris since 2001 with two
main activities. First, working as a freelance
3D graphic designer for prominent architects
in Paris, such as Claude Vasconi and Jean-
Michel Wilmotte. The second is creating digital
art projects focused on science fiction.
http://noart1999.blogspot.com/
DDRAGONFLYRAGONFLY PPROJECTROJECT——NNEWEW YYORKORK
11
Marseille or to Britain seeing the ocean. I love to
go out because I can feed my brain with new
pictures and new landscapes.
3DA: You mention your love of the American
comic strip and how it inspired you. Expand on
that for us. What were some of your favorite
comics and why?
BP: Yes that is true. I found out Marvel heroes
since I was seven years old. Especially John
Byrne when he was drawing the uncanny X men,
I loved the way he inked characters and
backgrounds.
I also loved John Buscema (Conan, Captain
America) and of course the great Frank Miller
Benoit PatterliniBenoit PatterliniBenoit Patterlini
12
when he was drawing Daredevil.
Currently, I am fascinated by the real talent of
Ashley Wood and Ben Templesmith for “30 days
of Night”. They created a new style, which is
blending real pictures with drawings using
Photoshop.
Actually I read the whole collection from IDW
publishing.
3DA: Tell us about the comic strip work that you
do.
BP: This project is entitled “That Old Warrior”,
the action takes place In Russia during the
Napoleon Campaign in 1812. This is a blending
between “The Thing” (film directed by John
Carpenter) and a historical story.
First, I draw in pencil, scan the drawing and
finally ink it with Photoshop. I love to work like a
DJ: I mix pictures, real drawing and 3D. I cook
them and create a piece which looks
homogeneous.
3DA: You mentioned getting to meet Caza,
(French comic artist Philippe Cazaumayou) while
you were studying Architecture. What was that
like and how did that meeting influence your art
journey?
BP: A long time ago, Caza influenced my art
journey. When I was 9 years old, I was reading
Inhabitants of the Sun and was overwhelmed by
the splendor of color made with an airbrush.
Caza has always had a unique and powerful
graphic style. His color management and contrast
is unmatched.
The first time I saw him was in 1994 at a meeting
of Dedications in Marseille. I went with my first
comic boards, all excited to show him my work.
The critique destroyed most of my boards
explaining why I hadn’t reached the professional
level.
It is only four years later, during my studies at
Montpellier I saw him again. This time, I had only
two boards designed with Photoshop inked for the
first time. He loved them and encouraged me to
continue in this way.
3DA: I’ve always been amazed by the creativity
of architectural design. What prompted you to go
that direction rather than commercial art?
BP: I am an architect DPLG, I learned perspective
and the art of drawing with one teacher: Ms.
Barthelemy.
She encouraged me to develop my own style.
She was the only one who really spent time with
pupils.
In 2000 my diploma in hand, I went to a media
company located in Annecy. I learned the 3d and
compositing secrets of the Adobe suite. Until
2004, I worked in broadcasting companies and it
was not until 2005 that I joined for the first time
an Architecture firm .
TTHEHE AARRIVALRRIVAL
13
INTERVIEW: BENOIT PATTERLINI
From this moment, I have the opportunity to
work with leading law firms in Paris such as
workshops Jean Nouvel, Renzo Piano building
shop, Christian de Portzamparc workshops and
many more.
3DA: From your gallery I’ve gathered you are
mostly a Lightwave 3D and 3DS Max artist. What
are the primary considerations you use when
beginning a new project which application you
will use?
BP: I model with Lightwave, 3ds Max and Rhino.
It depends on the project. I render with Maxwell
for still images and Vray plugin for animation in
3dsmax. I composite my artwork with Photoshop.
Whatever your software, I really think Photoshop
is the most important app in my workflow. It is
very easy to create a story with Photoshop. It
offers good compositing options and higher end
editing tools than 3d programs.
When I work with psd, I sample light effects,
depth of field and reflection effects all thanks to
layers.
14
3DA: In much of your work there is a circus
component, either as a main part of the theme or
a background image. What’s your fascination
there?
BP: The circus and its universe inspired me a lot
in recent years. I love poetry and the energy
released by these artists. In the digital age,
shows like this are important for our consumerist
societies. They show us thanks to their poetry,
that happiness is not to own the latest
technological toys, but take pleasure in seeing
artists communicate with the public. The circus is
an immediate pleasure and stripped of all modern
artifices, that is why I wanted to honor it.
3DA: Let’s start discussing your work. You have
one of the most diverse galleries I have seen.
