Exploring the World of 3D Design: An Interview
With exciting new opportunities in data visualization and Virtual Reality, 3D engineering is fast becoming an integral way for all kinds of businesses to experience their most relevant information. Here, we interview two members of WebCreek’s 3D Design team: Geovanny Paladines and Daniel Pastor, from Quito, Ecuador, to learn about how this complex art blends a sophisticated combination of science, creativity, and perfectionism in a competitive digital industry.
What inspired you to work in 3D Design?
Daniel: Ever since I was a child, I loved cartoons, animated movies, and video games, so I think getting involved in that line of work was always going to be part of my career. In high school, I took drawing classes and discovered my talent for animation. It combined art with my love of physics and math, paving the way for me to start becoming interested in 3D technology.
Geovanny: The same goes for me. When I was a child I was interested in how people made graphics with computers, and how they could create objects that don’t exist in real life. I love being able to create things in 3D and communicate myself within my work.
What are the most important elements when designing a character?
Daniel: Getting the project scope right is crucial in eventually capturing a character in the right way. We need to know what the client wants and visualizes. Then, we use very specialized software for modeling, animating, texturing, and rendering to create anatomies and realistic effects, defining personality and shapes for unique characters.
Geovanny: You need to first define the kind of role that your object or character will play, then plan the anatomy or geometry in terms of scale and proportion in order to help compose the entire character or object. You need to define which aesthetic concepts are open to interpretation. If you’re designing an apple, for example, you might want to add some details like its color, texture, and possibly something like a bite being taken from it. And if there are other elements or characters at play, they can change up the emotions behind the visuals and communicate a message in a wholly different style. So defining the project’s concepts is extremely important.
Where do you see the industry going in the future?
Daniel: The 3D industry has made great strides in recent years, but it can only expand to new fields where it can be specifically applied. Virtual Reality in particular has vast opportunities to create new applications, and it’s likely that its neighboring industries like gaming and filmmaking will continue to use 3D applications. It will be exciting to see those developments unfold.
Geovanny: As design as a whole moves forward, it’s more likely that 3D design will be a standard that can be implemented in other fields. It has so much more to offer than any other kind of visuals out there right now. I agree with Daniel: VR devices offer a great visual experience, and it offers ways to play, learn, and inform. This is the closest to reality you can get.
What is the best and worst thing about being an artist?
DanieI: I love that I get to do what I’m best at and passionate about every day. I have the freedom to be creative and show my talent. That’s the best thing about being an artist, definitely. The worst thing that I can think of is that everything we do takes considerable time, and that’s not always recognized straight away.
Geovanny: The best thing is that I can project anything I visualize in my head with the appearance and feel I want to give it. That’s why I love my job! The worst thing is probably where our art isn’t quite recognized on a broader design scale just yet.
Apple or Windows?
Daniel: Apple for me. The user interface is more friendly, and the hardware is better and more efficient for designing.
Geovanny: I prefer windows as I’m used to working with it. Most standard 3D design software has really great support within both platforms, though.
Coffee or tea?
Daniel: Tea — with lots of lemon!
Geovanny: I’m definitely a coffee guy.