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Rob Magiera
Rob Magiera is president and founder of Noumena Digital, a full-service digital art studio specializing in high-end CG for print. The studio opened its doors in 1986. With a worldwide roster of clients and awards, Rob began his exploration of 3D with Alias software in 1994. He has become one of the most recognized computer artists in the world, having done work for clients such as American Express, Intel, Microsoft, and the 2002 Winter Olympics. Rob's unique blend of 3D techniques and sophisticated compositing consistently push the boundaries of the modern still image.
www.studionoumena.com
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Q. How did you get involved in the 3D computer graphics industry? A. Way back in the day I was working as an airbrush illustrator for a small graphics company when I bought my first computer, a Mac II. That was 1986. Quit my job, took a deep breath and went freelance. In hindsight, I probably jumped the gun a bit since no one even knew what computer graphics was at the time, including myself. By the early 90's I began fooling around with 3D. It just seemed like the most natural expression of what the computer does best, and it's also the only area that is completely unique to the medium.
Q. How do you use Maya software? A. I use it to create the core elements of my illustrations, similar to scanning in a photo, but in this case all the parts are synthesized. In the last couple of years I've found myself using it more and more for composition and experimentation - I leave a lot of elements undecided when I do my initial sketches so I can work it out later in Maya. I find that very pleasant, a lot like painting. The best way I can describe it is it's very much like working on a living, breathing canvas where every single element is plastic and fluid, infinitely changeable until I have it exactly where I want it.
Q. What projects have you worked on? A. Recently I've been doing a lot of work for American Express, all of their print related stuff for advertising. Some of my other clients include Intel, Microsoft, Symantec, and the 2002 Salt Lake Winter Olympics.
Q. What makes this industry so exciting to you? A. It's gotten to the point now where most of the technical problems have been solved and if you can dream it up, you can do it. As an artist that's incredibly liberating! The tools allow me to be more productive and the quality just keeps going up and up. It's amazing.
Q. Where do you see the industry going in the next five years? A. I think that the tools will become more intuitive, and that will result in a more artistic look and feel to CG based art. It's already happening, but the tools need to become simpler and more direct to break through to the next level. I also think that we'll see an increasing percentage of top-level work produced by small shops. The playing field has been evened out. Specialization and catering to niche markets will create huge opportunities for those that are paying attention.
Q. What words of wisdom do you have for anyone interested in entering the world of 3D computer graphics? A. There is still no substitute for knowing how to draw well. Get your basics in. The computer is a powerful tool, but it's still just a tool and it won't create the art for you, as much as we'd all like it to. Drawing teaches you how to see and how to express your ideas in conceptual form. Believe it or not, that's the shortcut to getting good, fast. Learn that well, build on it, and everything else will fall in place.
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