Interview with Jamie Clark
Hello Jamie, could you tell us a bit about yourself, location, employment etc.?
Hello, I’m currently living in Los Angeles, Hollywood. I’m originally from Florida and moved here about eight years ago.
I work as a staff artist at Zoic Studios. I also do a lot of freelance work through my company SamJam design. Our latest work was for a cover for Popular Mechanics.
Were you trained in 3D or self taught?
I was self taught because at the time I started doing 3d there really weren’t any schools teaching 3d, it was mostly graphic design courses and that sort of thing. Now there are quite a few good schools it seems so it’s great for someone starting out now.
Please tell us what services provide by the Samjam Design and how many professional working with you and on which software’s?
I mostly do 3d work through SamJam. I used to do a lot of web design, but recently it’s been more 3d than anything else. I usually work alone on any freelance projects, but occasionally I’ll bring other people in if needed. I use Lightwave 3d, After Effects, and Photoshop mainly.
I use BouJou, and After Effects for any compositing and tracking.
What’s the reason of choosing Lightwave as your main 3d program and what changes you like to see/recommend in the future versions?
I like Lightwave for it’s simplicity. Lightwave is very powerful and it’s workflow is very straightforward. Unlike other programs that would require four steps to achieve a result, Lightwave can do it in two. It also has the best out of the box render engine that I’ve ever seen. It’s fast and produces beautiful results that are on par with the best out there.
The modeler is bar-none the best poly modeler out there. Many of our Maya artists still use Lightwave to model. It’s just so much better and quicker.
The changes I would like to see are mainly in the particle area. Our particle control isn’t as good as other packages and it can be quite frustrating.
Please tell us the most difficult obstacle you faced in any of your projects and how you overcome that problem?
Recently I had to create a dandelion in 3d that had to be photoreal and that was quite a challenge as I’d never done anything like that before.
The way I figured it out was the same way I figure out anything I’ve never done before… I just put in the time and work and effort to get it done. I eventually had to use a combination of Sasquatch (Lightwave’s Fur) and poly modeling to get the dandelion to look right.
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