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<channel>
	<title>3dcreature.com</title>
	<link>http://www.3dcreature.com</link>
	<description></description>
	<pubDate>Wed, 21 Nov 2007 18:52:49 +0000</pubDate>
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		<title>Artist Profile &#124; Zack Petroc</title>
		<link>http://www.3dcreature.com/2007/03/30/artist-profile-zack-petroc/</link>
		<comments>http://www.3dcreature.com/2007/03/30/artist-profile-zack-petroc/#comments</comments>
		<pubDate>Fri, 30 Mar 2007 02:15:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
		<guid isPermaLink="false">http://www.3dcreature.com/2007/03/30/artist-profile-zack-petroc/</guid>
		<description><![CDATA[CGSociety has done an interview with Master modeler Zack Petroc. Known for his in-depth knowledge of the human form, Zack is considered one of the most highly regarded sculptors in the industry. Here is a short excerpt from the article:
I don’t remember a time when I did not love to create. In the beginning, it [...]]]></description>
			<content:encoded><![CDATA[<p>CGSociety has done an interview with Master modeler Zack Petroc. Known for his in-depth knowledge of the human form, Zack is considered one of the most highly regarded sculptors in the industry. Here is a short excerpt from the article:</p>
<blockquote><p>I don’t remember a time when I did not love to create. In the beginning, it was drawing. The pictures I made depicted the standard array of scenery your brain finds awe inspiring at a young age. No pretensions about the subject matter here: Star Wars, superheroes, miscellaneous alien landscapes, and epic battles. The only point to note about my art at that age might be..</p></blockquote>
<p><a target="_blank" href="http://features.cgsociety.org/story_custom.php?story_id=3985"> Read the full article at CGSociety</a>
</p>
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		<title>Meet the Artist Session with Grant Freckelton&#124; VFX Art Director</title>
		<link>http://www.3dcreature.com/2007/03/19/meet-the-artist-session-with-grant-freckelton-vfx-art-director/</link>
		<comments>http://www.3dcreature.com/2007/03/19/meet-the-artist-session-with-grant-freckelton-vfx-art-director/#comments</comments>
		<pubDate>Mon, 19 Mar 2007 14:25:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
		<guid isPermaLink="false">http://www.3dcreature.com/2007/03/19/meet-the-artist-session-with-grant-freckelton-vfx-art-director/</guid>
		<description><![CDATA[CGTalk Meet the Artist presents an interview with Grant Freckelton, Visual Effects Art Director at Animal Logic. So if you have any questions regarding 300, this is the man to ask.

]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://forums.cgsociety.org/showthread.php?threadid=473994&#038;utm_medium=plugblock&#038;utm_source=cgtalk">CGTalk Meet the Artist presents an interview with Grant Freckelton</a>, Visual Effects Art Director at Animal Logic. So if you have any questions regarding 300, this is the man to ask.
</p>
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		<title>The Art Of Visual Effects with Dennis Muren</title>
		<link>http://www.3dcreature.com/2007/03/04/the-art-of-visual-effects-with-dennis-muren/</link>
		<comments>http://www.3dcreature.com/2007/03/04/the-art-of-visual-effects-with-dennis-muren/#comments</comments>
		<pubDate>Sun, 04 Mar 2007 12:49:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
	<category>Jobs &amp; Industry</category>
		<guid isPermaLink="false">http://www.3dcreature.com/2007/03/04/the-art-of-visual-effects-with-dennis-muren/</guid>
		<description><![CDATA[Read this Q&#038;A with Dennis Muren at CGTalk.com. This man is truly one of the leading pioneers in the world visual effects, here&#8217;s a short excerpt from the article:
What’s happened is people who go into this field get sucked up so quickly they haven’t learned to observe, or maybe they haven’t had time to. And, [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://features.cgsociety.org/story_custom.php?story_id=3957">Read this Q&#038;A with Dennis Muren at CGTalk.com.</a> This man is truly one of the leading pioneers in the world visual effects, here&#8217;s a short excerpt from the article:</p>
<blockquote><p><font color="#1d2745">What’s happened is people who go into this field get sucked up so quickly they haven’t learned to observe, or maybe they haven’t had time to. And, at the same time, in the gaming industry they don’t have the hardware or software to make stuff look real yet. They’re getting closer, though.</font></p></blockquote>
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		<title>Evangelion &#124; Interview with Weta</title>
		<link>http://www.3dcreature.com/2007/02/14/evangelion-interview-with-weta/</link>
		<comments>http://www.3dcreature.com/2007/02/14/evangelion-interview-with-weta/#comments</comments>
		<pubDate>Wed, 14 Feb 2007 00:57:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
	<category>Media</category>
	<category>Making Of's</category>
	<category>YouTube/ Google Video</category>
		<guid isPermaLink="false">http://www.3dcreature.com/?p=187</guid>
		<description><![CDATA[This video maybe a few years old, but it still manages to put me in awe. You can head over to this live action evangelion blog for more news update. 




