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Editorial : Did concept art launch the American Space Program? Sample edition of the 3D Art Direct Magazine.
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3D Art
BE INSPIRED BY 3D DIGITAL ART
Discover New Sci-Fi and Fantasy Worlds
DIRECT
Inspiration for 3D digital artists
Insightful interviews
Vibrant galleries and portfolios
Issue 16
April 2012
Mini Mag Edition
Tarik Keskin : Space Architect
Chris Hecker
3d
ArtD
irec
t.co
m
Christmas Galleries
DeeDee Davies
Neil Thacker
Sixus 1 Media
2
3D Art
BE INSPIRED BY 3D DIGITAL ART
Discover New Sci-Fi and Fantasy Worlds
Direct
Paul Bussey
Editor
Main cover art : Space Dock I-06 by Tarik Keskin
Mickey Mills
Assistant Editor
Brian Christensen
Article Writer
Copyright © 2011 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.
3DArtDirect.com/backissues
3
Editorial
Did concept art launch the American Space Program?
0404
CONTENTS
Interview : DeeDee Davies
“Back when I started playing around with 3D programs, my
hardware could only cope with a few items in the scene, so I
learned to try to get as much impact as possible. I think it makes
you think hard about only including what's really important to
the story behind the picture.”
0606
Interview : Neil Thacker
“I want others to enjoy and understand the creative process,
and make it easier than it was for me
when I started out! I also skim the
forum posts and offer whatever
1414
Interview: Tarik Keskin
“I had a great experience working with Mental Ray, since it is
the industry-standard renderer for many movies like Avatar or
the later Star Wars films. ”
2828
Model Zone : Sixus 1 Media
Les Garner
“My line of work not only allows,
but actually requires me to spend
inordinate amounts of time inside my own imagination.”
4040
FULL INTERVIEW IN PREMIUM EDITION
3DArtDirect.com/backissues
FULL INTERVIEW IN PREMIUM EDITION
3DArtDirect.com/backissues
FULL INTERVIEW IN PREMIUM EDITION
3DArtDirect.com/backissues
4
Concept art helps reality come into being, whether
it be Hollywood blockbusters or mainstream production
motorcar.s Ralph McQuarrie was the first person George
Lucas hired for Star Wars and with McQuarrie’s excellent
visualisations, the main characters were born within a
matter of weeks. The film concept was successfully sold
to 20th Century Fox, with the help of these iconic
McQuarrie pre-production sketches and paintings.
Our main interview this month features beautiful concep-
tual art of space architecture by Tarik Keskin. He has cre-
ated a great set of designs for future space station interi-
ors and other sci-fi settings. Please give Tarik, DeeDee Da-
vies and Neil Thacker the feedback they deserve for
their wonderful works at their respective websites via our
artists page.
Launchpad for the Space Race
So did concept art really help launch the United States
space program? I would say yes. Pioneering space scien-
tists, such as Hermann Oberth, Konstantin Tsiolkovsky, Her-
mann Noordung and Wehrner von Braun, dreamed of
vast space stations orbiting the Earth. They saw them as
staging points for deeper exploration of space.
Wehrner von Braun, the main architect of the American
space program wanted to have space stations as a
main plank in his long term vision of the program. He had
artists illustrate concepts of the stations in the many arti-
cles he spun during the 50s to gather the required mo-
mentum for the program. In short, he needed to fuel the
American public for their excitement and investment to
what was to become the space race. The power of the
pen with some well crafted illustrations achieved this
nicely. I was delighted to learn that Chesley Bonestell
(one of the top sci-fi illustrators of the day) was one of
those artists.
A lot of the station concept art at the time had similar
traits including rotating wheel like structures, plenty of
space for living as well as science experiments, docking
ports for visiting space craft and a central hub often en-
visaged as a command centre.
What about Space Stations now?
We e are still a long way from the realization of large
space stations or colonies as envisioned by science fic-
tion writers. None of our space stations thus far have had
any gravity. One reason for this is that we want a place
without gravity so that we can study its effects. Another is
that we don’t have the technology to rotate a large
Chesley Bonestell’s space station concept
5
EDITORIAL :
structure to produce artificial gravity. In the future, artifi-
cial gravity will be a certain requirement for space colo-
nies with large populations.
