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East Meets West ... An interview with Blochi
Click Grafix crosses over (well, figuratively speaking) to Germany to interview a young, happy and talented LightWaver who was discovered in one of NewTek's LightWave discussion forums recently.
Christian Bloch a.k.a. ‘Blochi’ is 24 years old and will be receiving a Masters degree in Media Technology at the HTWK in Leipzig, Germany soon. With almost six years' experience in 3D graphics, Blochi simply loves LightWave 3D. This student had a taste of his first professional working experience during an internship with ID-TV in Babelsberg/Germany, doing work for clients like German Telekom, BMG and Loewe. The young man is now seeking some international experience and is job hunting in California. Click Grafix decides to help lay a stepping stone, which will hopefully launch Blochi's career in the right direction.

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LW Chong
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( 1/04/02 )
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Christian Bloch
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CGX : Hi Blochi. Is that actually pronounced as "Blo-K", "Blo-Shay" or "Blo-Key? Pardon me if I get all of them wrong.
Bloch : No worries, it's actually "Blo-Ri", in fast conversation merely "Plorri", and when yelled at a long distance it sounds like "Plooo-Riiiii".
 
CGX : You’ve got some pretty good stuff there. Can you tell us how you got into 3D graphics?
Bloch : Huu - its not easy to mark the beginning. Formerly, I was quite mad about coding. At the age of 12, I wrote my first BASIC programs down on paper because I didn’t even have a computer. Later, when I had a C64, I used to render strange fractal images all night long. And ’93 then, on my Amiga1200 I made a Jump’n Run in BASIC. That was a cool game - you had a little skateboarder and rolled through a pre-rendered level, with parallax scrolling and all that... hehe. That was the time when I got into 3D, because I rendered the level graphics in MaxxonCinema4D. I wanted to make it as nice as possible, so I spent three months on the first level itself. I discovered that this was much more fun than coding.
CGX : Have you always had an interest in CG and 3D or was that interest inspired by someone or something?
Bloch : ISeems like I always had a constructive mind. None of my childhood toys was fabricated, it was all about puzzles, construction kits, clay, aviation models and that stuff. I’d call this real-world 3D. And after getting some general computer experience with programming, I just turned back to this. In the early days I had a consistent daily routine: going to school, riding my skateboard ‘til the sun goes down and then doing 3D ‘til I fall asleep. 3D was a big interactive game to me, my favorite toy… and that has never changed.
CGX : When did you begin using LightWave and why did you choose that software? Which version did you start on?
Bloch : That was in 1995, right after school. Here in Germany we have a choice of opting to serve in either the Army Service or the Social Service, the general duty for the boys. As I was not interested in war at all, I worked in a mental hospital for a year. Although occasionally there were crazy people running around in the meadows, it was generally a quiet place and my duties were minimal. I met these two guys who ran a little 3D company, doing backgrounds for games and television trailers with LightWave. They asked me to join them, and together we were called ”Tridens”. So I took my Amiga to the basement where I hang around all day and they gave me LightWave 3.5 and a ”Cyberstorm” turbo card. It was a year of extensive training: I labeled the keys with LW- shortcuts, and booted directly into Modeler. I was very enthusiastic about the workflow in LW, because the keyboard is the toolbox, which makes 3D much more game-like. And even in the version 3.5 you had all these features like Metaform, Bones and procedural surfaces... so I had a lot to play with. My Amiga was constantly on for half a year, until my boss received a huge electricity bill, hehe...
 
