OUR FOLLOWERS ASKED; 3D GENERALIST, ANIMA OKUL MODELING AND RENDERING INSTRUCTOR DEMIRCAN TAŞ REPLIED!

Our followers asked; 3D Generalist, Anima Okul modeling and rendering instructor Demircan Taş replied!

Our followers asked; 3D Generalist, Anima Okul modeling and rendering instructor Demircan Taş replied!

Here's what you want to know about modeling and rendering with Taş's explanations ’

 

Could you tell us a little bit about yourself?

I became interested in 3D modeling in 2004. Between 2010 and 2012, I worked as a 3D model and rendering artist at Lighthouse VFX. Between 2012 and 2014, I worked as a freelance artist / designer in various studios in Sweden. I am working since 2014 as a freelance CGI generalists in Turkey, at the same time giving the Anima Okul course in modeling and rendering.

 

 

What attracted you specially to modeling and rendering?

The idea of ​​creating detailed representations based on imagined forms made me interested in 3D modeling. When I started to work professionally, I was fascinated by the expertly illuminated visuals and videos of the models I created on television and cinema screens. I became interested in rendering processes for similar reasons.

 

 

What exactly does the 3D generalist mean? What skills do we need to be good to become a 3D generalist?

Being a 3D generalist means being a one-man studio. If you want to work as a generalist, you should normally be able to complete a job alone for a small team.

 

The course you take at Anima Okul covers a period of 6 months. Do you think it is enough to be a 3D generalist for 6 months?

The basic error about the role of generalist is the idea that it is enough to know a little bit of everything without being an expert in any field. Contrary to this idea, in order to become a generalist, you need to be an expert in more than one field.

A 6-month training alone is not enough for such expertise. But if you support this training with intense exercises that can be reserved for 4 to 8 hours a day, you can come to the level of professional work in one or more areas.

What are the works you are most proud of?

All of the works I have added to my portfolio are the results of the works I am satisfied with. What makes me proud is often the production of my students.





For which area (architecture, advertising, etc.) do you enjoy modeling more?

It can be fun to work on game production and virtual reality projects, but I get the greatest pleasure from projects made for scientific purposes.

 

Are there any recommendations you can give to those interested in modeling and rendering?

Modeling can be seen as a mixture of sculpture and model making. The rendering process proceeds with the synthesis of photography and optical knowledge. Specializing in these disciplines requires hard work and patience. In addition, the basic concepts of art/design and composition are important for both disciplines. The biggest advice I can give to the students is to question everything they see in life within the framework of these concepts.

 

 

Is there a film, a character or a project that you think “I wish I had done the modeling of that job, that character?

I would like to work on the modeling process of “Bubbleship indeki in Oblivion. If there's something more attractive than seeing the model you've created on the screen, it must be encountering 1/1 physical production. Although I am not a Star Wars fan, I can make a similar comment for any prop in this universe.

 

What programs and practical tools do you recommend for modeling and rendering?

I think it is more important to learn the basic principles than programs. If you have knowledge and practice on composition, topology or light, it doesn't matter which program you use. In the process of finding a job, it is important to be able to adapt to the programs used by the studio you want to work with. When you get to the professional level, you already find practical tools, and using too many programs before you can undermine the learning process.

 

What do you pay particular attention to when texturing models?

I try to create textures that match the stage lighting and the logic of the model. Also textures are very efficient items to tell the story. An item used by a person who has spent time in the desert will differ from that of someone who lives in the rain forest. A good tissue work should be able to discern these differences.