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ISSUE 31 July 2013 3DArtDirect.com SYLVAIN CHEVALLIER ANDY WELDER FANTASY & SCI-FI ARTIST IN-DEPTH INTERVIEWS BRYCE ● VUE ● TERRAGEN ● POSER ● MOJOWORLD ● CARRARA ● DAZ STUDIO ● CINEMA 4D ● 3DS MAX ● BLENDER ● LIGHTWAVE TARIK KESKIN—DESIGNING THE INTERIORS OF OUR FUTURE 3D Art DIRECT
Transcript
Page 1: Issue 31

ISSUE 31

July 2013

3D

ArtD

irect.c

om

SYLVAIN CHEVALLIER

ANDY WELDER

FANTASY & SCI-FI ARTIST IN-DEPTH INTERVIEWS

BRYCE ● VUE ● TERRAGEN ● POSER ● MOJOWORLD ● CARRARA ● DAZ STUDIO ● CINEMA 4D ● 3DS MAX ● BLENDER ● LIGHTWAVE

TARIK KESKIN—DESIGNING THE INTERIORS OF OUR FUTURE

3D Art DIRECT

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3D Art

Paul Bussey

Editor & Conference Director

[email protected]

Front Cover Artwork : “Eden Archives I” by Terek Keskin

Mickey Mills

Assistant Editor

[email protected]

Danny Gordon

Conference Manager

[email protected]

Copyright © 2013 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.

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Subscribe to the Podcast feed:- http://3dartdirect.com/feed/podcast

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3d Art Live

Live webinar based conferences for

3D Digital Artists

3DArtLive.com

FANTASY & SCI-FI ARTIST IN-DEPTH INTERVIEWS

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3D Art Live Events

Live webinar based conferences for 3D Digital Artists

04

Interview : Sylvain Chevallier

With Sylvain Chevallier, a Vue artist living and working in

France, it is rare to find the kind of diversity of subject and

genre found in Sylvain’s Cornucopia gallery. Whether he’s

rendering a Fastback Mustang, a deep space mission, or an

Italian Villa, it’s obvious he brings a passion for the image

regardless of the topic.

Interview : Tarik Keskin

A modern student of the world of architecture and 3D Space, Tarik

Keskin studies at Doğuş University, Istanbul. His futuristic vision of

living on Earth and traveling in space is shared in an outstanding and

eye catching style with the help of 3DS Max and Mental Ray.

22

06

36

Interview : Andy Welder

“There, on sheer endless afternoons, I discovered Sci-Fi and

Surrealism...Writers like Jack Vance, Larry Niven and Isaac Asimov,

painters like Salvador Dali, Rene Magritte, Carel Willink and Escher

presented me an alternate reality...…those years are the foundation

of my Terragen work”

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4

www.3DArtLive.com

“Animating Nature”

Vue Animation Masterclasses Webinars : Saturday 3rd –4th August 2013 at 20:00 BST

(15:00 EDT and 12:00 PDT)

By Michel Rondberg and Drea Horvath from D&D Creations™

Introductory Session (free)

Introduction to animating nature

Wind and atmosphere

Atmospheric effects (rain, snow, particles)

Forest/Jungle scenes with beautiful Sunbeams

Optimize Scenes for Better Resource Handling

What is slowing my frames down?

Diagnose and cure

Optimizing ecosystems

Mesh optimization

Scene optimization

Strategic Rendering: Settings for Speed and Quality

Determining a strategy for your goals

Strategies for 100% CG renders, 100% nature

Strategies for CG + real life footage (Film)

Suggested strategies speed vs. quality

Render setting starting points

http://3dartlive.com/vueanimation

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Paul Bussey

Editor & Conference Director

[email protected]

2

Coming soon….

New live conference for Poser and Poser Pro users

A whole set of webinars throughout one weekend just for the

Poser community

Top well known presenters demonstrating live from their

desktops

Engage live with presenters and other attendees

Get updated on the new conference www.3dartlive.com/poserexpo

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3DA: Welcome to 3D Art Direct – glad you

could join us for a look at your work and

discuss your zeal for Vue and your journey to

and through 3D Art.

SC: Hi, I'm glad you given me the

opportunity to share some of my pictures in

your magazine, really thanks for that and I

hope you will like them!

3DA: So tell us about your early journey to

art. Where you one of those artsy children,

always drawing on something?

SC: Mmmmm - artsy child, I don't know,

but when I was young, I had always a pencil

in my hand, I remember I loved to draw

Walt Disney characters or robots, later I've

founded a passion in graffiti, the spray can

was a good friend!! Then I was attracted by

photography and 3 years ago, I've discovered

the CG world!

3DA: You mentioned you always had an

interest in photography and astronomy. Tell

us about that. Do you try to bring a

photographer’s eye to your art?

SC: Astronomy was a long time passion for

me, I had 2 telescopes (a 105 mm Newton,

and a 305 mm Newton GoTo). I loved moving

in the countryside with them, but because

the lightning pollution, I have sold them and

I admit, I have regrets!!

There are few subjects

as diverse as art. Set

aside all the various

mediums where

traditional artists hone

their skills, whether a

fine canvas strung

across a wooden frame,

a concrete sidewalk and

a block of chalk, or

anything between, art’s powerful draw, no pun

intended, is rooted in its diversity.

The world of 3D digital art is no different. Although

the software platforms are defined by a few key

companies and a host of add-on suppliers, the

diversity comes from the artists themselves. For

every artist behind a keyboard and mouse, you’ll

find such a diversity of talent level, subject matter,

genre, color range, scope and technique to keep

even the most discerning eye entertained.

