Interview with Patryk Habryn

Q. Hi could you tell us a bit about yourself and your background in CG and are you self taught or taken some training?
My name is Patryk Habryn, I’m 21 and I currently live in Warsaw, Poland. I’m a CG artist and matte painter. Right now I’m working as 3D / 2D artist / matte painter at Lunapark studio.
Q. 3D or 2D which you like the most and there are very few artists which are good in 3D and 2D both, what is the secret behind this?
I can’t tell, sorry. No, seriously, it’s tough question for me personally, because I’m so divided between those two worlds. I’m kind of guy that stare at viewports in 3d software over my Wacom Tablet, cleaning everything around me from oil colors at the same time. People I work with know that very well. So there are three worlds for me: 3D, 2D, and traditional art.
Q. Please share your experiences, working in Lunapark, Warsaw and what’s your nature of your job? Have you worked on some movies?
Yep, I worked on movies and exhibitions. But right now, for most of my time I work on commercials. I’m mainly responsible for animation, texturing, concept art, matte painting, rendering and compositing. I use this point of what I do, to be more generalist, less specialist, but I’m aware that my “various specializations” will be verified in future. I stick with character TD and matte painting for future.
Q. So, how’z your first journey to FMX 2011, as a Media Partner CGArena like to ask you to share some good and bad experiences with us and what you like to see in future?
FMX is definitely great event. I cruised from on presentation to another. There so many classes, presentations, case studies at the same time, that there’s no way to see more than 20% of FMX. But I choose very wisely “which seat should I take”. I’ve been there also with my friends so we can share experiences from different presentations. Stuttgart is also great place. Definitely I’m going there next year.

Q. Your current work “Starfish Umbrella” is quite different. Where do you find the inspiration? What difficulties have you encountered while working on this image and how you overcome those obstacles?
Every work is different. I think, by “different” You mean its cartoon character? Inspiration comes from documentary movie; one of the subjects was “marine snow” in seas and oceans. It’s shower of mostly organic detritus falling from the upper layers of the water column.
Work itself was pure joy, no difficulties while working on this one. Most people ask about translucent tentacles and rig. Rig is quite advanced for such simple character, but I think there’s plenty controls that I could still add on. Translucent tentacles are trick, using three layers: sss pass, reflection pass, and mask. Combining those three in post, you can achieve nice effect, cost little render time, and working fine in animation.
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