So what has the International Space Station project
achieved?
The ISS is the ninth space station to be inhabited. It is a
modular structure whose first component was launched
back in 1998. The station as a whole can be seen from
Earth with the naked eye. The ISS is composed of pressur-
ised modules, external trusses, solar arrays and other
components. The components have been launched by
American Space Shuttles as well as Russian Proton and
Soyuz rockets.
The ISS serves as a microgravity and space environment
research laboratory in which crew members conduct
experiments in biology, human biology, physics, astrono-
my, meteorology and other fields. The station is useful for
testing spacecraft systems and equipment required for
missions to the Moon and Mars.
Did you know that the station has been continuously oc-
cupied for over 11 years?. The station is serviced by Soyuz
spacecraft, Progress spacecraft, the Automated Transfer
Vehicle, the H-II Transfer Vehicle, and formerly the Space
Shuttle. It has been visited by astronauts and cosmonauts
from at least 15 different nations.
The ISS is funded until 2020, but will hopefully operate until
the late 2020s.
The Next Generation of Space Stations
Commercial factors will help grow the next generation of
space stations.
A space hotel, or “Commercial Space Station” (CSS) – its
official name, will float more than 200 miles above Earth
and will be put there by Orbital Technologies, a Russian
company hoping to offer this floating hotel.
And that will be one of the major attractions… floating.
At zero gravity you, as a guest of the hotel, will literally
float. To check in, tourists will have to undergo special
training that can last up to three months, depending on
which of several possible rocket/spacecraft combina-
tions they fly to the hotel. The hotel can accommodate a
minimum of seven people at a time. The cost? Roughly a
half-million US dollars.
The station will feature large windows for viewing. Other
amenities include essential kitchen facilities, digital cam-
eras, and a water-less toilet. Alcohol though, will be strict-
ly prohibited, which will give some potential tourists
pause.
Did Concept Art Launch
the Space Program?
Prototype of the Commerical Space Station interior.
The International Space Station, continually inhabited for over
11 years.
6
Tarik Keskin, an architect, conceptual artist and musician from Istan-
bul, Turkey, is currently studying architecture. Besides his projects at
school, he also creates different concepts inspired by different factors, as
his passion dictates.
He has completed his internship at Emre Arolat Architects
www.emrearolat.com which was very successful and gave him the
chance to meet and work with the best architects in Turkey.
He has done numerous architectural visualizations as a freelancer.
Tarik also chases a music career, as he is the drummer of the
band Manto www.myspace.com/mantoband
7
3DAD: Hi Tarik and a warm welcome to 3D Art Direct
magazine. Tell me about some of the earliest influences
that motivated you to become a digital artist, did it all
stem from your architect studies, or did you experiment
with digital art prior to this time?
TK: Hello, I'm glad to be here. Before I even started study-
ing archi-
tecture, I
knew that
CAD
(computer
-aided de-
Tarik Keskin, an architect, conceptual artist and musician from Istan-
bul, Turkey, is currently studying architecture. Besides his projects at
school, he also creates different concepts inspired by different factors, as
his passion dictates.
He has completed his internship at Emre Arolat Architects
www.emrearolat.com which was very successful and gave him the
chance to meet and work with the best architects in Turkey.
He has done numerous architectural visualizations as a freelancer.
Tarik also chases a music career, as he is the drummer of the
band Manto www.myspace.com/mantoband
Tarik Keskin Architect of Dreams
Access the FULL INTERVIEW in our
premium edition at
3DArtDirect.com/backissues
CONTINUED...
8
3DAD: We are joined this week by a wonderful 3D artist
from the U.K., DeeDee Davies. Welcome to 3D Art Di-
rect. Tell us a little about your journey to published art.
Were you a pencil or crayon doodler growing up?
DDD: I was a pencil doodler. I never really got crayons
or colour when I was younger - I had difficulty staying
inside the lines! Having said that I'm fairly sure there are
a huge pile of old drawing books in my mum's attic full
of my doodles in biro, so I suppose I was actually a 'biro
doodler'.