]]></description>
			<content:encoded><![CDATA[<p>This video maybe a few years old, but it still manages to put me in awe. You can head over to this <a href="http://eva.trivialbeing.net/">live action evangelion blog</a> for more news update. </p>
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</p>
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		<title>Artist Feature &#124; Victor Santaquiteria</title>
		<link>http://www.3dcreature.com/2007/02/04/artist-feature-victor-santaquiteria/</link>
		<comments>http://www.3dcreature.com/2007/02/04/artist-feature-victor-santaquiteria/#comments</comments>
		<pubDate>Sun, 04 Feb 2007 04:01:20 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Art Online</category>
	<category>Portfolios &amp; Reels</category>
	<category>Interviews</category>
	<category>Artist Feature</category>
		<guid isPermaLink="false">http://www.3dcreature.com/?p=172</guid>
		<description><![CDATA[Finally! Our very first artist feature at 3dcreature.com.
I managed to get a good friend of mine, Victor, to share with us his ideas, workflows as well as some of his thoughts regarding the CG and videogames industry.
Enjoy!

*Tell us a bit more about yourself
Hello, my name is Victor Santaquiteria, and I was born 22 years ago [...]]]></description>
			<content:encoded><![CDATA[<p>Finally! Our very first artist feature at 3dcreature.com.</p>
<p>I managed to get a good friend of mine, Victor, to share with us his ideas, workflows as well as some of his thoughts regarding the CG and videogames industry.</p>
<p>Enjoy!</p>
<p><img src="http://www.3dcreature.com/artistfeature/01_vsantaquiteria/01.jpg" /></p>
<p><strong>*Tell us a bit more about yourself</strong></p>
<p>Hello, my name is Victor Santaquiteria, and I was born 22 years ago in the northern part of Spain.</p>
<p>I worked in the CG-Architecture industry for a while and after doing some freelancing I turned into the video games world, which along with film and literature, has always been a steady inspiration source for me since I was a small kid. Currently I&#8217;m working as a character artist for Sony/Guerrilla-Games.</p>
<p><strong>*You have a very distinct style to your artworks, can you share with us your thought process?</strong></p>
<p>I think each artist acquires if not the forced imposition, at least the reasonable compromise of developing be it ideas, design statements or even both, that are truly unique.Either from personal experiences, or else by being<a id="more-172"></a> educated enough on the work product of other artists experiences, so that a transformation into something new may occur.</p>
<p>Then my own personal thought process is only as remarkable as is my own and personal, this is part of an individuall adventure that I don&#8217;t dare spoil for anyone.</p>
<p>Of course I dissect my own work and that of others to improve my craft, but beyond technical training, imitation does little else aside from devaluating the original.<br />
So if you really like work that feels original and fresh, as I do, the best way to contribuite to it is to make innovation the value that defines your very own work.</p>
<p>Lets leave the orcs alone, please!</p>
<p><img src="http://www.3dcreature.com/artistfeature/01_vsantaquiteria/02.jpg" /></p>
<p><strong>* What about some insights on your sculpting process?</strong></p>
<p>To reproduce my technical, slightly hectic and conceptless method, product of yet undeveloped pencil sketching skills, you will need:</p>
<p>A model, preferably CG, Mudbox/Zbrush and a pint of blood, maybe more&#8230;</p>
<p>First start shape exploring like a traditional artist would start a sketch design from imagination, from a fixed view, out of a very rough block, sometimes a primitive.</p>
<p>Then continue sculpting in Mudbox, or zbrush if you fancy.</p>
<p>If you don&#8217;t have an already made idea of what you want, let shapes that you define in the volume make the design for you, keeping aware of maintaining a composition that you consider appealing, trying not to skip bigger shapes to dive into detail.</p>