We are joined this month Sylvain Chevallier, a

Frenchman and Vue artist living and working in

France. It’s rare to find the kind of diversity of

subject and genre found together in Sylvain’s

Cornucopia gallery. Whether he’s rendering a

Fastback Mustang, a deep space mission, or an

Italian Villa, it’s obvious he brings a passion for the

image regardless of the topic.

THE CITADEL

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ANNO 1713

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For the photography, I had the chance to meet a

neighbor who is famous in fashion shots. I

learned a lot with him in composition, lightning

and choice of the colors. I loved to go on his

studio. After, I've started to retouch some of his

pictures in Photoshop, and I started my trip in

digitals pictures and now, I'm here!

3DA: One of the things that caught my eye in

your gallery is your fascination with American

muscle cars. Where does that come from?

SC: I've always been fascinated by those cars,

the bodies shapes, the incredible sounds of their

V8, asphalt eater!!

3DA: You picked up Vue three years ago and are

basically self-taught. Tell us about that

experience, what got you to Vue and how you

went about learning.

SC: I had the “flash” when I've bought the first

issue of our 3d mag where I saw Drea Horvath

and Dominic Davison pictures.

It was fantastic and I caught the V.A.S. (Vue

Addiction Syndrome!!) I've started to play with

Vue alone, but to understand well the software

and when I was blocked, I watched some

GeekatplayStudio tutorials (great place btw),

after was the practice who made my skills.

3DA: How has being part of the Cornucopia

community helped you grow as a 3d Artist?

SC: I've found here some great artists with really

eye catching and inspiring pictures and the

“Making-of” section too. But essentially is on the

Vue gallery group on Facebook I've grown more.

If you have a moment, take a look on it!!

(Thanks to Barry Marshall who is the admin of

this great group)

3DA: Along those lines, who are some of your

Cornucopia peers who have influenced your work

along the way?

SC: Wow, there is too many to name them all!

They have all influenced me! It is on Vue group I

found them, they have all their own style, some

are better in composition, some in lightning,

some in textures and materials etc., but they do

all great renders!

3DA: The French are known for great works of

art. How have you been influenced by the art

world around you?

INTERVIEW: Sylvain Chevallier

BRIEFING CAM VIEW

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BAVIERE

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I've wanted a really minimal picture without to many colors, I had this cyborg and this vehicle. The composition and the picture came alone.

THE MACHINES

JAPONISANT

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SC: Thanks for the French! I like a lot travelling

on the web to find my inspiration, photo, video,

don't really care of the style as long as it's eye

catching. I really like to watch all I have all

around me. I'm in love with the light, especially

the golden moments of the day.

3DA: Let’s take a look at some of your work. Tell

me about The Machines. For some reason this

one just leapt off the page. The strong black and

white pallet touched off with the hint of red is

stellar. The power is in its simplicity.

SC: Indeed, as you said, sometimes the power is

in simplicity! I've wanted a really minimal picture

without to many colors, I had this cyborg and

this vehicle. The composition and the picture

came alone.

3DA: A really nice composition is Japonisant.

What was your inspiration and how did you put

this one together?

SC: My inspiration was the blossoming moment

of the plants and trees in Japan, and their

traditional architecture. I’ve used some

Stonemason's props and some Xfrog trees for

doing it.

3DA: Chronicles of Darkness is very middle-

earth like. I really like the narrow depth of field

on this. What technique let you focus the field to

that sliver of sharpness?

SC: Me too, I like it! For this one, I've used the

classical photography rule who want the focus on

the eyes, I've just duplicated the iris and I've

locked to camera to it, the blur is done entirely

with Vue.

3DA: I like The Little. This tiny droid seems a bit

weathered. Is that something you did or did the

model come that way? How did you do the blur

in Photoshop?

THE LITTLE

CHRONICAL OF DARKNESS

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FROM THE BLOCK

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EXTRACTION SITE

THE HOLE

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SC: This model come from Stefan Morrell aka

Stonemason site, the textures are with it. I've

just photo-shopped them to do variation maps

for the highlights, reflections, and bumps. The

only material I've made is the glass on the

drone!

For the blur, I made two renders, one with and

one without the drone. I generated the alpha

mask of him and the global DOF of the render

without the “Little”. Then, in Photoshop, I applied

the depth of field and the directional blur in the

first picture, and, in the second, I cut the drone

with the alpha mask. Then I put it on the blurred

render.

3DA: Another of your sci-fi images that stood out

is From the Block. It reminds of Coruscant, home

of the Star Wars Galactic Empire. What was your

inspiration and how did this image unfold?

SC: Yes, it's that! I've used again Stonemason's

props except for the character, I've wanted to

focus on it with a little blur to avoid an overladen

picture. The goal was to see the cyborg looking

this futuristic city with all the life around it. For

that the traffic and the smoke have an important

role.

3DA: Keeping with the Sci-Fi theme, Extraction

Site is a strong image with a depth and scale that

is difficult to achieve. I think your composition

with this one is spot on. Tell us about this one.

SC: For this picture, the atmosphere does 90% of

the work. To show this sense of big scale it was

important to have something in the foreground

(here, the terrain with the truck and the

characters), and something far to the horizon

(the extraction site). The planets have an

important role too, to avoid an empty sky and to

have a more Sci-fi look, I've achieved this render

in Photoshop with a little gamma correction and

with the use of the depth of field pass.