3DAD: You mentioned a couple of influences in your
bio. You have a relatively brief career as a Poser artist.
Since you joined the Deviant Art community, who has
been your biggest influences?
DDD: Nathie: His amazing male fantasy artwork never
fails to get the creative ideas flowing, and it's been a
real inspiration watching him go from strength to
strength over the last few years.
Nebezial (Stjepan Sejic): What this guy does with light is
absolute magic, and his images have wonderful char-
acter portrayal and tons of impact, something I strive
for in my images.
DeeDee DaviesDeeDee Davies
DeeDee Davies is a long-time
fan of fantasy and dark art. Boris
Vallejo and Chris Achilleos are a
couple of her early inspirations.
She first started creating 3D art
in 2004 when accidently stumbling across the Poser plat-
form. Davies was fascinated with game artwork and ani-
mation and Poser allowed her to try her hand at it. After a
few years in the field she has settled into Carrara Pro for
modelling, Vue Studio for landscapes and rendering, and
Poser Pro for figure posing and animation.
Her influences include vampires, cheesy 80s horror and fan-
tasy films, heavy metal and the works of Poe, Lovecraft &
their contemporaries. Davies tries to storylines into her im-
ages to make them more interesting, and to use or modify
existing items in different ways to make them unique.
She currently works on book covers with a prolific horror
publishing company. At least fifteen of her book covers are
out in print.
seedydeedee.deviantart.com
www.seedydeedee.co.uk
TRUE GRIT
9
INTERVIEW: DeeDee Davies
GILBRIDE MacBHEANN
10
3DAD: Is there any one artist you would point to as a
mentor?
DDD: I don't think I have a mentor as such, but one of the
great things about being part of an online art community
is that there are lots of people share tips with, and there's
always someone you can turn to for help and advice on
any aspect of your art.
3DAD: You seem to have a real talent for composition
with 3D art. What has been your biggest challenge as
you’ve learned the mechanics of 3D Art software plat-
forms?
DDD: One of the biggest challenges early on was using
hardware that really wasn't up to running the pro-
grammes I wanted to use, and I found it frustrating wait-
ing for scenes to respond. In terms of technical challeng-
es, I would say the most difficult aspects were getting my
head around UV mapping, and the rather esoteric art of
transferring models between one programme and an-
other. With my current setup, everything works, and works
fast, but it's taken a long time to get there!
3DAD: What is your strength as a 3D artist? Your weak-
ness?
DDD: I'd like to say that one of my strengths is making pic-
tures with impact. I like to try to get them to jump off the
screen, even in thumbnail view, but it usually takes a lot
of trial and error to get them to pop.
I think one of my weaknesses is getting a decent colour
palette in my scenes – I'd like to learn more about using
complementary colours in scenes.
3DAD: What do you think is the biggest feature missing
from the packages you use today?
DDD: I'm actually quite happy with what my packages
do at the moment. I guess some sort of built-in auto-
conform tool for Poser would make life easier.
3DAD: Let’s talk about some of your work. The Heartbeat of Stone is a wonderful piece, not only in the composi-
tion, but in the story it tells. Talk us through how this devel-
oped?
DDD: This is one that I started and forgot about, then re-
turned to months later. I wanted to tell a story that
showed one of the downsides of immortality, and it's one
of the few that fell together really quickly (once I remem-
bered about it!). I made the girl first, giving her a fairly
modern, gothy look, and then built a more historic look-
ing companion for her, imported him into Vue and
changed all his textures to stone. I then decided to add
the autumn leaves and the gravestone in the back-
ground, to emphasise the sadness and desolation the
11
INTERVIEW: DeeDee Davies
HEARTBEAT OF STONE
12
main character would be feeling. I started work on a se-
cond version of this recently, showing them in the same
positions, but alive and happy, with blossoms in the air.
3DAD: Looking at the credits for this image there are a lot
of components involved. How do you go about looking
for just the right piece that will work for your creation?
DDD: Over the years, I've collected a huge library of con-
tent, and if I don't have exactly what I need, I'll go look-
ing for it through the freebie areas of the major 3D com-
munity sites, or buy what I need. Alternatively, I might
adapt something I already have by creating new texture
maps, or playing around with it in a modelling pro-
gramme. Alternatively, I'll use something that's close, and
post-work it in Photoshop until it looks how I imagined.