Your eye for abstract topic is extraordinary. For
example, This Must Be the Place is a blend of
many subjects, from lifeboats to buildings to
space stations. Tell us about this piece. What
were you after here?
BP: This painting is actually the second act of a
paint failure. I wanted to draw a raging sea which
destroyed the neighborhood where I currently
live. But the final composition was wobbly and did
not result in the desired level.
I am therefore left to zero in deciding to keep
only the raging sea. I made the screen tables
TTHISHIS MMUSTUST BBEE TTHEHE PPLACELACE
15
with spaceships stations and ships in a storm, I
just reused by integrating these elements to the
image. For the sky, I had in mind the painting by
the artist William Turner entitled "sinking.” I love
her universe rich in colors and shades.
3DA: Awesome Gypsy Circus is another fantastic
creation where you can get lost in the details.
Back to your fascination with circus lore, what
inspired this piece and did you achieve what you
were looking for?
BP: I wanted to create a scene from science
fiction related news of the day. Our president
(Nicolas Sarkozy) wanted to expel all camps
outside Romanian borders. I meant the exclusion
of people with this picture where we see a circus
mechanical fighting the police. I think the artist
has a duty to express positive or negative
feelings.
3DA: You mention that you rendered Gypsy
Circus with 3DS Max and V-Ray. If you would tell
our readers that may not be familiar with V-Ray
what the application brings to your toolbox.
BP: I must admit, at the base, I'm not really
sensitive to 3dsmax and vray. I learned this
software in 2010 because my job required it. All
architectural productions were made with 3dsmax
and rendered with vray.
It was then, that I leave to the detriment of
INTERVIEW: BENOIT PATTERLINI
16
17
INTERVIEW: BENOIT PATTERLINI
TTHEHE AAWESOMEWESOME GGYPSEYYPSEY CC IRCUSIRCUS
18
Lightwave 3dsmax, if I wanted to continue
working in this environment. But Vray’s strengths
are for still images. I believe it is the fastest
rendering software on the market. It is efficient
and allows calculating the same image several
times if the customer requires.
3DA: What aspect of working in a 3D
environment do you find most challenging?
BP: Which requires the most expertise in my
drawings? It is liquid or soft items. I also draw a
lot of attention to a moving scene. It is difficult to
make the motion in a still image. A building is
INTERVIEW: BENOIT PATTERLINI
FFAVELASAVELAS TTOWEROWER
19
CCLIMBLIMB
20
21
INTERVIEW: BENOIT PATTERLINI
TTHEHE FFORESTOREST ISIS BBLEEDINGLEEDING
22
fairly simple to make, with a good light, good
materials and good framing. A scene of action in
my application more know-how and expertise.
3DA: Some of your images really play on your
Architectural background. Favelas Tower is a
wonderful render done with Lightwave and
Maxwell. The small details of the hanging laundry
are a nice touch. Walk us through this image
from inspiration to final render. How did it evolve,
what were your basic production steps, and did
you end up where you wanted to be?
BP: Before each new artwork I try to check my
head and to explore something new. When I have
found the main theme, I make a sketch on a
paper sheet aiming to find a good frame. This
step is really important and decisive in my work.
The camera defines the foreground the second
ground and the background. In this way I model
details for the foreground and add some new
elements which are going to create an attractive
point in the picture. The main textures are simple
but they have to be real. For the glass, I want to
have a perfect transparencey with a good
refraction index. For the metal, I wanted it to be
really rough.
3DA: How does this combination of Lightwave
and Maxwell work together? What are the
benefits to your work?
BP: Thanks to the multilight feature the lighting
with Maxwell is very cool. You can have different
renders with the same multilight file. Each
lighting source is a distinct canal which can be
turned off or on and increased to 1000 percent.
The render time is not really fast, but with
23
INTERVIEW: BENOIT PATTERLINI
patience you can have several atmospheres
(night and day) for the same price. I render thus
several layers, also multi-alpha channel and z
buffer channel. I mix them in psd and then create
the final atmosphere.
I don't have the final cut in my mind, my work
can take several directions, I look for the best
atmosphere with different tests.
3DA: Another Architectural creation is Dragonfly
Project – New York. Tell us about this one.
BP: This project is designed by architect Vincent
Callebaut. It offers a theme around the ecology
and habitat of the future. This project is an eco-
tower autarky.
This project falls within the framework of a
professional production with a client who has
specific guidelines. My role is to transcribe
essentially than just the intrinsic vision of the
architect and thus be able to overcome it. So I
have to create a beautiful image but also
something coherent and responsive.