3DA: Birmanie is another of your diverse images

INTERVIEW: Sylvain Chevallier

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with a subtle quality some might overlook.

There’s a lot of detail here and the cultural add-

ins like the temples in the background and the

riverboat. Tell us about what inspired you to go

here and what was your biggest challenge?

SC: This picture is inspired by a friend who have

travelled around those countries. The pictures he

made were fabulous, so, I started one! the

biggest challenge here was the variety of the

vegetation. I don't remember well but there is a

lot! One ecosystem layer per plants species for

more control on the distribution. The rest is a

only a composition work!

3DA: I’m curious about your production process.

Do you always start with a vision and build out

there, or are you more of a draw and let’s see

where it goes kind of designer?

SC: I always have the picture in my head. With

time I find the best solution for doing it.

Sometimes I'm making dozen of renders to have

the goal I want and sometimes one or two is

enough. But I have a notebook to write the

modifications I need to put in a picture.

3DA: What is your computer setup you use

mostly for your work?

SC: I don't have a big setup. My machine is an

I7 2600k with 16 GB ram and a 560 GTX TI

graphic card. My screen is a Samsung

SyncMaster, SA300 23 inches. I also have a

Wacom Intuos 3M (“my preciouuuuuus” as

Gollum said.). That's all!

3DA: What kind of things would you like to

tackle next as a 3D artist?

SC: I don't know really, I like it all. I've never

made archviz picture, so maybe that! A beautiful

modern house in a countryside environment with

a photo realistic look could be nice!!

3DA: And finally, what three tips would give a

digital art newcomer?

SC: Three tips? There is more than three, but the

more important are for me:

- Look, study and understand all around you how

the light is working on objects and you will

better. It's really important for a good picture,

photorealist or stylized!

- If you share your work, you are expecting for

comments and feedbacks, so , take them, they

are always constructive, good or bad.

- And the most important, HAVE FUN and have

your own style!

BIRMANIE

www.3dartdirect.com/sylvain

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MISSION TO CAMP BASE

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TEMPLE OF SERENITY

MISSION TO CAMP BASE

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INTERVIEW: Sylvain Chevallier

MT. MAJESTIC

RUST IN PEACE

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BAJAUS SULAWESI INDONESIA

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DRIVE

DEUDEUCHE

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COPS

LITTLE ITALY

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3DA: Welcome to 3D Art Direct.

TK: Hello there, I'm glad to be here with you.

3DA: So what brought you to the world of Architecture?

TK: I've always been fascinated with buildings, and especially how I feel in buildings or spaces. I knew that someone created that particular space and it made my feel relaxed, or made me imagine or go somewhere else in my head, so I decided to do the same thing, create spaces that people would feel themselves in a different world, elsewhere.

3DA: Who are some of your peers in the architecture world that have influenced your style?

TK: Zaha Hadid is the first name comes to mind. I really admire the way she sees it, influenced by the nature, she really interprets nature in amazing ways. Tadao Ando, Frank Gehry, Zimmerman and Emre Arolat are big influences too.

3DA: It’s apparent you have a strong eye for design. What are some of your best sources of inspiration?

TK: Nature and thoughts about different space and time continuums are my best sources for inspiration. And the concept of being "elsewhere". I try to start thinking about nature when creating my designs, they are fluent, organic and shiny. Then it becomes something else, a different place, the difference is it is not

Architecture - the process and product of

planning, designing, and construction, usually of

buildings and other physical structures. In days

past it meant sitting at a drafting board with

pencil and protractor, templates and T-squares, to

draw, annotate, measure, mold, shape and design

the way we live. That was then – this is now.

With the advent of Computer Aided Design,

pencils were replaced by mouse and tablet, paper

by bits and bytes on a storage device. Architects

today claim ownership of multiple disciplines

including mechanical and civil engineering,

computational modeling, materials science, art

culture and technology, among others. In many

ways the very foundation of the way we live and

interact is rooted in the structures around us..

In the pure sense of the word, architecture is art.

They co-exist in a world of line and curve, color,

texture and form to create functional space that is

also visually attractive. When artist and architect

collide in modern three-dimensional software

some amazing things can happen.

We are fortunate today to sit with a modern

student of the world of architecture and 3D Space.

Tarik Keskin studies at Doğuş University, Istanbul.

His futuristic vision of living on Earth and traveling

in space seemed the perfect fit for 3D Art Direct.

CITY OF DELUSION

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in our space and continuum, it is somewhere else. I think I like to think the idea of when someone looks at it they can be there too, in a way, detached from reality.

3DA: You mentioned that you created maps for the video game Counter Strike. How did you get into that and what was that like?

TK: That is a funny story. I was a kid really, and played CS. I don't know why, but somehow I wanted to create spaces that I saw in the game. I think even in that time I had the idea of being elsewhere, I wasn't fully aware of that then, but that was it.

3DA: Besides being a great designer you are a

BLIND FAITH

SPACE WEAPONDARY

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musician as well. Doesn’t this go right to the core of you being a creative person all around, and the architecture is just a natural extension of your art based foundation?

TK: Of course, I really do not seperate them, I look them both as "creating stuff". But music is different in a way. Because music is a performing art, you are on stage and you are performing what you feel in front of a crowd. So when I play drums at a gig, I feel that energy and that, is something else, different then "creating stuff", it is something bigger, stronger, and isn't describable at all.

3DA: You use 3ds Max and Mental Ray as your core 3D tools. What is it about these packages that got you to use them in your work?