3DAD: Describe your general work flow for us. Do you
have a firm idea of a final image when you get started or
does it unfold before your eyes?
DDD: Both. Whenever I get inspiration for a piece, I try to
sketch it out on paper with as much detail and notation
as possible, so that when I get around to doing it, I can
try to create something as close as possible to the origi-
nal vision. On other occasions, I just start with a base
GO GET ‘EM BOYS
13
model and play around with textures and
props until an idea starts to develop. There's
also a third workflow, where I start with a con-
crete, sketched-out idea that organically
grows into something completely different as I
go along. These are usually the best!
3DAD: Go Get ‘em Boys is an image that got a
lot of accolades from around the 3D art com-
munity. Tell us about this creation.
DDD: This one really was just a happy acci-
dent! It's one I started with a base M4 figure
and the Notorious outfit, started throwing
things into the scene and it just grew organi-
cally from there. Once I had the character set
up, the cheeky lines of his face suggested a bit
of mischief, so I posed him appropriately. I
then got the idea that he might be beckoning
to some lackeys and sending them at the
viewer, so I added some suitably grooky de-
mon figures to the scene. I went with a HDRI
light setup for this, which is one of the reasons
the character has come out of the render with
so much clear detail, and postworked it to ad-
just details such as hue, clarity, fog and eyelin-
er!
3DAD: You do a superb job giving credit where
credit is due. What strikes me about the Go Get ‘em image is your ability to take a minimal
amount of components and piece together
such a striking image. Is this something you
think about in design, making more with less?
DDD: Back when I started playing around with
3D programmes, my hardware could only
cope with a few items in the scene, so I
learned to try to get as much impact as possi-
ble from using very few items. I think it makes
you think hard about only including what's re-
ally important to the story behind the picture.
3DAD: In your gallery post for this image you
mention that you were looking to use the
“Notorious Outfit” in an image. Is this a common occur-
rence, where you see a clothing, armor, or character,
and it inspires you to create an image with it?
DDD: From time to time, an outfit or prop comes out that
really makes you sit up and take notice, and you really
want to create something special with it. 'Notorious' was
one of those outfits. I didn't really have much of a plan
when I used it in this particular piece - although it did sug-
gest the type of character that might wear it.
3DAD: The Messenger is another image that your fans
really seem to like. The bulk of your gallery is oriented to
strong male characters and the M4 base seems well suit-
ed to that style. You have a solid ability to maximize emo-
tion from your characters. How do you manage to elicit
that kind of feeling from your characters?
DDD: Trial and error! The face on this guy was actually
rendered separately in Poser, while the rest was rendered
in Vue. If I'd kept the original Vue head, I often wonder if
this would still be popular! I think there's a really fine bal-
ance to be struck between the 'gurning' and 'botoxed'
looks with 3D models. Too little emotion and your charac-
ter looks like a shop window dummy, too much and they
look crazed. I usually go for an expression that's close to
what I want, then use the Liquify tool in Photoshop to sub-
tly alter the facial structure and emphasise the expres-
sion. Used in moderation, it's great for tweaking your
characters' moods.
3DAD: You mention that this image was tough to render.
Would you expand on that?
INTERVIEW: DeeDee Davies
THE MESSENGER
14
DARK ANGEL OF FIRE
15
INTERVIEW: DeeDee Davies
AMBUSH AT THE SWAMP
16
DDD: It drove me nuts for an entire weekend. It was back
when I was using the 32 bit version of Vue 6 Esprit, and
my hardware / software configuration just couldn't cope
with what I was trying to do. I lost this file and re-created
it about 15 times, because I had a really clear vision for it,
and was desperate to render it. The file had also just giv-
en me glimpses - between crashes - that hinted that I
had a decent render in the making, and I really didn't
want to give up on it. As it turns out, the two demons I
had planned for the background probably wouldn't
have had as much impact as the ravens that I ended up
with as a compromise, so it turned out to be for the best
in the end.