3DA: The Motel Train is another of those pieces
that just draws in the eye for the details. And
there’s that circus. It’s almost like two images,
the train and the circus, each carrying a balance
to the artwork. This is such a striking piece with a
possible vision of life in the French future. What
was your inspiration here and did you achieve
what you were looking for?
BP: Speaking openly, the real estate
crisis has included exorbitant rents and
offers an increasingly rare choice of
homes. In large cities, buying a home is
an obstacle course. So I went to this idea,
to create the image "the motel train.”
I asked the question: Where would you
live if there was really no room in town
and country?
It seemed obvious to imagine a new way
of living based on the nomadic lifestyle.
Homes would now be more fixed in space,
but moving to accommodate the
maximum number of people over a wide
area. There was a day when the majority
of people in the world could no longer
stay. Railway infrastructure was created
called "dormitory mobile" or "motel
trains.” They were seeking tenants at the
feet of buildings, their offices.
I will create a solution that hosts the
public. It will be stopped, with the
majority of occupants out. They will be
welcomed by the circus. At right, a
billboard, where you can read in English:
"You work, but can’t pay your rent ... You
are welcome at the motel train".
I thus confront two worlds: one consisting
of people who have no other choice but to
become nomadic, to survive. The other
TTHEHE MMOTELOTEL TTRAINRAIN
24
world, who chose nomadism as a way of life
assumed.
3DA: The last piece I want to ask about is The A
Team. Being a Vietnam era veteran myself the
imagery is not lost on me. The Hueys have been
replaced by Blackhawks and the VC has been
replaced by zombies, and the soldiers are
common house pets. Between the London eye
and the carousel in the background my eyes don’t
know what to focus on. Tell me about creating
this one. What was your inspiration and how did
it unfold in the design process?
BP: Since the 60s, zombies have become a
subject in its own right, film and American
literature. George A. Romero, through Ruben
Fleischer and Zack Snyder, zombies continue to
fascinate and to produce, major films (film
genre).
In comics, the series "walking dead" has recently
been adapted to television. This shows the
enthusiasm of farmers to see the zombies as
"profitable subjects." The two parts "28 Days
Later" and "28 Weeks Later" are for me, the most
successful of its kind.
I wanted to pay homage to these films, devoting
a new image. I try to restore, in a fair, the
universe explored by adding a humorous offset .
In this context, I decided to create characters
that are inspired from the famous series of the
80s: The A-Team, but I display them as dogs
TTHEHE A TA TEAMEAM
25
INTERVIEW: BENOIT PATTERLINI
and cats.
3DA: Keeping up with software and hardware is a
challenge in today’s technical world. Between the
high costs of upgrade and the rapidly changing
world of applications it’s enough to drive a
designer mad. How do you strike that balance
between what you have and what you think you
need to be more productive?
BP: Honestly, it does not really matter to me. A
good graphic designer can make the same
images with Photoshop 01 with the latest version.
Every year a new version of 3dsmax is available.
But they are not able to resolve bugs from
previous versions. Even as new bugs appear.
This is only marketing and business. I can advise
to change software versions every two years, or
three years for Photoshop. Personally, I still use
version cs3 psd. This is in my opinion the most
stable and the most optimized.
3DA: Like many of your peers in the 3D world
you do your post-work in Photoshop. If you could
add one tool to PS that isn’t there today, what
would that be?
BP: I like to finalize colorimetry and contrast my
work with after effects and the magic bullet
plugin. This allows me to save the settings and
effects on layers of effects, and to reuse them
whenever I want.
3DA: How do you like to work? Are you on
obsessive planner or do you just sit down and let
the work dynamically unfold as begin to layout?
BP: I try to explore several universes for each
single piece of my work. I ever try to evolve and
develop my own style. I can say I love living
colors and for each artwork, I work with 2 or 3
main colors. I really love blue and gold.
I'm found of a dynamic camera because there is
so much motion on it.
Anyway, my style is a mix between US comic
strips (Marvel heroes), science fiction movie (Star
Wars) and contemporary architecture.
3DA: I noticed browsing through your blog you
are in the process of releasing the Benoit
Patterlini Artbook. How’s the project going and
where can readers find a copy?
BP: Yes my art book is published and available
on internet: http://www.amazon.fr/De-lid%C3%
A9e-%C3%A0-limage-finale/dp/2361450496
The book pitch:
Is there a recipe for success in digital art? To this
day, there is no easy answer, however, there are
rules and principles that any digital art enthusiast
can follow.
