3DArtist Issue 18 Interview – July 31st 2010
Due to space considerations, only
part of my interview ended up in the actual magazine. Please purchase
the magazine by clicking on the link below for the majority of the
questions...
Click
Here to buy this issue.
the unused portion of the Q&A can
be read below...
3DA: What were you doing and where were you
working before your move to
Pixar Animation Studios? When and how did the job offer come about?
NB: I
worked for a company called Blur Studio in Venice California, doing
Video Game
Cinematics, Feature and Ride films and Commercial work. Blur was much
smaller
when I joined it than it is today, and almost everyone was a
generalist, so I
tended to do everything in a shot from the original modeling to the
final
composite. I learned so much at Blur. In early 2002 I decided it was
time to
escape Los Angeles and applied to Pixar in San Francisco, and was lucky
enough
to be offered a job. They were looking for someone with my skills for a
role on
The Incredibles.
3DA: On a personal level, how do you keep
yourself motivated to keep up
with the fast pace of the CG industry?
NB: No
real trick, I just love the field. It's not just a job for me, it's a
passion,
I like seeing new technology and trying new things, and figuring out
how I can
use new tools to help me improve my ability to take the visions in my
head (or
in the director's head) and make them a reality.
3DA: How does your work in the industry
differ to the personal creations
you choose to make in your spare time? Where do you seek your
inspiration?
NB: My
personal work tends to be darker and more scifi oriented. That's not to
say
there isn't a lot of crossover, Wall-e for example is pretty close to
my
personal aesthetic. And I've learned so many lessons at Pixar in terms
of color
theory, composition, lighting etc, all stuff that can be applied to any
media
and any aethetic sensibility. Most of my personal work is inspired by
Nature.
There's so many odd creatures out there, so many interesting patterns,
shapes
and lighting conditions. All stuff I put in a big blender to spark my
creative
side.
3DA: Can you give us an idea about the
workflow behind your beautifully
abstract and often surreal personal projects?
NB: Well,
I always start off with a sketch, just pencil / pen and paper. Then
bring it
into photoshop for adjustments (lots of liquify tool). Then I'll
usually do a
quick 2d color study, something ugly but that has all the right colors
and
lighting. Then I'll start the slower process of building the models in
3d,
texturing them, then rendering them and bringing the result in
photoshop. I
then composite the pieces and paint ontop of them, so almost all of my
work is
part 3d, part 2d. If I've done a good job, it's tough to tell where one
ends
and the other begins.
3DA: What projects are next for you at
Pixar Animation Studios? And how
about personally – what can we expect to see from you in the near
future?
NB:
I'll be on Cars 2 pretty much till the end of the year, after that, who
knows
what my next adventure will be. From a personal perspective, my wife
and I are
expecting our first born in a few months, so personal projects will
have to be
on hold for a little while.
3DA: What do you think the future of CGI
film production has in store
for us? What would you like to see happen in the next few years?
NB: I'd
like to see a radical change in the way we interface with our tools. I
saw an
interview with the inventor of the cellphone a few weeks ago, where he
said
most cellphones are made by engineers to impress other engineers, and
not made
for the convenience of the end user. The same can be said for the
majority of
commercial 3d software, and that needs to change. I certainly want to
see
engineers doing work that interests them, but the way those projects
are
packaged up and handed to the end user needs to move out of the stone
age. We
need tools that are intuitive, easy to learn and use, and powerful. I
am not
talking about dumbing down 3d software, I believe it's totally possible
to
create software that is both easy to use and powerful at the same time.
A few
people "get it" (like the mudbox guys, the brazil guys, and apple's
UI team), but we need more software to embrace better interfaces.