TK: 3ds Max is for modelling, and Mental Ray is a rendering engine. 3ds Max is a very widely used software in modelling and animation, some the major filmmakers use that software for animations. Mental Ray is the default rendering engine included in 3ds Max, which is an industry standard for rendering animations. It is more used for animations than it is used for still images.

3DA: Let’s get into some of your work. I’d like to start off with your Peregrine Falcon images, specifically Club Elsewhile. In your gallery you mention your inspiration being Mass Effect 2. Tell us about Peregrine Falcon, what it is, and where Club Elsewhile fits.

TK: Peregrine Falcon is the fastest animal living on earth. You can google it to find out how fast she can fly. I named my design after this very nice bird, basically the ship Peregrine Falcon is an interstellar or intergalactic transportation vessel, making very long trips between spaces. Club Elsewhile is one of the many floors of the ship, and it is a club... Elsewhile refers to the shift of time, when the vessel is cruising, it's speed is higher than the speed of light, therefore there are some complications about time when it's in between places. So you are in elsewhile or otherwhen when you are on that ship, hence comes the name Club Elsewhile.

3DA: While we’re on the Falcon, let’s step over to Cyryogenics. One thing that strikes me about your work is you tend to have very curvy, open spaces. This is a great example of using light and space to build your environment. Tell us about this area.

TK: That section of the vessel is for people who prefer to be unaware of the voyage they take, they experience a shift of time, in other words if the voyage lasts three Earth months, that three months is missing from their lives, because they are in a cryogenic state of sleep. And about the space, yes it is very curvy and open, and the only

light sources are the stars nearby, and translucent walls that let the light through inside. When there is no stars at all, walls become self-illuminated.

3DA: I also like the Falcon’s Library. It’s kind of the same structure as Cryogenics, but the warmer lighting gives it more of a cozy feel where the cooler light found in Cyrogenics has a much more clinical feel to it. How do these differences in light play into your design as you do your architectural design.

TK: Lighting is the key of a space. If there no light, then there is darkness. If there is darkness, there is no space relatively. Cryogenics Lab has a lighting setup that feels like it is a clinical laboratory, while the library floor has a warmer lighting setup, which makes people feel calm and relaxed, because the function of a library is to have a quiet, calm space where you can read or study whatever you would like to read or study. So, every particular spaces have to be designed

PEREGRINE FALCON—CYROGENIC

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PEREGRINE FALCON—CLUB ELSEWHILE

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very carefully, depending on functions and needs.

3DA: Ionizer Silos is an extraordinary piece with so much going on. It’s practically photo-realistic. The subtle glass reflections I think is what really sets this work off. How difficult was it to achieve such realistic reflections in the glass objects?

TK: It is all about experimenting with different materials. That's a technical aspect of the work.

You have to experience with materials to get it exactly how you would like to see it. And there are some pre-made materials in Mental Ray that works great without any frantic efforts as well. So when you do all this, it may look like photorealistic if you want it to look photorealistic. Post-process is also an important matter in photorealism by the way.

3DA: The Taurus IV Meeting Room is another

INTERVIEW: Tarik Keskin

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example of how you used lighting and shadow to your advantage. Thinking about how you begin one of these environment pieces, tell us about your process. As a trained architect what is the balance you try to achieve between function and form, use and appearance?

TK: Okay that Functions versus Form discussion began in 80's, with the current Deconstructivism, architects like Hadid or Gehry had always been

criticized for their designs, because basically they only had form, and not function. 80's were very unfortunate for architecture, because of this debate. In my opinion, function always comes first. You would design a toilet which may look like a sculpture of an ancient dragon, and if you do this you can't actually place the toilet in it, therefore people won't be able to use it and instead they will go to the forest to... You know.

PEREGRINE FALCON—LIBRARY

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INTERVIEW: Tarik Keskin

TAURUS IV—MEETING ROOM

IONIZER SILOS

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Well that's funny when you say it like this, but that's really the truth. Form should always follow the function. If you have set the functions right, then you can put them in any form you would create. Take a look at tunnels ants dig deep into the ground, they have an amazing form, but that form comes from the function that ants need. Nature tells us it all.

3DA: Tell us about your Space Lounges: Rouge & Blue.

TK: Lounge Rouge was designed before Lounge Blue, and in both I thought of them as umm, kind of places to pass the time. They are built on minor connecting ports where vessels dock in to refuel or etc.

SPACE LOUNGE: ROUGE

SPACE LOUNGE: BLUE

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3DA: Terminal Frost is one where I want to get into the functional aspect of the space. According to your DA gallery you refer to this being a docking station on Pluto. Walk us through the space if you could. I’m guessing by the sheer expanse of this chamber it’s outside in the environment and the transportation units on either side is to shuttle passengers from the dock to the station interior.

TK: That is correct, they are the shuttles come and go between the main docking station and the terminal. At the docking station, there is a waiting area, an exchange office and a café, named Frost Café. There are two gates, two docking points for the vessels. On the right side of the terminal, there are two pedestrian bridges, the lower one leads to the docking floor, and the other one leads to the waiting area. These bridges are for those who prefer to walk the terminal instead of taking a shuttle.

3DA: The last one I wanted to ask you about is Space Suite H-305. We can only imagine what long-term space travel would be like. Do you envision a concept like the ocean liners of the day where your quarters are in conjunction on your rank or social status dictates the space you end up living in and how do those issues play out in architectural design?

