Nutshell
bek/fyn, 28, born in Singapore, grew up on Christmas Island, currently living in Perth, Western Australia with 30yo husband, 3 kids aged 4, 2 and under warranty, 4 cats and 1 dog. Likes parkour, inline skating (of the kind that involves ripping things up and potentially doing serious injury to self which happens often, not sedately cruising along the river), kung fu, conspiracy theories, sustainable living and development, and a host of other Stuff. Doesn't dislike much.
Art Stuff
Tools
Digital: iMac | Intuos3 | powerbook | digital camera
Traditional:| sketchbook | pacer
Programs
2D/3D: Lightwave3D | Photoshop
Webmonkeying: Aptana Studio | Firefox | Safari
Misc: NeoOffice (word processing stuff) | Studiometry (invoicing and keeping track of clients)
AEfter Ragnarok
Conceived 7 years ago, initially as a comic series poking fun at superheroes, to be done manga style, with my disused Biker Mice fan characters being adopted and adapted for some of the roles. As character and story development progressed, the satire fell apart to be replaced with something more dramatic but still very manga. Fast forward a bit more and it's now more gritty realistic and less manga. Enter very recent history and because I have all the time in the universe (haha) it's evolved into an animation.
There's less plot than stories about characters whose motivations cross them with other characters and what happens as a result. I figure if I'm hving fun doing it I may luck out and there will be someone else on the planet who enjoys watching it. Assuming I can ever get it done.
The initial comic was always going to be in 3d, after a brief toss up between cel shaded and bek shaded I went with the latter, partly because I have never been good at cel shading and partly because a dear friend was concerned that my "style" would get lost in the 3d. Considering I make all my own models there wasn't a lot of style to lose, they still don't look remotely realistic. My sister kept complaining of fish lips, pin lips, weak chins and bizarre noses so between her and my anatomy book (which I didn't acquisition til some time after I'd redone the generic models) I've redone the head on the generic models and am slowly hammering out fine details for a better looking head. I finally started paying attention to what happens to my nurbs models when they get subdivided (think I have the subD level set to about 7 for major characters) and have been spending some time freezing and optimising meshes (getting them down from ~30k polys to a lot less). And finally, in light of it turning into an animation, I'm having to rejig my rig. It poses great but does not animate. At all.
Still have a metric buttload of characters and sets to build. Rhythm with the baby is starting to work itself out so once I finish the random piece I'm currently working on I'll be back into it whenever I have both hands free.