<p>Going in progression from bigger to smaller blocks, like silhouette and global volumes to smaller areas like single elements, accesories, microdetail, atoms&#8230; whatever your production demands are, is crucial to define a good gesture and volume expression all through the model.</p>
<p>Keeping a reasonable amount of thought in the materials that make up your shapes can save a lot of sculpting time, that way you can scupt drapery, for example, just by sculpting small folds in certain areas of interest in the model, while keeping an attractive flow to the form.</p>
<p>Depending on the kind of shapes you are aiming for, you can try to skip some certain levels of detail.</p>
<p>For example organic modeling doesn&#8217;t necessarily need middle-frequency detail, as muscles are big low-frequency shape, and pores and so on are small high-frequency detail, or if alternatively you are working on mechanical shapes, you can avoid the small, high-frequency detail altogether and focus on the big and middle blocks that will define the shapes.</p>
<p>Another key value towards fast composition is to keep a mental library of shapes that really work for you in a simple combination, you can scatter these around to create new design solutions, and problems to solve too.</p>
<p>Try to keep it loose and worry mainly about design and form, not about definition.</p>
<p>There is a plethora of tips and advices to actually define interesting sculpting workflows, including using stamps, alphas or multiple objects.</p>
<p>Most of the fundamentals can be shared more than ever from the traditional crafts thanks to the evolution of the new tools, so try to keep your knowledge broad.</p>
<p>Once you are pleased with a rough sculpture, you can always carry it back in a reasonable level to your classic 3D application and re-surface it for hard edges and edgeloops. this is very useful for production purposes, and it really makes the modeling process much faster and smoother.</p>
<p><img src="http://www.3dcreature.com/artistfeature/01_vsantaquiteria/03.jpg" /></p>
<p><strong>* How do you see the future possibility of doing concept art in 3D?</strong></p>
<p>Technically, designing in 3D as opposite to traditional 2D Concept Art, as of now, seems to have three main disadvantages.</p>
<p>The first and more crucial one being speed, which is an obvious as we are working in a full-fledged 3D model, this one is just relative to the artist skill, right now we are seeing more artists reducing the weeks or months from the old edgeloop modeling methods into some hours, and I&#8217;m confident this will just improve as time and tools advance.<br />
Still, it will be tough to compete with the amazing haste of some traditional artists working on digital mediums, as they are obviously improving too!</p>
<p>On second place comes the inability to recreate additional volume to explore the possibility of different shapes, think of it as pure sculpting, where you can just &#8220;remove&#8221; space from a predefined block, therefore creating negative space, as opposite to modeling, in which you would work adding positive space. This is a missing piece in sculpting software as of now.</p>
<p>At last but not least, the hardware limitations, that can slow down your work flow as you dive deeply into your model&#8217;s microcosmos. Time only will help here, if he wants.</p>
<p>Artistically wise, I don&#8217;t see any other obstacle aside from the public and the industry acceptation of 3D as a medium of artistic exploration as valuable as any other.</p>
<p><strong>*CG has come a long way, gone are the days of edge tweaking, programs like mudbox and zb has given the artists a lot more speed and flexibility. Where do you think CG is heading and how do you think it will affect the industry and artists?</strong></p>
<p>I think CG as a medium is very young and many possibilities remain yet unexplored, eventually it will lean towards being an independent form of expression, or just another technical discipline depending only on what we make out of it.</p>
<p>The Industry on the other hand is of course in need of people that can use CG as a tool to produce whatever is demanding of them. If this is by itself an artist&#8217;s work, or more of an artisan, is open to very broad (and fierce!) discussion. In the end, I think the increasing market needs for a more &#8220;realistic&#8221; visual appeal, both in video games and film, will be only satisfied by those that really understand the more fundamental and traditional aspects of the craft.</p>