TK: That's an interesting question. I don't take up seriously any economic system, capitalism,

socialism, communism etc... I mean we have no idea what system we would have in the future. When doing this piece, I thought of it like a four star hotel, if it was to compared to today. Beyond all of this, I do think and line up with that architecture should always serve to people of all socio-economic levels. Architecture should serve to humanity. Today we are starting to see examples of this, and I believe in the future we'll see more and more, and I just hope that we'll have better standards in terms of spaces that we live in.

3DA: If the Autodesk programmers came to you and asked you to help them design the next generation, what would be your first choice for a new feature geared towards architectural design?

TK: They already have software that are extremely powerful and effective for today. But for the future, I would ask them to give me a spacious room with devices that allowed me to draw touchable holograms with the movement of my hand, and at the same time rendered photo-realistically in zero delay.

3DA: You mention on many of your images you use Photoshop and After Effects in post work. What does After Effects bring in that you can’t do in Photoshop?

TK: After Effects has a plug-in named Optical Flares, which does not exist in Photoshop, it's a great lens flare plug-in that is used in most of the

INTERVIEW: Tarik Keskin

TERMINAL FROST

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movies or videos you see.

3DA: What is your hardware configuration?

TK: I have a desktop computer, pretty powerful, 8 cores processor running at 4.2 Ghz, 16 gigs of ram, and Nvidia GTX550ti. I also have a Macbook Pro, to see the colors as true as possible and to see how it would look if I print it. I make final adjustments of the images on the Mac.

3DA: What’s next? Where do you see yourself in five years?

TK: I really don't know, I think I will continue to work freelance, maybe study a Master's Degree in Spain, which is the heart of the architecture right now. I'm also planning to enter architectural competitions and make my living on them for some time, before I start my own company.

3DA: What advice would you give a newcomer to the study and practice of architecture design?

TK: Observation is vital. Observe, analyze, think profoundly and try to understand. Look to the past, to move on to the future, and to not to recreate something that is already done. Draw, no matter what it is, whether some random lines or a sketch of a church. Draw and let the pen find its way, do not try to control it with your hand; try to control it with your mind.

3DA: Thank you for spending some time and sharing your work and experience with us.

TK: You are very welcome, it has been a good experience for me too. Take care.

BIO-RESEARCH

You can find Tarik on the internet at:

siamon89.deviantart.com/

www.tarikkeskin.co/

www.facebook.com/tarikkeskinofficial

Tarik also chases a music career. He is the drummer for the band Manto:

www.myspace.com/mantoband

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EDEN ARCHIVES 1

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INTERVIEW: Tarik Keskin

EDEN ARCHIVES 2

EDEN ARCHIVES 3

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CHELIDONIA

SPACE DOCK

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Born 1954 in

Scheveningen, The

Netherlands, my very

early years were

spent at the beach

and the dunes: They

were right across the

street! At the age of four my parents moved to

the coalmining region in the south -east of the

Netherlands. Most of my teenage years were

spent in the bookstore to town, with comfy seats

and folks that did ask if you did like the book,

instead of asking "Do you want to buy it?" There,

on sheer endless afternoons, I discovered Sci-Fi

and Surrealism...Writers like Jack Vance, Larry

Niven and Isaac Asimov, painters like Salvador

Dali, Rene Magritte, Carel Willink and Escher

presented me an alternate reality that somehow

did sooth the longing for the sea. Those years

are the foundation of my Terragen work. Art

theory was something that came as part of my

college education in the late seventies. The

eighties to me were a long period of

unemployment followed by work as a

cabinetmaker. I did do quite a number of oil

paintings in those years and gradually shifted

from surrealism to a more abstract style inspired

by the Bauhaus period. Fave artists from that

period are Klee, Miro and Kandinsky Other

influences are the years I travelled across Europe

working as an exhibition builder, in particular the

landscapes I did see while traveling in a small

van from one exhibition to the other. After a

severe back injury that left me unable to work in

the 90’s I had a lot of extra time on my hands,

this is when I was introduced to the world of

computing.

Andy Wachelder

LIGHTEN UP

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37

3DAD: We are very

happy to have with us

today digital artist

Andy Wachelder aka

Andy Welder, Andy

welcome to 3d art di-

rect.

AW: Thank you 3D

Art Direct for the invi-

tation!

3DAD: We see look-

ing through your gal-

lery at Renderosity

that you are influ-

enced by Sci-Fi Fan-

tasy as well as surreal

and thought provok-

ing works. What got

you into these gen-

res?

AW: A very nice

bookshop where you

could sit down in a

comfy chair, have a

tea and read the

books for sale. That

was in my teenage

years in the early

seventies and posters

were booming busi-

ness. The bookshop

also sold these and

that was the main

reason for me to

come there at first. I

spent hours thumbing

through the collection with reproductions of Salva-

dor Dali, Renee Magritte, Escher and Carel Willink.

They also had a very nice collection of Sci-fi

books. Not that I had any idea of what Sci-fi was,

I was only familiar with comic books about the

Green Lantern, Superman and so on. But the co-

vers of the books did grab my attention with their

surreal scenes. And so I started reading them,

there, in that bookshop. Also there was this "Yes"

3DAD: There is a fine-tuned quality that is pre-

sent in all your work, was this something that

came naturally?