Through fifteen original illustrative works, the
artist Benoit Patterlini, aka Noart reveals his
working method and explains all the stages of
creation, from sketch to the final image. This
book is both a journey through a world of
wonderful talent that mixes science fiction,
architecture and poetry, but also an exceptional
invitation to dive into the creative process, and
discover the intricacies, techniques, practices,
rules, tips, and questioned the joys of the final
image. It’s a book unique in its design, and a first
in digital art.
3DA: What are working on these days?
BP: I work for the workshops of Christian
Portzamparc and I develop a personal project
that is an animation lasting two minutes.
3DA: What three tips would give a young artist
thinking about a career in 3D Comic Book design?
BP: You have to be able to draw anything at any
time and know how perspective works.
26
If you are a
student, walk in
the streets with a
sketch book and
draw what you
see: you have to
develop accurate
sight for
architecture and
art.
I suggest visiting
museums and
galleries to see
great architecture
first hand and gain
aspiration as there
is no substitute for
first-hand
observation.
I also advise
developing an
interest in
contemporary
design and
ensuring you keep
track of
architecture news
and current
trends, best found
online.
Each week, I have
a look at the best
3d artists on the
internet via
websites...
3DA: Thank you
for your time. We
look forward to
more of this
incredible work in
the future.
BP: Thanks a lot.
PPHOENIXHOENIX
27
INTERVIEW: BENOIT PATTERLINI
BBUILDINGUILDING SSTEMTEM
28
SSOMETHINGOMETHING ININ THETHE WWAYAY
29
INTERVIEW: BENOIT PATTERLINI
TTHEHE RRAINAIN
30
WWHEREHERE WWEE LL IVEIVE
TTHEHE PPERFECTERFECT SSTORMTORM
31
INTERVIEW: BENOIT PATTERLINI
MMEDUSAEDUSA
32
3DA: We are excited to spend some time today
with the award-winning team of Drea Horvath
and Michel Rondberg, creative genius behind D&D
Creations, an art collaboration dedicated to
bringing high quality content for the digital art
world. Thank you for joining us.
DH: We thank you for this great opportunity! It is
a pleasure to share our work and art with you all.
MR: Thanks for having us!
3DA: For our readers who may not be familiar
with D&D Creations give us a quick highlight of
who you are and what you do?
DH: D&D Creations is an art collaboration
specified in 3D landscape design, using E-on
Software's Vue. Our goal is to provide high-
quality content - atmospheres, scenes,
ecosystems, materials, 3D models and terrains -
for the 3D community, and to offer professional
services in 3D landscape design, rendering, post-
production, assistance in Vue and audio & video
compositing and editing. We have several years
of experience in Vue, and during these years
we've been working hard to learn, experiment
and further improve our skills. The positive
feedback we've received from our clients,
customers, other professionals and fellow artists
verified that our hard work was not in vain.
Drea was born in Budapest,
Hungary, where she became
interested in 3D Landscape Art
during her college studies. She has
been working with Vue and
Photoshop for almost five years, and
with her compassion and the
invaluable help of highly skilled 3D
masters, she has improved her 3D
skills to a professional level.
Before founding D&D Creations, she worked for three
years in the video game industry as a terrain & level
designer, and completed many visualization projects as
a freelance artist.
Drea has won several awards given by E-on
Software and other art sharing sites with her work. She
has published three tutorial articles for 3D Artist
magazine and many of her works were showcased in
the magazine. She designed the cover image for 3D
World Issue 156, and some of her making-of tutorials are
available online.
Currently she works and lives in central Netherlands,
where she founded D&D Creations with Michel. Besides
working in the studio as a 3D Landscape Artist, she also
works as a Software Specialist for Vue and as a Product
Copyright Consultant at YURdigital.
Visit Drea’s website at www.dreahorvath.com
RROCKYOCKY SSHOREHORE
33
MR: On the Digital Media side of things, I
qualified as a Digital Audio & Video Engineer at
Sound Seminar Rotterdam. I was trained by the
best in the industry. One teacher in particular I
remember Alan Parsons from the Alan Parsons
Project. Some of the (then) groundbreaking 3D
audio techniques called Que-sound. I chose to
go for Digital Engineering, it became clear to me
very early that the analog world would have
little to no future. Besides this I’ve always been
playing the piano. I love composing and just
playing whatever I feel inside of me. I have
released numerous records (yes, those real Vinyl
discs). Depending on your age, you may or may
not remember them. I had a hit record with my
song Voices of Angels, which was released at
Purple Eye Records, on the Tsunami Special
Blend Label. It reached the top of the top 10 in
New York City. Right now I have over three
hours of new compositions, waiting to be
produced and engineered .