<p>Which in return makes the industry even more competitive, openning the doors for classically trained artists to work in modeling/sculping and the lesser technical disciplines of CG. Chances are they&#8217;ll steal our jobs and strong sense of dignity.</p>
<p><img src="http://www.3dcreature.com/artistfeature/01_vsantaquiteria/04.jpg" /></p>
<p><strong>*From your experience in videogames, what do you think of the Next Gen demands as related to graphic quality?</strong></p>
<p>Next-Gen appears to be trapped under the inmense pressure of consumer expectations. Seems to be like tomorrow, a concept for something that will never really arrive.</p>
<p>Obviously the main factor to define how close a game is to that mystical definition these days is &#8220;Realism&#8221;, as in predictable interactions between the elements, but aside from being the most obvious resource to borrow ideas from, realism does not make a game experience instantly interesting to play, or to look at, for that matter, not all the photos of reality we make are appealing to the eye, are they?</p>
<p>Also as a part-time fortune teller I can blurringly foresee a public tired of games that, by sticking too close to a &#8220;lack&#8221; of defined style resemble too much to each other, devaluating their best efforts.</p>
<p>While Certain conditions will have to be satisfied for something to be appealing. Video games as entertainment, need only core mechanisms to be fun, Pong speaks.</p>
<p>Different layers of complexity can be added on top to make the game feel and look different, but they should never limit or condition the basic mechanics of a game, and obviously they should never aim to replace them.</p>
<p>Stylization seems to be the only reasonable next step, just idealizing the more iconic or abstract aspect of any element, until is still interesting to see, and let this slowly replace the visual realism, specially to minimize the prodution costs that is increasing the risk of game crafting for studios, that in return, try to minimize the risk by creating redundant content that they can predict will profit, all in a bloody innovation sacrifice.</p>
<p>so huge normal maps and bloom only are not going to cut it, sorry.</p>
<p><img src="http://www.3dcreature.com/artistfeature/01_vsantaquiteria/05.jpg" /></p>
<p><strong>What are your sources of inspiration?</strong><br />
Everything, really, remnants of my past and distant lands and peoples, as in the classic sense, Literature (try Samuel Beckett!), Films (Fellini, Godard), Videogames (Zelda, Final Fantasy, anything japanese will do).</p>
<p>Fellow artists, among some that blew me away today, and among some that did it in the past I could randomly name: Jose Ismael Fernandez, Sabin Howard, John Pence, Richard McDonald, Leighton, Alma-Tadema, Bouguereau, Andrea del Sarto, Phil Hale, Ashley Wood, Otomo, Shirow, Yoshiyuki Sadamoto, Katsuya Terada, Range Murata, Dali, Velazquez, Sargent, Andrew Loomis&#8230; the list gets lost in the horizon&#8230;</p>
<p><strong>*What is your idealogy when it comes to creating art?</strong><br />
Do it your own and let it speak for you, listen to it too from time to time and see what it has to say, don&#8217;t be rude</p>
<p><strong>*Thanks for taking the time to answer our questions. Any last words?</strong><br />
It&#8217;s been a pleasure, thanks for the interest and the time to read my mumblings!<br />
<em>For more of Victor&#8217;s work, check out his website at <a target="_blank" href="http://www.santaquiteria.net/">www.santaquiteria.net</a></em><a target="_blank" href="http://www.santaquiteria.net/"> </a>
</p>
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		<title>Exclusive Interview with John Knoll</title>
		<link>http://www.3dcreature.com/2007/02/01/exclusive-interview-with-john-knoll/</link>
		<comments>http://www.3dcreature.com/2007/02/01/exclusive-interview-with-john-knoll/#comments</comments>
		<pubDate>Thu, 01 Feb 2007 20:54:51 +0000</pubDate>