LAICHZEIT

Page 38: Issue 31

38

AW: Partially, I think, it came from looking at so

many good artworks and reading about art: You

could say I absorbed art theory while looking at

art. What also did help is the fact that I'm an

autistic and tend to notice details that others do

not notice. This attention for detail is something

that does return in anything I do, sometimes ad

absurdum; I'm the kind of guy who does paint

the veins in the corners of a life sized eye while

working on a painting at ten meters above the

ground... In Dutch they call it

"Kerkenwerk" (Work for the Church) because the

only one that will ever notice those details is

God, who sees all, and the priest.. *grins* Also

things I'm working on do really grab me, I'm so

absorbed by what I'm doing everything else

escapes me; you could say I'm totally focused

and I can spent hours, sometimes even days,

working on getting one detail right. Let's say I

have a forest scene and want a sunlight spot in a

particular place; Terragen offers several ways to

achieve that: I can play with the position and

intensity of the sun, generate new cloud fractal

seeds and move the clouds up or down, generate

new seeds for the populations of vegetation

objects and play with the density of the

population and move them around. There's a lot

to fiddle with and that's what I'll do till it's right.

It's a good thing TG2 can do cropped renders so

there's no need to render the full picture again

and again.

3DAD: You are primarily a Terragen artist today.

Were there any other applications that you

experimented with before settling in with TG? If

so what were they?

AW: Besides from an occasional excursion to

INTERVIEW: Andy Welder

URCHIN VALLEY

Page 39: Issue 31

39

MojoWorld, which is still installed on this machine

btw, I never really tried anything else. I did tinker

with the free copies of Poser, Bryce, Vue and DAZ,

who didn't? But I gave up on them because , hon-

estly, the struggle of getting familiar with these

new interfaces, new concepts and synonyms was

too much for me. Being accustomed to classic

Terragen the way TG2 did look came as a huge

shock because of the totally new interface and

setup. The first time I did open it there was sheer

panic! The thought of having to master thát made

me feel like the ground I was standing on col-

lapsed! Yup, I can be such a wimp at times. I do

like MojoWorld a lot and though the interface is

not really my thing: If there would be no Terragen

MojoWorld would be my choice application for

rendering landscapes. For now my MojoWorld ren-

ders are strictly private, I will never post them be-

cause there is not enough Andy in them to make

them mine. Maybe after my retirement there's

time to really get acquainted with MojoWorld…

3DAD: Early on who were some of the artists that

inspired you to create and grow as a 3d artist?

AW: To name a few joshus_hund, heikoh,

prutzworks, Rich2, hillrunner and some more but

who's names Just to name a few .joshus-hund:

The detailed surfaces and crisp atmospheres in his

renders still can take my breath away. heikoh:

Magnificent mountains and he was the one who

showed me the possibilities of TG cloud creation.

Rich2's terrains did inspire me to experiment with

WorldMachine, also I liked his dense atmospheres

a lot. Prutzworks for me is the one who brought

poetry and humor to Terragen renders: "Weg van

de velden, weg van de zee" is possibly the best

example. "Away from the fields, away from the

sea" and that from a Dutch guy? That still makes

DER RAMMSTEIN

Page 40: Issue 31

40

Smile! Even his alias is humor: to tinker, to

piddle, to potter, messing around

3DAD: Terragen Classic was and still is a great

landscape application that excels at realistic

procedural treatments of terrains. This early

version had its own internal terrain generator

that was very useful, however didn’t have the

ability to create highly detailed terrains that the

current version can. Many artists preferred to use

3rd party terrain generators like World Machine or

Leveller. Was this the case with you? If so which

program do you prefer to work with and why.

AW: For a very long time there was only

Terragen for me, I did experiment a lot with the

built-in tools like BMP import and the Sculpt tool.

Also got nice results with the "Merge" function.

And I did often use someone else's terrain,

classics like Hillrunner's "Flojoa" and Prutzwork's

"Weg van de velden, weg van de zee". Those

terrains got me interested in MojoWorld btw

because I found out they were exports from MW

worlds! And then there was Rich2 with his

WorldMachine terrains so I started experimenting

with that. WorldMachine was a great program

though a bit intimidating, to me that is, because

I felt some mathematical background was

required to understand what those filters were all

about. And I had practically none... But pushing

sliders and changing valuesand connecting nodes

in different ways without really knowing what I

was doing still resulted in very nice terrains. And

then there came this Johannes Rosenberg aka

Cajomi who was looking for testers to take part

in testing his new terrain generating software

called GeoControl. Right from the start I felt

INTERVIEW: Andy Welder

SANDBLASTED

Page 41: Issue 31

41

connected to this program and it really did in-

spire me. http://www.geocontrol2.com/

e_index.htm

3DAD: Sandblasted is a great example of what

GeoControl can do. Walk us through the creation

of this piece.

AW: Not only is "Sandblasted" a great example

of what GeoControl can do, the way it was creat-

ed is also a good illustration of the way I do ap-

proach renders, the way I work in general. The

whole terrain is based upon the use of the

"Displace" layer method and the fact I read an

article on sand dunes and their displacement

through the environment. Now, natural looking

sand dunes are extremely hard to create, in fact

I still haven't found software that's capable of

that, but after this "Displacement" setting be-

came available to the beta-testers I just wanted

to give it another try and go for realistic dunes

thinking this filter might do the trick. The first

results were very disappointing, there was noth-

ing that even remotely did look like dunes but I

also realized that, if I forgot about dunes, the

terrain formations did look kinda cool and had

potential. To emphasize certain aspects I slowly

started changing values here and there until I

was satisfied with the terrain in Geo Control.