CGX : What was the very first animation you produced? Could you tell us a little bit about that?
Bloch : Heh, that’s a funny story...I’m a leading member of the local skate club, and for about 3 years we were begging the city for a public skate park. But they never agreed, because they could not imagine what we wanted. So I took my Amiga to the youth center, connected it to a projector and adjusted modeler’s grid to a 1:1 measure. Then all the skaters sat together in the room and I outlined the ramp shapes in real world size. Back in my hospital basement, I modeled a solid construction of balks, joists and planks, put all the ramps on a ground plane and rendered a long camera fly-by. Additionally, I did a full round spin of each ramp, showing the construction. There was no background, no textures and no shadows. I put it all together in a Scala project, brought my Amiga back, connected it to the projector and then we presented it to some city representatives. They just freaked out, and soon the park was built, right out of the LightWave models. And believe me - it’s an incredible feeling to skate on my own models made real...
CGX : Well, you and your trusty little Amiga seem to have come a long way. Do you still use the 'little fellow' these days?
Bloch : Unfortunately not. It died some years ago in a spectacular way. The screen imploded and the hard disk crashed with a horrible sound, like metal scratching on metal. Huu ... makes me shiver when I think of it. I'm afraid I broke his little heart, because I played a lot with the SGIs in my uni these days. Stupid little thing - jealous he was...
CGX : Blochi, how would you rate LightWave in comparison to the other leading software?
Bloch : LightWave isn’t just a tool. For me it’s kind of a lifestyle. No other 3D package has such a strong community, where everybody just loves to share with each other. That’s why you find so many LightWave Tutorials on the net. Most beginners are scared of the interface, which almost looks like a game. But that’s exactly what LightWave is supposed to be - it’s rather a fun toy than another boring computer application. And when you get familiar with the interface, when you get into the flow, then you will notice that it all makes sense and this is the only way a 3D program can function properly. See, a pull down-menu may be useful for MSWord, because you need the keyboard for text input. But 3D is different, you rarely type in text. So why not use the keyboard to change your tool, leaving the mouse at your object? So you do in LightWave. In all other 3D software you have to break your fingers using shortcuts, or you browse the pull down menus for hours. In LW you just hit the first letter of the tool you need.
You know, LightWave is made by artists for artists - and that really shows. The workflow is the most fluent that you can think of, and the interface is the only one that really fits to the needs of a 3D artist. In setting any values, lets say for surface reflectivity or the size of a surface fractal, you do this on a percent scale or in real world measure. Most other software need abstract numbers, but why? Other software want you to think in computer language, but LightWave understands human values. In Maya I’ve even seen a slider ranging from 0 to 10, but any value above 0.1 causes it to crash on render... Did I mention LightWave’s famous render engine? It’s remained unbeatable for years, and even improved in [6.5] !
CGX : In your work, LightWave is frequently used for / in…
Bloch : Despite the fact that I’m actually a student, I use it for any CG work within students’ projects. When I was asked to give a lecture on DVD technology, I visualized it with LightWave. When we produced a campus broadcast, I did the Trailer with LightWave. When we did a Director-CD, I made all screen graphics in LightWave. Once we wanted to have a time accelerated sunrise in our university’s image video and tried filming it three times, but the problem was; you have to fix the camera before the sun goes up - it’s very frustrating to sit at 4 a.m. on a roof top and to notice afterwards your guess was wrong. So I did it in LightWave and nobody even thought it was CG. My studies deal with every aspect of multimedia production, and so does my LightWave work
CGX : Has it significantly impacted your studies in any way?
Bloch : I think so, because in every project group I participated, I did the graphics. That was good practice, and on the other hand my work was always welcomed. Soon I was employed as academic assistant, and was given my own SGI studio. Upon request of my faculty’s dean I even conducted a LightWave course, teaching students who were actually older than myself...
CGX : In all the work you’ve produced with LightWave, which is your favourite and proudest achievement to date?
Bloch : IMy favorite is the disc world short movie I did back in ’99. It is not the best looking, indeed, but it was definitely the most challenging production. It featured a dragon and a live luggage, both are characters out of my favorite novel, written by Terry Pratchett. I did a storyboard based on the whole novel once, but I discovered that this would be a full length movie. So I did this 3-minute short as a realization test. The story was quite weak, because it was extracted from the big story. Nevertheless, it projected a cinematic feeling, and that’s what it was all about.