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	<category>News</category>
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		<guid isPermaLink="false">http://www.3dcreature.com/?p=162</guid>
		<description><![CDATA[A few days ago, the IESB  (The Movie Reporter) had the very cool opportunity to talk with ILM vet John Knoll about Pirates of the Caribbean, Star Wars, the Academy Awards and much, much more.  Read the full interview. Here&#8217;s an excerpt:
&#8230;well the first time was probably the most exciting but you get [...]]]></description>
			<content:encoded><![CDATA[<p>A few days ago, the <a target="_blank" href="http://www.iesb.net">IESB </a> (The Movie Reporter) had the very cool opportunity to <a target="_blank" href="http://iesb.net/index.php?option=com_content&#038;task=view&#038;id=1764&#038;Itemid=99">talk with ILM vet John Knoll</a> about Pirates of the Caribbean, Star Wars, the Academy Awards and much, much more. <a target="_blank" href="http://iesb.net/index.php?option=com_content&#038;task=view&#038;id=1764&#038;Itemid=99"> Read the full interview</a>. Here&#8217;s an excerpt:</p>
<blockquote><p>&#8230;well the first time was probably the most exciting but you get a sense after a little time that public sentiment is not in your favor. The first time was for Episode I, in the weeks approaching the show, it seemed to be that the momentum was in favor of Matrix and it seemed very likely that they were going to win, so, while it was fun to go to the show and all that stuff, I was pretty certain that we weren&#8217;t going to win. The second time was for Episode II and we were up against &#8230;</p></blockquote>
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		<title>Interview with Daniel Dociu at CGTalk</title>
		<link>http://www.3dcreature.com/2007/01/27/interview-with-daniel-dociu-at-cgtalk/</link>
		<comments>http://www.3dcreature.com/2007/01/27/interview-with-daniel-dociu-at-cgtalk/#comments</comments>
		<pubDate>Sun, 28 Jan 2007 00:28:52 +0000</pubDate>
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		<guid isPermaLink="false">http://www.3dcreature.com/?p=145</guid>
		<description><![CDATA[I&#8217;m a huge fan of the art of Guild Wars. Having played the game, I truly appreciate the amount of effort put into the style of this game. Nonetheless, there are certain &#8220;unbroken&#8221; boundaries when it comes to 3d art and I really look forward to the day when we can see a 3d game [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m a huge fan of the art of <a target="_blank" href="http://guildwars.com/">Guild Wars</a>. Having played the game, I truly appreciate the amount of effort put into the style of this game. Nonetheless, there are certain &#8220;unbroken&#8221; boundaries when it comes to 3d art and I really look forward to the day when we can see a 3d game achieve that stylistic and &#8220;loose&#8221; form seen in 2d concepts such as those done by Daniel Dociu.</p>
<p><a target="_blank" href="http://features.cgsociety.org/story_custom.php?story_id=3919">Read more at CGTalk.</a> Here&#8217;s a short excerpt from the article:</p>
<blockquote><p><em>What Daniel Dociu has been trying to do in his work is convey an emotion or a high-level, sometimes abstract, idea, rather than a technique-driven process. As an industrial designer over many years, honed his ability to design &#8230;</em></p></blockquote>
<p>You can check out Daniel&#8217;s website here at <a target="_blank" href="http://www.tinfoilgames.com/">Tinfoil Games </a>
</p>
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		<title>Interview with Raphael Lacoste at xsibase</title>
		<link>http://www.3dcreature.com/2007/01/24/interview-with-raphael-lacoste-at-xsibase/</link>
		<comments>http://www.3dcreature.com/2007/01/24/interview-with-raphael-lacoste-at-xsibase/#comments</comments>
		<pubDate>Wed, 24 Jan 2007 21:50:24 +0000</pubDate>
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		<guid isPermaLink="false">http://www.3dcreature.com/?p=142</guid>
		<description><![CDATA[Another interview with Raphael, Art Director at Ubisoft. I particularly like what he mentioned about his duties as an art director


