|
|
Colonial Archives / Data Bank |
|
|
The Art of David Kerin
We're blessed to have David's involvement as a Battlestar Galactica fan. He has created various CGI models/meshes, which can be freely downloaded on BattlestarPegasus.com's Gallery section. Additionally, David is participating on Richard Hatch's The Great War of Magellan trailer project. And David's future, Battlestar-inspired CGI efforts might include versions of Ralph McQuarrie's pre-production ship designs, among other things. David's contributions to Battlestar fandom thus far are truly noteworthy and very appreciated.
Let's start with: Where did you learn your trade? What do you enjoy most about it? I first studied industrial design at the Art Institute of Pittsburgh. There I learned to design, draw up plans, and build models for anything from proposed products to SFX miniatures. Unfortunately, they did not begin any 3D animation courses until after I graduated. Within the following year I started working at a small video production house, where I assumed the graphic design duties using Photoshop, and eventually 3D software as well(the first program was Stratavision). I had to learn the program within days because the owner already sold a client on 3D animation for his commercial. Needless to say it was an interesting experience. From there I worked with Ray Dream Studio, and then onto 3D Studio MAX (my favorite so far). Everything I've done in 3D is pretty much self taught, or picked up from other artists, and I learn more with every project. What I like most about 3D modeling/animation is that after I create a model, I can place it in an environment, animate it and add other effects. It's like having an FX studio on your desk top. The only thing I don't like is that I cannot hold the model in my hands when I'm done. What software tools do you use most? 3D MAX, Photoshop and After Effects have become my main tools. At work (a local tv station) I have access to more broadcast level equipment, but it is the previous three programs that still give me the most flexibility and best result. As for learning other software, there always seems to be something new to learn in 3D MAX and After Effects alone, but aside from that I am moving into the web arena with Dreamweaver and Fireworks. Do you have a preferred development platform? I may be one of the few "artist types" out there who prefer Windows. Maybe it's just what I started with, but get me on a Mac and my aggravation level rises. (Please no hate mail!) When did you first become a fan? What did you like best about Battlestar Galactica? In 1978 I was in the fifth grade, and from the premiere night, Jimmy Carter not withstanding, I was hooked. At that age I'm sure the effects and just plain adventure drew me in. But as I got older I found I still enjoyed the show, while others like Buck Rogers seemed juvenile. For me I think it was the characters and the believability of the Battlestar Universe that finally held me there. What were your favorite episodes? My favorite episodes when I was young was a toss up between "Living Legend" and "The Hand of God." Lots of action and effects. Now, I can always watch "War of the Gods." The character moments are wonderful, and it was such a different direction for the series. Also, it tied deeply into the religious backgrounds of their culture, which helped build believability in the show. I think I still enjoy the shows partly through nostalgia, but the quality of the show brings me back. For me it is a convincing, believable, and fun universe to visit. Buck Rogers is nostalgic too, but I cannot sit through an entire episode without fast forwarding. Have you seen Richard's Battlestar Galactica: The Second Coming trailer? What were your immediate thoughts about it? I did get to see The Second Coming trailer, and along with all the other attendees, I was blown away. Just to see the characters, the ships, that universe brought to life again was incredible. Before seeing it, I had my doubts that it could be pulled off, but any doubts were washed away. Richard combined all the wonder of the original series, and in four minutes created a perfect point to bring back the series combining the original cast with new younger characters. You've created various Battlestar 3D models. And, unfortunately, we missed the chance to get you involved in Richard Hatch's Battlestar Galactica: The Second Coming trailer project. What would have liked to see in the trailer, if you had a chance to participate? I really don't know. The trailer was so beyond my expectations, I guess I would just like to see the entire production brought to life. What inspired you to generate your first Colonial Viper 3D model? I started with an already created mesh, and in my free time wanted to try to get a texture that hit the feel and look of the series. Once I had that, I started making other changes to the mesh, and then as you change more things, you tend to notice more things to change. Tell us about the latest version of your Colonial Viper: What's different from the prior one? The main differences from the previous version are the texture maps, and a cockpit with pilot. Other small details were added to try to match it to the production version, but there are still differences (which I'm sure I will eventually go back and try to fix). Do you have further plans to enhance it? Can others enhance/rework it themselves? I've found every model seems to be a perpetual work in progress, especially when trying to match something someone else originally created. The pilot is a combination Luke Skywalker and Han solo mesh with a custom made helmet. I would like to create a more detailed pilot with accurate uniform, and the helmet was quickly thrown together, and not very accurate at all. I would love for others to take the model, modify and improve it, and share that version with all of us (especially if you create a better helmet). It could be a giant community creation. Last month, you unveiled an incredible surprise: A 3D Studio Max version of the battlestar. And one which could be be freely downloadable from BattlestarPegasus.com. Needless to say, there's a lot of fans -- and 3D CGI modelers -- who were drooling for something like this. How did we get so lucky? Again, I started with a very basic mesh, and slowly started adding to it. I wanted to create it for myself first, its relaxing for me to sit and detail a model (physical or CGI), and I wanted to make something that I could share with other Battlestar fans out there. What about reference materials? When you sat down to create the model and mesh, what examples did you work from? I used reference materials found around the web, anything from original production stills to CGI shots from Richard's Second Coming trailer and Mike McAdams's gallery. I used the model kit for some reference, but the more I compared it to production photos, I realized how many errors there are in the model. My final battlestar mesh is actually a mixture of the original version, with some modifications included in the Second Coming version.
How quickly did you put it together? Total time is technically a few months. I started the model, but then set it aside for some time while other projects came up. Then recently I worked on it in the evenings for a couple of weeks, getting it to its current version. Can other 3D modelers add/enhance your model? Again, I'd love to see someone else take this and improve it, or use it in whatever creative means they wish. I would just like to see whatever is done with it. We all enjoy this show, and these ships so much, so why not share our efforts with each other, so they may become even greater. Some people have asked, "Why does the file take so long to load?" For the novice modeler, what would the answer be? Well, I wish I knew exactly. As I said earlier, everything I've learned is self taught, and some of my modeling methods may not be the most efficient. If anybody has tips and suggestions for getting high detail with low memory use, please drop me a line. My initial thought though is when you get the number of small modeled details there are on a battlestar, it's bound to be a lot for the computer to calculate when opening (and plotting all the texture mapping on the details). Where can people see more of your work? I set up an initial web site to show some of my effects work which includes CGI, miniatures, forced perspective photography and other fun effects shots. You can check it out at: www.geocities.com/davidkerin/main.htm
Website Design and Updates by Mike McAdams Hosted By Global Star Productions Copyright © 1999-2005 BattlestarGalactica.com. All rights reserved. This material may not be published, broadcast, rewritten or redistributed in any form. Use of this site signifies your agreement to the terms of use. Legal Terms of Use |
|
|