Interview with Dario Lanza
Q. Hello Dario, could you tell us a bit about yourself, location etc.?
Hello. I’m engineer, but I found that digital imaginary was my passion. Then, I studied photography and film making in Madrid, and started working as graphic designer at the advertising agency BBDO. Working there, I found 3D imaginary and that changed everything...
Q. Were you trained in 3D or self taught?
My first step in 3D was self taught and trying an old version of 3D Studio max. I apply for working on an advertising campaign for a well-known Spanish gin. After that, I decided to improve my 3D skills and I began a Master course at Aula Tematica, the big Spanish Training Center, where after years I found myself working as 3D Instructor for people like me years before.
Q. Have you done any work on the films live set?
Please share the experience and any obstacles face. My only work on film till today was for a 2D animation film, where I was integrating 3D animations and characters over 2D footage. The main obstacle, as always, was the tight deadlines, but I met great artist there and I found this as a very enriching experience.
Q. What’s the reason of choosing Lightwave as your main 3d program and what changes you like to see/recommend in the future versions?
The main reason for choosing Lightwave was its amazing quality and speed of render. With FPrime you can see real-time results, even with radiosity or complex illumination. No more time-consuming waiting to see if this texture is looking good or not. This changed our way of working forever. I find that real-time feedback is the future of the tools for 3D imaginary. The speed and ease of model was another important asset to choose Lightwave. I would like to see some changes in character setup and animation, and why not some improvements in fluids.
Q. Do you do any preliminary drawings before you model, or do you just start and see what happens and how long on average would you spend on an image?
Lots of drawings and sketches are always necessary in my work. I never start modeling before having a very close ideaof what I’m looking for. We must never forget that computer is only the tool but the artist process works as always: from the idea to the sketch and after dozens of sketches you can plan the final piece. This is the only clue for success.
Naturally, more the complex image is, the longer it takes, but an average illustration is lasting about ten days approx. from the idea to the post produced final render.
Q. Do you think sketching is necessary for the 3d Artist or is there any other way round?
Preproduction and sketching are indispensable for the 3D artist, just like search of references, research and look development. With a good preproduction, you get half the illustration finished. The other half is the execution itself, but this is a more mechanic work.

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