 You have to be good in Art and good in communication, If you want to be respected by people you must be a talented artist, if they don’t trust your talent, it will be [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.xsibase.com/articles.php?detail=127">Another interview with Raphael</a>, Art Director at Ubisoft. I particularly like what he mentioned about his duties as an art director<br />
<font size="2" face="arial"><br />
</font></p>
<blockquote><p><font size="2" face="arial"> You have to be good in Art and good in communication, If you want to be respected by people you must be a talented artist, if they don’t trust your talent, it will be hard for you to be respected…the half of your job is also that people like to work with you, it is a team work! </font></p></blockquote>
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		<title>Interview with Jean Bolte, Viewpainter at ILM / Eragon</title>
		<link>http://www.3dcreature.com/2006/12/21/interview-with-jean-bolte-viewpainter-at-ilm-eragon/</link>
		<comments>http://www.3dcreature.com/2006/12/21/interview-with-jean-bolte-viewpainter-at-ilm-eragon/#comments</comments>
		<pubDate>Thu, 21 Dec 2006 16:47:06 +0000</pubDate>
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		<guid isPermaLink="false">http://www.3dcreature.com/?p=100</guid>
		<description><![CDATA[This is a really good interview with Jean Bolte, you can understand the kind of effort and detail the film industry requires when it comes to texture painting for creatures such as Saphira, the dragon in the film Eragon. Here is a short excerpt, be sure to head over to CGTalk.com to read the whole [...]]]></description>
			<content:encoded><![CDATA[<p>This is a really good interview with Jean Bolte, you can understand the kind of effort and detail the film industry requires when it comes to texture painting for creatures such as Saphira, the dragon in the film Eragon. Here is a short excerpt, be sure to <a target="_blank" href="http://features.cgsociety.org/story_custom.php?story_id=3885&#038;referer=cgnews">head over to CGTalk.com to read the whole interview</a>!</p>
<blockquote><p>Even so, she turned to natural substances to ground the creature in reality, one of director Stephen Fangmeier’s mandates, and Bolte’s preference. “I like taking texture and color from nature,” she says. “Nature is astonishing; we can’t improve on it. It’s better if we don’t change it too much to keep the essence real. So, viewpainting is like</p></blockquote>
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		<title>Inteview with Dan Milligan</title>
		<link>http://www.3dcreature.com/2006/12/10/inteview-with-dan-milligan/</link>
		<comments>http://www.3dcreature.com/2006/12/10/inteview-with-dan-milligan/#comments</comments>
		<pubDate>Sun, 10 Dec 2006 23:51:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
		<guid isPermaLink="false">http://www.3dcreature.com/?p=69</guid>
		<description><![CDATA[CG Channel interviews storyboard artist, Dan Milligan who worked on Frank Miller&#8217;s 300.
Check out Dan Milligan&#8217;s website here. 

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			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.3dcreature.com/CG%20Channel%20interviews%20storyboard%20artist,%20Dan%20Milligan%20who%20worked%20on%20Frank%20Miller%27s%20300.">CG Channel interviews storyboard artist, Dan Milligan who worked on Frank Miller&#8217;s 300.</a></p>
<p>Check out Dan Milligan&#8217;s website <a target="_blank" href="http://www.danmilligan.com/">here. </a>
</p>
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		<title>Interview with Marco Di Lucca, Senior Modeler at Weta Digital</title>
		<link>http://www.3dcreature.com/2006/12/09/interview-with-marco-di-lucca-senior-modeler-at-weta-digital/</link>
		<comments>http://www.3dcreature.com/2006/12/09/interview-with-marco-di-lucca-senior-modeler-at-weta-digital/#comments</comments>
		<pubDate>Sat, 09 Dec 2006 15:30:51 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
		<guid isPermaLink="false">http://www.3dcreature.com/?p=64</guid>
		<description><![CDATA[A Senior Modeler at Weta Digital, Marco Di Lucca talks about creature modeling, his work on King Kong, X-Men 3 and XSI.