3DAD: Models and accessories for female characters
seem to outnumber what’s available for male characters
by around four-to-one. Why do you think that is and does
that high ratio ever impact availability of male oriented
components for your images?
DDD: I often wonder about that, and I suspect it might be
for the same reason that most fantasy art is of women.
Men like to render women, and for some reason, appar-
ently, so do most women, so there's more call for outfits
and textures for the female characters. I don't get it my-
self – I much prefer to see pictures of men! It is frustrating
at times, but over the years, I've found programmes such
as CrossDresser, which enable you to use clothing items
created for one character and re-configure them so
they conform to others, increasing the amount of items
available. If all else fails, I just dispense with the clothing
entirely...
3DAD: One of my favourite images from your gallery is
Phoenix Risen. Between the pallet and perspective this is
a very unique creation. Break down the different compo-
nents of this image for us and give a quick step through
of pulling this image together, start to finish.
DDD: Really? As a challenge to myself, I was trying to cre-
ate a really effeminate-looking male character, some-
thing that really doesn't appeal to me, so it's one of my
least favourite images.
I set up M3 in Poser with the appropriate morphs to give
him that girly 'bishie' look, and dressed him in a skirt and
some floaty scarves. I found some other clothing props
which I wanted to use which weren't built for M3, so I
changed them in CrossDresser and added them in.
I then set up a scene in Vue, with the pink and gold light
and clouds, imported the figure, lit him to match the
background, and test rendered it.
I adjusted the materials so they looked good in the Vue
render and rendered it out at full quality.
I then moved into Photoshop, painted most of the hair,
corrected any parts where the skin was poking through
the clothes, or where the body looked odd, tweaked the
PHOENIX RISEN
PEACEKEEPER
17
INTERVIEW: DeeDee Davies
facial features with the Liquify tool, and
finally adjusted the contrast, brightness,
hue and saturation.
I came up with the story once the picture
was done, and ended up using a flame
brush to add the flames into the hair to fit
the character.
3DAD: You seem to do a fair amount of
commission work. One of those images is
a brilliant piece called, Gilbride Mac-Bheann. When you’re approached to do
commission work, how do you develop
those characters? Is it typically a very
collaborative effort with a lot of back
and forth between you and your clients,
or do you generally just create and deliv-
er?
DDD: It's very collaborative, generally. I
use Boxnet to upload images, then share
the folder with the commissioner. They
can then add comments, which is more
useful than email, because you can just
go back and view your discussions all
together in situ against the picture, without having to
trawl through your inbox. I usually ask if they want to fill in
a form before we start, which asks for the sorts of details I
need, such as build, hair/ eye colour, clothing, personali-
ty etc, but often, people already have biographies or
detailed descriptions of the characters they want visual-
ised. I generally show a work in progress to the commis-
sioner once I'm getting to the stage where I'm almost
ready to do the final render. Once that's done, and post-
work in Photoshop is started, it's harder to go back and
change core details, so I like to get as much feedback
as possible before I get to that stage. It works really well,
and I think people feel like they really have an input into
the finished version. Other work, such as the book covers,
is done to spec, and handed over only as a finished
piece.
3DAD: How much and what kind of Photoshop post-work
are you generally having to put into your images.
DDD: Not as much as I used to! I use it primarily now for
adjustments to brightness and contrast, hue and satura-
tion, and occasionally to fake depth of field. Sometimes I
use Photoshop (and on occasion, Painter) to try to get
away from the realism that's so prevalent in 3D imagery
at the moment. I originally wanted to use the 3D medium
as a means to an end, which was as part of a workflow
to create artwork that followed the styles of the fantasy
artists I loved as a kid. It's easy to get sidetracked though,
when the trend at the moment is to try to get as close to
realism as possible.
3DAD: You are getting to do a lot of book covers at Li-brary of the Living Dead Press. How did that opportunity
come about?
DDD: Through an author I met on DeviantArt. I did a book
cover for him a few years back and he later mentioned
to me that the Library of the Living Dead Press were look-
ing for cover artists. So I got in touch and two years and
many covers later, here we are!
3DAD: Let’s talk about a couple of those covers –
Through the Eyes of the Undead and Anti-heroes. The first
one is pretty spooky. How did you come up with this
look?
