Former TRUEMAX student. Interview 20 March 2009
Gagauzian
(From Moldova)
30s
3D Digital
Artist (2007)
Interview by Charlotte Fjordvald Bertelsen:
I've worked at Ghost since August 2008. For the first six monnths
I was there on a project contract, and then they made me an offer I
couldn't refuse, so from February 2009 on I've been permanently
employed there. And I really love it.
My job title is 3D Artist - and that's a job title shared by
everyone who works in 3D at Ghost! My primary area of focus is
rigging.
Right now I'm working mostly with character rigging, but sometimes
I also work on props rigging. If I had to describe a typical - and
ideal - working day, then I would use today as an example. First of
all I've worked within my own area, which is rigging. Then I helped
other people, and after that I did some scripting. Doing a variety
of things makes it a perfect day for me, and if I also learn
something new, then that's the icing on the cake!
I've worked at a number of places. First I was employed as a
Trainee at TRUEMAX academy as an assistant instructor, and then I
worked at Krogh Mortensen Animation where I was trained in rigging
techniques. Their rigging specialist, Sune Kempf, took me on as a
sort of apprentice.
From there I was loaned out to Radar Film, where I worked for
about 6 months. At Radar Film I was part of the team that worked on
the 3D computer animated feature film "Discoormene" (Sunshine Barry
& the Disco Worms). My job there was mostly as a
troubleshooter, which means that I cleared up problems in the 3D
process. It was really interesting even though at one point I had
over 30 jobs on my list and people were sitting and waiting for
me!
From Radar Film I was again loaned out to Copenhagen Bombay for
6-8 weeks, where I worked on a pilot for their upcoming 3D computer
animated feature film "Den kæmpestore bjørn" (The Great Bear). My
main job there was rigging characters, but I also established their
pipeline, by which data flows from one department to another. For
example, a lot of people work on creating a character, and the
pipeline functions as a procedure for exchanging data between teams
in the fastest and most flexible way - and with the optimal
results. It was really exciting, and one of the reasons was the
level of communication with the film's director, Esben Toft
Jacobsen. They really wanted me to work on the film itself, but
things dragged on a bit and when Ghost offered me the full-time
position, I took it.
I've worked on several feature films including "Discoormene" by
Radar Film and the pilot for "Den kæmpestore bjørn" (The Great
Bear) by Copenhagen Bombay. And I've been involved with a lot of
commercials. For example, the "transformer" in a TDC commercial and
the bear in a Tulip commercial were my rigs!
The award-winning project you mentioned was a film that three of
us teamed up to create for CGS Challenges, and which had a deadline
of 3 February 2009. The three of us were Esben Toft Jacobsen,
Andreas Normand Grøntved and myself. The theme was 'Steampunk.
Myths & Legends'. We had to rethink a classic story and do it
in 'steam-punk' style using lots of pipes, brass and steam-driven
machines. We produced a film based on the Hemingway novella, "The
Old Man and the Sea", with a playing time of 3 minutes. You can see
it on the CG Society website under > Events > CGS Challenges
> Steam punk - Winners. We won the Modeling Award. In addition,
we also won a number of different awards including the Pixologic
ZBrush and Luxology Modo 302 software.
Link to the film:
http://features.cgsociety.org/challenge/steampunk/player.php?entry_id=100685
Link to Alexandra's entry page:
http://features.cgsociety.org/challenge/steampunk/entry.php?challenger=16859
At Ghost they are committed to keeping normal, humane working
hours. Once in a while there can be some overtime, but in general
we get time off to make up for it. And that's how it is most places
I've worked. In some workplaces you have to stand up for yourself
if the working hours get to be too much, because a tired employee
is not as productive as a rested one! In general I'm quite happy
with my salary in this industry. As a permanent employee, you
typically get paid a little less than freelancers.
It was great that the education was so broad, because you can't be
a good specialist without knowledge of the entire production
process and all its components. You have to know what everyone else
is doing and what they expect in terms of delivering their
components into the pipeline. So it was good to get some
project-oriented instruction to give us an overall sense of a
project from start to finish. I also really enjoyed all the guest
instructors, most of whom were from internationally recognized 3D
studios. Sunit Parekh's rigging course and Habib Zargarpour's MEL
scripting course in particular were very inspiring to me. I
would have liked a little more in-depth experience with ZBrush and
character design, but that's all!
At some point I'd like to get away from the technical aspects
somewhat and move more into the creative side of things. Create
beautiful images. Be part of a large-scale project. But right now
I'm really enjoying working in Denmark, because the studios here
are a good fit for me in terms of size and I can work on many
different aspects of the job.
CG Society's website! It's great to look at all the different
images showing such a variety of artistic expressions. And the
quality is so high. I also watch all the new films using computer
animation and lots of graphics. I listen to good stories - fantasy,
science fiction, that sort of thing. If I had to name just one
person then it would be Sune Kempf, who is incredibly talented in
rigging from a technical standpoint.
Be open-minded - because things change so quickly that you have to
be receptive in order to keep up with developments. You have to be
ready to do things in new and different ways than you might be used
to. And you have to be able to work together with other people, and
take criticism, otherwise you might as well forget about it.