3DA: Step back in time to when you two first
met and began to collaborate. When did you
know you were destined to do something
together and how did this endeavor unfold?
DH: Our story began in 2009 October, when -
after a conversation about one of my scenes -
Michel hired me as terrain designer for the
project his team was working on. Being a fresh
freelancer looking for opportunities, it seemed to
be a great start to take a deeper look into the
workflow of a production and to gain experience.
Born in Tiel, The Netherlands, Michel
discovered his hidden talent for music.
At age five. He started learning the
piano at eight and by his tenth year
was composing his own tracks using his
keyboard and home computer. His first
official album released at the age of 15. His greatest
achievement in music was his 2005 album “Voices of
Angels”, which ranked #1 in the USA.
Michel also became interested in 3D art and game
development at a very young age. When he was just
13 he wrote the codes for a computer game as a
hobby. Two years later he started learning 3D
applications and has improved his technical and
artistic skills to a professional level in Vue.
Before founding D&D Creations with Drea Horvath, he
spent more than 8 years working for a game studio
where they worked together as a terrain & level
designer, and concurrent to that composed more
than 3 hours of music for the studio.
Michel has won several awards from E-on Software
and other art sharing sites with his work. Several of his
tutorials, tips & tricks have been published online.
Currently he works as a 3D Environment Artist,
Certified Sound and Video Engineer and Music
Composer in the Studio, and has a publishing deal
at Strengholt Music Group. Along with Drea, he also
works as a Software Specialist for Vue and as a
Product Copyright Consultant at YURdigital.
Visit Michel’s website at www.michelrondberg.com
EELVENLVEN VV ILLAGEILLAGE
34
Michel and I worked together a lot, almost every
day, and it was obvious right from the start that
we formed a great team. The communication,
sharing tasks and ideas and the production itself
went flawlessly. While I could help Michel with my
artistic skills and deeper knowledge of Vue, I
could also learn a lot from him about the
technical side of 3D design. These skills combined
made us, and still makes us a great, productive
team.
MR: But soon we realized that we wanted to
form something unique, something that was
entirely made by us. I was working under the
nickname Da1 back then, and Drea under Drea-
mer. Since we are two very positive and creative
spirits, this logically formed D&D Creations. In
2011 we launched our website and our first store.
Every week we receive numerous emails of
production companies for jobs on our personal
websites. That led us to making another logical
step forward, to make this a joint venture too
under our D&D Creations Services. We are open
to any kind of 3D job, I always like to say, “you
MICHEL–ALENE’S WORLD
35
INTERVIEW: DREA HORVATH & MICHEL RONDBERG
order, we deliver! “
3DA: What have been the biggest surprises along
the way?
DH: Maybe the biggest surprise is how fast we've
got involved in commercial and non-commercial
productions of bigger studios in a relatively short
time. It's been only a few months since we have
officially launched our services, but we have
already been working on a cinematic trailer, a
historical animation, and soon we start building
scenes for a big commercial 3D projection
mapping project. This will be the first time Vue is
involved in such a production, and we are proud
to be the ones to contribute.
MR: Right now we are pretty much the first to
establish in the Benelux specialized in Vue, and
we are very proud of this. This is a rollercoaster
and we love it!
3DA: I imagine the lines between art and hobby,
business and pleasure, gets blurred when you
turn your passion into commerce. How do you
balance those aspects as you continue to design
for art’s sake?
DH: Yes, when you are busy with business and
projects, you have way less time for personal art,
and although we are lucky to work in an area we
really like, at work we have to visualize the ideas
of someone else, and not our own. This is always
a nice challenge, but very different. Whenever I
have a little free time, I create something
personal. If the weather is good, I like to take a
walk or a bike ride in the area before focusing on
a personal work; it clears my mind. When I make
something personal, I can't wait to render,
postwork and publish it online, and I always
enjoy getting feedback. These are the things I'm
missing when I create something for work.
MR: The two blend together often. Stuff used in
personal project often end up as products, and of
course the other way around. When working on
tight deadlines it becomes really handy in using
your own products. We love every product we
release because they have been tested “in the
field.”
3DA: Let’s talk about
some of your
individual
art. We’ll
start with
Drea –
ladies first,
DREA-APPENZELLERSTATT
Access the FULL INTERVIEW in our
premium edition at
3DArtDirect.com/backissues
CONTINUED...
36 3D Art Direct : Be Inspired By Digital Art Issue#23
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