DDD: It was a combination of a few different textures for
an old 3D model (either M2 or the original Michael char-
acter). The textures are great anyway, but it's only since I
started rendering them using HDRI lighting that I realised
how amazing they could look. I also overlaid another
render of a skull so it looked like some of the bone was
poking through the flesh. The cover spec was for a
A PRISON WITH NO WALLS
18
closeup of a zombie head with eyes reflecting a ruined
city.
3DAD: And the Anti-Heroes? How did that you come up
with that?
DDD: I was actually working to quite a detailed spec for
this one. I had a really good description of both charac-
ters for the front cover, and went for something I hoped
might look graphic novel-ish. The tentacles on the De-
stroyer of Worlds were a bit of a challenge. I seem to re-
member for this one I imported several 3D octopuses and
placed them inside the figure to try to get the required
tentacles growing out of his skin!
3DAD: Where are you finding your most artistic satisfac-
tion these days?
DDD: The same place as I have for the last few years - in
the combination of Poser, Vue and Photoshop in my
workflow. Having said that, the part I like best is the post-
work - that's when the picture really starts to come alive.
Oddly enough, I find I can't work to music when I'm cre-
ating a character, setting up lights or render settings, or
doing anything that takes concentration, but as soon as
I'm into Photoshop, the music goes on and the exciting,
more artistic part of the creative process gets underway.
That part is really fun and fulfilling.
3DAD: Where do you see your art being in five years?
DDD: Hopefully still going! I'd like to continue with the
book covers - it's a fantastic feeling knowing that your
artwork is out there in print and helping to sell stories and
novels for authors. I'd quite like to diverge into CD covers,
probably for metal bands, but I think I've got a way to go
yet.
3DAD: Day in and day out, what are your biggest ongo-
ing challenges? Keeping up with technology? Market-
ing? Motivation?
DDD: Trying to balance art with my day job! I think it's re-
ally important to have a balance between those things
you have to do, and those things you love doing, but it's
tough sometimes when there are only 24 hours in a day.
As for technology, the main 3D software packages I use
are releasing full new versions annually (more frequently
in some cases), and I've decided to stop upgrading my
software for the foreseeable, at least until some feature
comes along that might mean a massive improvement
to my workflow or the quality of my images.
NIGHT OF A THOUSAND FIRES
19
3DAD: What hardware platform are you working with?
DDD: A 6-core 3.3Ghz AMD with 8GB 1600Mhz RAM and
an Nvidia GTX550 Ti. I wanted a 6-core i7 but didn't have
the extra £800 at the time!
3DAD: To wrap things up, what three tips would you have
for anybody just starting out in 3D digital art?
DDD: 1. Play with the free versions first: Most of the com-
monly available 3D hobbyist packages have free or trial
versions, and it's really worth playing around with a
bunch of them so you can find one that suits you before
you commit to buy.
2. Be innovative and individual: Use what's out there to
create something unique. Everyone has access to the
same finite list of products (unless you model your own).
Bend them to your suit your imagination, and don't let
them dictate what you create.
3. Take your time: When you're finished and ready to
share your images with the world, go away and take a
break. When you come back, you may find something
you've missed, or decide it would look better if you com-
pletely changed certain elements - never be afraid to do
that. You've got all the time in the world.
INTERVIEW: DeeDee Davies
THOR
20
STOLEN MOMENT
CALM BEFORE THE STORM ARAYA LIGHTBRINGER
21
INTERVIEW: DeeDee Davies
THE ROOK
22
Neil Thacker (Grafikeer at Renderosity) is a self-taught artist
working both in the 2D realm of traditional painting
(watercolours, acrylics and ink) and the 3D realm of digital
painting and CGI(mainly Bryce and Photoshop). His pre-
ferred genres are Sci-Fi, Fantasy and Landscape. Additional-
ly he spends time doing logo design and conceptual art.
Neil was raised in Rushden, Northamptonshire, England and
was a huge fan of television programs such as The Thunder-
birds, Captain Scarlet, Dr. Who, and like programming. He
emigrated to Alberta, Canada, and was immediately taken
by the beauty of the Rockies and the diversity of wildlife. He
spent many years studying animals and painting realistic wild-
life scenes in watercolour.