But man, it was a huge amount of work. I spent the 3 months’ evenings doing all the models, setups, animations, rendering and editing. Transferring this to a 90-minute movie, I would need approximately 8 years. So I had to get rid of the naive enthusiasm to make the whole movie all alone. I’m sure I will do this movie sometime, somehow, probably inside a big production studio. I made it the meaning of my life to prepare for this, my mission on earth. And since that day I feel happy, because I do know why I’m here... (By the way, a new 1-minute-version of this short is located www.Blochi.com/gfx/anim/draco_vs_chest.avi)
CGX : Hmm…a very philosophical statement indeed. So Blochi, what are your strong points in CG?
Bloch : Probably modeling. Or animation. I don’t know .... better let the others decide..
CGX : In your opinion, what’s the most fascinating aspect of CG animation?
Bloch : To see how a vision becomes alive. It is this perfect combination of the creative aspects of filmmaking, sculpturing and painting, that opens a whole new way of storytelling. It’s amazing to take part in the development of this new kind of art, and wonder where it will go to.
CGX : What do you think the most important points are in a scene to make it look good?
Bloch : The original idea, of course. If the concept doesn’t rock, the scene will never do. Speaking in terms of a director, there has to be a significance of the subject that makes a scene worth a shot.
CGX : Point well taken. Now most CG artists and designers have a personal style or significant trademark. What would yours be?
Bloch : I like it bright and funny. I never did like dark scary pictures, because the world is scary enough. Every single smile I can evoke makes the average emotion of mankind a tiny bit brighter, I think. So my visual style is about bright warm colors, soft shaped objects and fluent motions.
CGX : That’s interesting. So you draw inspiration from …
Bloch : Mainly books. Especially Terry Pratchett’s great Discworld novels. They are an inexhaustible source of inspiration. He characterizes all kinds of well-known fantasy figures, but they are kinda like acting in a Monty Python movie. Its great fun to read and always sets me in this certain mood to create something similar. My preferred sources of visual inspiration are the traditional artworks of Boris Vallejo, Luis Royo, Paul Kidby. And, of course, reality itself. I always keep my eyes open, especially on bright sunny days ...
CGX : Satisfaction is ...
Bloch : ... around everywhere. Getting love back from my girlfriend, having a good skate session with my friends, getting a positive feedback on my images as well as the process of doing 3D itself - all these things I really enjoy. I’m a happy guy.
CGX : You see yourself heading …
Bloch : ... I hope to have a job in a big production house, maybe I will even work on the project of my dreams: an animated Discworld movie.
CGX : I understand you're job hunting right now. Given the choice, which organization would you like to work for?
Bloch : A job training position at Foundation Imaging would be great.
CGX : Any reason for that choice?
Bloch : It's just a first idea - in fact Digital Domain, Computer Cafe, Flat Earth or Pixel Magic would be fantastic, too. My actual goal is to get an impression, what working in California is all about, get in contact with some kind people, do some work for the big screen. I want to know, what's behind the California Dreaming, to have an own base of knowledge for the decision if this is it, what I'll be heading for.
CGX : Are there any 3D artists whom you admire and draw inspiration from?
Bloch : Oh, there are so many that its hard to pick individual names. Giving it a try, Jean-Marc Ariu, Bill Fleming, Craig Mullins and Taron fall into my mind, but there must be thousands I forgot.
CGX : The best part about being a CG artist is ...
Bloch : ... that I can play my favourite game all day and even get paid for it.
CGX : One final question Blochi. You come across as a very happy-go-lucky kind of person here. What’s your secret to happiness?
Bloch : Don't know - there is no secret at all. It's all about a positive attitude. I've just discovered that negative thoughts are a waste of mental energy. If you argue too much or keep looking for the guilty one, this just restricts your mind. What happens, keeps happening. So let's make the best of it. Another very refreshing thing is skateboarding. Excessive physical movement really frees my mind. Maybe it's some kind of Buddhism I celebrate this way, or maybe it's just the endorphins rushing through my blood. But it definitely makes me feel good ...


Click Grafix thanks Christian Bloch for his time and effort, and wishes him all the best in the job hunting. Blochi can be reached at Blochi@Blochi.com.
Pop into www.blochi.com to view more of his works.

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