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			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.xsibase.com/articles.php?detail=123"><font size="2" face="arial">A Senior Modeler at Weta Digital, Marco Di Lucca talks about creature modeling, his work on King Kong, X-Men 3 and XSI.</font></a>
</p>
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		<title>Interview with Balasz Kiss, Lighting TD at Weta Digital</title>
		<link>http://www.3dcreature.com/2006/12/06/interview-with-balasz-kiss-lighting-td-at-weta-digital/</link>
		<comments>http://www.3dcreature.com/2006/12/06/interview-with-balasz-kiss-lighting-td-at-weta-digital/#comments</comments>
		<pubDate>Wed, 06 Dec 2006 18:18:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
		<guid isPermaLink="false">http://www.3dcreature.com/?p=61</guid>
		<description><![CDATA[Currently he is working for Framestore-CFC on Superman Returns and he has worked on many large projects such as King Kong, Alien vs. Predator, Harry Potter, and Kingdom of Heaven.  Read the interview to find out a bit more about him and those great projects he works on.  Read the interview at  3DValley.com [...]]]></description>
			<content:encoded><![CDATA[<p><font size="-1">Currently he is working for Framestore-CFC on Superman Returns and he has worked on many large projects such as King Kong, Alien vs. Predator, Harry Potter, and Kingdom of Heaven.  Read the interview to find out a bit more about him and those great projects he works on.  <a target="_blank" href="http://www.3dvalley.com/interviews/balazs-kiss.shtml">Read the interview at  3DValley.com</a> </font>
</p>
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		<title>Interview with CliffyB on Unreal Tournament 2004</title>
		<link>http://www.3dcreature.com/2006/12/02/interview-with-cliffyb-on-unreal-tournament-2004/</link>
		<comments>http://www.3dcreature.com/2006/12/02/interview-with-cliffyb-on-unreal-tournament-2004/#comments</comments>
		<pubDate>Sun, 03 Dec 2006 00:17:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
		<guid isPermaLink="false">http://www.3dcreature.com/?p=42</guid>
		<description><![CDATA[Check out this interview with CliffyB and his work at Epic Games.

]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://firingsquad.com/games/unreal_interview/">Check out this interview with CliffyB and his work at Epic Games.</a>
</p>
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		<title>Artist Feature &#124; Soa Lee</title>
		<link>http://www.3dcreature.com/2006/12/02/artist-feature-soa-lee/</link>
		<comments>http://www.3dcreature.com/2006/12/02/artist-feature-soa-lee/#comments</comments>
		<pubDate>Sun, 03 Dec 2006 00:13:09 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
		<guid isPermaLink="false">http://www.3dcreature.com/?p=48</guid>
		<description><![CDATA[Yes, she&#8217;s that korean artist that does those amazingly stunning portraits of women. Take a look for yourself. 
From an unknown Korean traditional animator, to a highly-prized 3D artist, Soa Lee still regards the field as a vast untapped creative wonderland, for game characters, commissions and personal creations.Some years ago, Soa Lee’s father came home [...]]]></description>
			<content:encoded><![CDATA[<p>Yes, she&#8217;s that korean artist that does those amazingly stunning portraits of women. <a target="_blank" href="http://www.soanala.com/">Take a look for yourself. </a></p>
<div align="left">From an unknown Korean traditional animator, to a highly-prized 3D artist, Soa Lee still regards the field as a vast untapped creative wonderland, for game characters, commissions and personal creations.Some years ago, Soa Lee’s father came home and gave her some art books by Luis Royo as a present from his trip to the USA. “These books were not only breathtakingly inspiring but also provided a vision on the career path that&#8230;</div>
<p><a href="http://features.cgsociety.org/story_custom.php?story_id=3859&#038;page=2">Pictures and more at CGTalk.</a>
</p>
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		<title>Interview with Raphael Lacoste</title>
		<link>http://www.3dcreature.com/2006/11/28/interview-with-raphael-lacoste/</link>
		<comments>http://www.3dcreature.com/2006/11/28/interview-with-raphael-lacoste/#comments</comments>
		<pubDate>Tue, 28 Nov 2006 12:12:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>News</category>
	<category>Interviews</category>
		<guid isPermaLink="false">http://www.3dcreature.com/?p=35</guid>
		<description><![CDATA[Raphael Lacoste, Cinematic Art Director for Ubisoft, tells us the process he takes to churn out his works as well as how he got into the industry. All this and more at max3d.pl

]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://www.max3d.pl/artykuly.php?id=027_1">Raphael Lacoste, Cinematic Art Director for Ubisoft, tells us the process he takes to churn out his works as well as how he got into the industry. All this and more at max3d.pl</a>
</p>
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