He has returned to his Sci-Fi roots and using the knowledge of
creature anatomy and habits, colour sense and composition-
al skills, has begun to develop a diverse gallery of 3D art.
Neil is a shop manager/master framer in Kelowna, BC, Cana-
da. Working with artists day in and day out has opened a
floodgate of inspiration for this marvelous craftsman.
Grafikeer Gallery at Renderosity
NeilNeilNeil ThackerThackerThacker
“Study the ones that came before—the
Masters, the illustrators of books and
magazines. Understand what made
them successful, their techniques, and
even their life stories. “ — Grafikeer
23
3DAD: We are joined this week by 3D artist Neil Thacker,
from the beautiful British Columbia, Canada, city of Ke-
lowna a post card picturesque town on Lake Okanagan.
Welcome to 3D Art Direct.
NT: Thanks, I am honored to be here!
3DAD: You are a British national who migrated to western
Canada. When did that happen and what was that like
for you?
NT: September 1972. It was exciting and somewhat scary
at the same time. I left all my friends I grew up with, as
well as all my relatives, and came to a new country with
only my immediate family. I was faced with little under-
standing of the school system, the culture and all that
comes with it.
3DAD: Having traveled a bit in that part of the country I
know the beauty you are treated to on a regular basis.
What kind of inspiration do you gather from your sur-
roundings?
NT: The landscape inspires both my traditional art, as well
as my 3D work. The lake, the mountains, the forests and
wildlife are the starting point for many of my images.
3DAD: One thing you mention is how much you enjoy
working with other artists in your day-job. Before we get
to your artwork, tell us how you got into the framing busi-
ness and how that has influenced your art journey.
NT: Quite simply, I wanted to understand what was being
done with my artwork once it was in the frame shop. Was
it being properly preserved through the matting and
framing process? Was there something I should be asking
for when leaving my work for framing that would ensure
that it was being framed properly? Just what was in-
volved in the framing process anyway? These questions
led me to apply for a job at a local gallery, and I soon
discovered that it is an art form in its own right. I have
been in the business ever since, which is now almost 30
years. The broad spectrum of art I have framed, as well
as the prints and original art we have carried over the
years, have given me a wide influence of styles and ide-
as to draw upon in my own works.
3DAD: Your foundation is in traditional art using watercol-
ors, acrylics and ink. Describe your transition from there
to the computer world and the shift from 2D to 3D.
NT: Slow, very slow! To make the jump to computer art
required some understanding of how the computer
worked, and more of the use of the analytical side of my
brain. . . not an easy thing for me since I was used to cre-
ating everything by hand on paper or canvas. Once I
got the grasp of the tools at my disposal, I soon found
that my knowledge of composition, colour theory and
story-telling served me well as I created my 3D worlds.
3DAD: You started using Bryce. What was the biggest
challenge for you as you made the move from 2D to 3D?
NT: Understanding that I should save as I went, in case
the program crashed (which, unfortunately Bryce does
on many occasions), and just how I had to tweak the
various elements within Bryce to get close to what was in
my mind's eye. Bryce is a very intuitive, user-friendly pro-
gram for artists, and the transition from 2D to 3D was
somewhat easier than if I had started in a more involved
program.
3DAD: Do you find the learning curve for 3D software to
be troublesome for artists trying to break in?
NT: Somewhat, I guess it really depends on the individual
artist really. I am very impatient when it comes to creat-
ing an image. On paper I can start roughing out an idea
and work it up relatively fast. With a computer program,
you first have to learn the program itself and its capabili-
ties, which can slow the creative process and lead to
some frustration at the beginning.
3DAD: Around the middle part of last year (2011) you
started working more with e-on Vue and have been us-
ing it more and more ever since. Was there a specific
issue that pushed you that direction and how has your
work improved as a result?
NT: I think it was the limitations of Bryce itself as well as
seeing what other artists such as Artur Rosa and Jacob
Charles Dietz were creating with Vue that led me to try it
for myself. Bryce is limited in its sky and cloud areas as far
as realism and flexibility, and its light options, while cer-
tainly improved with version 7, are no match for Vue. I
INTERVIEW: Neil Thacker
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CONTINUED...