Then I started doing some renders in TG and got

another disappointment because the terrain did-

n't look that great from a traditional POV: Cam-

era hovering a short distance above the ground

and pointing at the horizon. That made me try a

POV similar to the camera position in GeoCon-

trol: Orthographic. Also I did decide to use the

GC color scheme for the surface The result did

surprise me in a very positive way. From there it

was a matter of fiddling with the distribution val-

ues for the surface layers and tuning other sur-

Another Canyon

Page 42: Issue 31

42

Face properties. Oh, and I did ad haze to

emphasize the height differences more. That was

an observation I made at that period: To bring

out the depth in a landscape best not use a clear

atmosphere but ad some haze because that will

accentuate the distance between terrain features.

3DAD: The guys at Planetside have put a lot of

time an effort over the years to improve

Terragen from the days of Version v.9. Along

with all the improvements comes a completely

different UI. What were your initial thoughts

when first opened TGD/Version 2?

AW: Like I touched on before: Sheer panic

though the node based was kinda familiar from

the WorldMachine interface. But like with World

Machine I figured it would require knowledge of

mathematics and as a former

cabinetmaker I never got beyond

Pythagoras. Thanks to the

Planetside forum for pointing me in

the right direction because it turned

out my initial fears were

unnecessary and my basic approach

of moving sliders bit by bit and

experimenting with changing values

soon paid off. I.e. the moment I

could visualize how fractal

displacement worked in a 3D space

was of great importance for my

approach of surfaces and terrain:

INTERVIEW: Andy Welder

FERN GULLY CROSS ROADS

Page 43: Issue 31

43

This understanding came from playing with

spheres and planets like in "Where once the gods

did roam”

3DAD:The Learning curve is somewhat steep with

this current version; however the results achieved

are quite impressive. For many artists forums play

an essential part in learning new applications, was

this case with you?

AW: It's my advice to anyone who seriously

wants to get somewhere with the software of their

choice: Go visit forums!! There's so much to learn

from the other visitors.... If there wouldn't have

been the Planetside forums I sure would have giv-

en up on TG2.

3DAD:Ok let's talk about some of your v2 work,

Fern Gully Crossroads is an exceptional image

with a great mood and really shows of what this

application can do. What got the ball rolling for

this?

AW: A typo! Seriously .. While working on a new

render I made a typo with the value for the dis-

placement of displacement mask, so instead of a

shallow trail I suddenly was looking at a deep can-

yon.

3DAD: Naboo Palace is a crisp render with a high

level of realism both in foliage as well as lighting.

What are some of your personal tricks for our

readers in creating realism?

STONGAE BEACH Naboo Palace

Page 44: Issue 31

44

AW: Again I think that's largely my autism. Last

weekend I had a nice discussion with an another

autistic I know and , though he's creative in

other ways, also is known for the high level of

detail in his work. Bottom line of our

conversation was: "Why, if wé see all those

details and how everything is connected and

intertwined, is it possible that other people don't

have access to that same information?". It's as if

people take a book, look at it from all sides and

after doing so, state they've read it. In "Naboo

Palace" I made some adjustments to the camera

and lighting settings that did reflect an

observation I made while standing outside the

office smoking a cigarette: Even with backlight

the shadows in a patch of forest still showed a lot

of detail and the shadows certainly were not as

dark as with the default settings of TG2. From

then on practically none of my renders was done

with those settings on TG2 default.

3DAD The Toy Shop is a very intriguing piece,

abstract and very well presented. What technics

did you use and what were your inspirations?

AW: The Toy Shop is based on the play with two

aspects "Transparency" and "Scale", a short Sci-

Fi story of that name (where aliens did collect

artifacts and would put them on display for their

offspring to play with) and a lot of memories:

Memories of a real toy shop that was inaccessible

for the poor kids like me and where they had

those highly detailed toys on display in glass

boxes. And my fascination for those glass balls

filled with water and artificial snow and a

miniature landscape or building. And fish tanks I

still have and ant colonies. I had got me busy for

INTERVIEW: Andy Welder

Where once the gods did roam

Page 45: Issue 31

45

hours looking at

those industri-

ous creatures.

And I combined

that all with the

observation that

things in glass

displays look

like so much

more... The

glass in the ren-

der is mimicked

by adding a wa-

ter shader to a

simple plane ob-

jects' surface

and setting eve-

rything involving

displacement to

zero and every-

thing concerning

transparency to

the max. You

get good "glass"

that way and extremely long render times....

3DAD: We talked earlier about Terragen Clas-

sic’s limitations in terms of detailed terrain gen-

eration; this is certainly not the case with version

2. Where once the gods did roam is proof of

this.. Talk us through its creation.

AW: Like with so many of my renders the base is

merely a matter of associating and playing

'round with elements Terragen 2 is offering: In

this case it's the 'Planet' object and the 'Fake

Stones' shader. While playing with TG2 I com-

bined the fact you can scale down planets and

scale up stones so I did combine small planets

with large fake stones. And isn't toying with

planets and their inhabitants what gods are sup-

posed to be doing to kill time? At least, that's

what is told in the ancient Greek and Roman reli-

gion. That's also why there is that classic temple.

And the clouds are there because a lot of things

that do concern gods are shrouded for/to (?) us

mortals, isn’t it? From this example I think it is

clear free association is an important ingredient

in my renders. The fact that the clouds did help

to create a sense of distance was another reason

to use them. Without the clouds it was hard to

tell where one rock/planet/sphere ended and the

other began.

3DAD: Mojocanyons and Mojolith Moon have

some wild Mojoworld type displacements. You

mention at your gallery at Renderosity that these

are modifications to a displacement node ar-

rangearrangement created by Richard Street aka

Rich2.Tell us about this.

