"I majored in fine art with an emphasis on sculpture at California State Universities in Long Beach and Dominguez Hills. My interests were almost exclusively figurative, and I enjoyed working in plastic media, clay, plaster parging (using a spatula tool to model a mix of plaster the consistency of thick yogurt onto an armature) and oil clays.
"After graduating however, it became clear that making a living as a sculptor was pretty remote, so when a good friend suggested that since my drawing skills were good, I might take up illustration, to make a long story short: I became a professional illustrator in 1988.
"When 3-D modeling software became available for desktop computers, I purchased a program called Sculpt 3D, which at the time ~around 1992~ was top of the line for someone working on a Mac. Switching to Windows NT in 1997, I bought 3-D Studio Max.
"I like to think that I've made a loop back to my earlier college days as a sculptor, but now I sculpt inside a computer. My 3-D figures are derived from my 2-D illustration style. This caricature style requires rethinking normal anatomical relationships and proportions. The task I set myself normally is to develop an interpretation of the figure that is internally consistant, which takes time. Merely shrinking some body parts and enlarging others arbitrarily doesn't work. It's easy to spot modelers who haven't passed through this process. As the style develops, judgments also mature, and it becomes clear when certain figures are more successful than others.
"When asked, I suggest that computer modelers take traditional life drawing and figure sculpture classes. I see so much bad modeling out there. Arbitrarily conceived and poorly proportioned. Everyone wants to do creatures because of gaming. This is natural. To them I suggest not only the traditional drawing and sculpture courses but also a good course in comparative anatomy. This will teach you how animal and human skeletal and muscle systems relate."
1914 Pacific Coast Hwy #200
Redondo Beach, CA , USA