24
3DAD: How did Sixus1 Media start? Was your strong focus
on character models always the case?
LG: While I had personally been involved in 3D art since
around 1994, having started out with 3DS DOS, Raydream
and Infini-D at a company I worked for at the time,
through the late 90's I moved through a number of man-
agerial/art director positions. All of the companies I
worked with during that period, however, were far more
dedicated to web development and the rather vague
"new media" of the day, with none of them having any
real vision for 3D art, animation and their applications.
Eventually, the dot-com bust of 11999/2000 lead to a situ-
ation where I was unemployed with little to no real pro-
spects. Since I was already extremely frustrated at trying
to get any of the media companies I had worked for to
embrace 3D art and content as a viable revenue model,
my wife and I decided to take the big gamble of selling
off what film and video equipment we had at the time in
order to have enough money to float for a couple of
months as we got our website and first content offerings
off the ground. That was really back at the very begin-
ning of the whole Poser content market, was, in retro-
Les Garner and his wife run
Sixus 1 Media and has been in-
volved in 3D digital arts since
1994. His passionate approach to
model production is related to pre-
viously being a comic book illustra-
tor and airbrush artist. We uncover
some of the history behind Sixus 1
and find out some sources of Les
Garner’s inspirations.
Sixus 1 Media provides the services
of 3D modeling, texturing, rigging
& animation, illustration, airbrush-
ing, traditional painting and music
composition.
“Prior to getting into digital art
and 3d, I was a comic book
illustrator and airbrush artist,
both of which I kept doing
freelance through the years, so
the character aspect of what we
do was always the major artistic
focus“
25
Space Port 2001
spect, a completely insane chance to have taken, but
was something that I just believed in to a ridiculous de-
gree. Almost twelve years later, we're still at it, having
turned out quite probably more original figures/
characters than anyone else in the business. Prior to get-
ting into digital art and 3d, I was a comic book illustrator
and airbrush artist, both of which I kept doing freelance
through the years, so the character aspect of what we
do was always the major artistic focus. As the content
market grew, it became very clear to me that while there
were plenty of people out there producing clothing and
textures for a couple of specific models, keeping our fo-
cus on original figures and designs was not only artistical-
ly satisfying, but set us apart dramatically from the bulk of
the field.
3DAD: Would you tell us about your workflow? What pro-
grams do use to model your creations?
LG: In the early days, I was a devoted Max user, however
once Maya came down to a price point where I go
there, I never looked back. In time, Zbrush was intro-
duced and at the point where it's polygon modeling and
texturing matured into version 2 of the program, it be-
came an invaluable staple for me. These days, ZBrush is
absolutely the main tool in my workflow. Maya is still really
important, but nowhere near as much as ZBrush. Now I
mostly use Maya for rigging and a few special little tricks
and techniques that Zbrush hasn't quite adopted yet, but
give it time.
3DAD: What are two of your personal favourite products
and why?
LG: If you're referring to products from our catalogue, I
would say my favourites would be the Orkz and the new
Humanz, which aren't out yet. They're both part of the
Fantasy Racez family of products which are all really im-
portant to me as it has been my attempt to really pro-
vide everything needed to populate a detailed fantasy
world. The Orkz are always high on my list just because I
am really pleased with the design and think it sort of
bridges some big gaps between the Tolkienesque and
more over the top, modern fantasy styles. The Humanz
female in particular is one that I will be excited to see out
and about. In my opinion, she's just a beautiful female
form with a very attractive,
believable face and pro-
portions that
are very
conducive
to a kind of
Frazetta/
Bizley/Brom
“I've always been into horror
novels, comics and movies, with
H.P. Lovecraft really being the
originator of so many concepts
in the stuff that I like the most.
Lovecraft, even before Tolkien,
was such a visionary writer
with a ridiculously complete,
well thought out mythology to
his work.“
Sixus 1 Media 3D Model Zone
Access the FULL INTERVIEW in our
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CONTINUED...
26 3D Art Direct : Be Inspired By Digital Art Issue#16
Intergalactic Meeting by Tarik Keskin