AW: Like so many TG enthusiasts I'm scared by

those blue nodes and have no real clue on what

they do, leave alone how to use them. So I'm

very glad if there's someone who can put them

to use and does share this with the community.

Rich2 did a lot of "field work" and combined blue

nodes in such a way that even a mathematical

nitwit like me could create those fantastic terrain

features by adjusting a few values The fact he

grouped nodes on function and result and labeled

them accordingly was very helpful too, a kind of

"... For Dummies". Like with the Moog synthesiz-

er: You didn’t need to understand how the ma-

MOJO CANYONS

Page 46: Issue 31

46

Chine was doing it (though that did help), all you

had to do was turn some dials, move some

sliders and push some buttons and there you are:

Music! Or noise... Well, I like to think I found

ways to create music with Rich2's setup.

3DAD: Speaking of Renderosity, you where the

Terragen moderator there for several years and

more recently crowned Artist Of The Month for

July 2012. You have done so much for the

Terragen community over there. What was your

reaction when you heard the news?

AW: Being nominated for AOM came as a big

surprise because even though I thought I did do

decent TG renders I found lots of other folks'

renders were way better and they were far better

candidates for an AOM nomination. Markal for

instance is someone who's work I think highly of.

And then there's this guy, Danny_Gordon, who's

quickly developing into one of my favorites. But

because I don't comment a lot on other people's

work (because I have a hard time finding the

right words) I figured the more "active" members

would be the ones to be voted for.(?is this

english?) Oh boy, was I wrong!

3DAD: Lets talk hardware for a second, what

kind of set up are you currently running?

AW: Nothing fancy: A machine build around an

AMD Phenom2 X4 955 CPU running at 3.2 GHz, a

Zalman CPU cooler, the motherboard is an ASUS

M4N98TD, very good in dealing with heath with

lots of heat sinks, 8GB DDR3 1333 RAM and a

GeForce GT610 VGA card with 2GB RAM steering

a 24" monitor. Added a few extra coolers to deal

with the heat produced while rendering. The sys-

INTERVIEW: Andy Welder

MOJOLITH MOON

Page 47: Issue 31

47

-tem is considered sluggish nowadays but it's the

system that I use to work on my TG renders.

Most of my final renders however are done on a

laptop with an Intel i3 quad core so my main

machine is still available for other things then

Terragen. And it doesn't matter rendering on the

notebook takes longer, I have time. Also render-

ing on the notebook gives me the option to take

it with me and let it run in the climatic controlled

server room at work, a welcome option during

hot summer days.

3DAD: Lastly what advice would you give some-

one interested in getting started with 3d digital

arts?

AW: "If you want to go "realistic" forget realistic

settings"? Honestly, I don't know what to tell

someone because, hey, I'm autistic so my refer-

ences are mildly put "Odd". But I'll give it a try..

Go outside as often a possible: Make long walks

through nature, follow the same route (very im-

portant!) and whenever you're out there soak in

whatever you see, notice how changes in the

light do change everything ,not just the color of

the sky but also the color of the vegetation, the

color of the shadows and last but not least how

the mood changes. And keep your eyes open,

even when doing chores around the house. I.e.

when I’m out on the flat roof hanging laundry

out to dry I always take the time to look at the

sky to see how the clouds change, how the light

changes and how it differs depending on the time

of day. Notice how atmospherics like fog, haze,

chasing clouds paint new views on the same ter-

rain. What I said about haze and depth earlier on

is an example of what I learned from observa-

tion: Walking through the flat heather fields on a

clear, sunny day, I noticed that though I could

see details several kilometers away the "sense"

of depth/distance was more prominent on a hazy

day because now some terrain features stood out

instead of being swamped by all the surrounding

details. And very important too: Don't look at

photographs of landscapes that much, n, not if

TOY SHOP 1

Page 48: Issue 31

48

you want to create realistic landscapes: A photo

lens is not the human eye! You can use

photographs as a source of inspiration but the

details have to come from what you did see with

your own eyes. And experiment with the settings

of Terragen, or whatever software you use: Don't

assume the default settings are what's always

best. Default exposure values are rarely seen in

reality.

3DAD You have been very active over the past 10

years creating and inspiring, what will we see

from Andy Welder in the years to come?

AW: That's a guess for me as well. The last

months, due to the lack of inspiration, I spent

quite some time looking at my previous renders

and found there are some themes that do lure me

into a deeper exploration of those themes I.e. the

meta-realistic theme I find tempting and it has

already been the inspiration for two new renders:

"Underworld" (already posted at Renderosity) and

another one without title and not fully completed,

yet. And I'm dying to do some seascapes but to

do so will require a lot of study on waves and

foam, or maybe I'm lucky and some whizz-kid

comes up with a good clipfile.

3DAD: Andy thank you for taking the time to

speak with us. We have enjoyed your work for

years. We look forward to all your future

endeavors

AW: Thank you 3DAD for your interest in my

work. “Live Long And Prosper”

Andy Welders Renderosity Gallery—> http://

www.renderosity.com/homepage.php?

page=3&userid=186481

Andy Welder GeoControl Gallerie http://

www.geocontrol2.com/gallerie_AndyWelder.htm

INTERVIEW: Andy Welder

BACKROAD BLUES

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49

SILENT RUNNING - LEAVING ORBIT

Page 50: Issue 31

50 3D Art Direct : Be Inspired By Digital Art Issue 30

BAJAUS SULAWESI INDONESIA : SYLVAIN CHEVALLIER


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