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LightWave 3D In The Classroom... An interview with Sham

Yahaya Abdullah is a 3D lecturer at the Lim Kok Wing Institute of Creative Technology where he has been teaching for 2 ½ years. Better known as Sham, this 3D lecturer boasts 7 years in the field of animation prior to his current position. Click took the liberty of getting this lecturer’s feedback on LightWave 3D in education.

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( 1/04/02 )
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CGX : Hi Sham. Thank you for obliging us with this interview. How long have you been involved in CG animation and how long have you been a lecturer in this field?
Sham : I’ve been in the industry for seven years and have been teaching for 2 ½ years. I started playing with computers in 1983 but began to seriously dabble in computer graphics in 1992. That makes it 18 years in computer related stuff, 9 years in CG, 8 years in 3D and 2 ½ years teaching 3D.
 
CGX : Hmm…that’s quite interesting. So what was the first 3D software you started on?
Sham : Aha, that was a programming language called Polyray that I got from a book in 1993. That really got me hooked to 3D. Before that I just wanted to do game programming. Then came PovCad, 3D Workshop, then 3D Studio 3, trueSpace and finally LightWave. I’ve been using LightWave since its first inception to the PC OS.
CGX : Now in your opinion, how is LightWave different in comparison to other leading 3D applications?
Sham : First of all, it's got to be the superb rendering speed and quality. Heck, no renderer can match it tit-for-tat on that basis. Secondly, it must be the functions and tools available to do just about anything!! Thirdly, its definitely gotta be the work-flow; you can do anything anyway as long as you can think it up!! Some programs force you to work in their way or style or ideology, blah, I hate that, but LW3D lets you do anything as long as you can figure out a way to do it. Then its gotta be the price and costs of running it. I don’t think I have to elaborate on that point...
 
CGX : Could you tell us why LightWave was chosen as one of the subjects for the students to learn?
Sham : Ah, that’s an easy one...first of all its an industry standard software that doesn’t cost the Industry. It’s also fairly easy to learn (my students are comfortable with it after only 3 lessons!!) and since the college runs MACS, LW3D can be used on them. Furthermore, several of the kids at home might have LW also, its cross-platform compatible!
 
CGX : Now, I note there are a few programmes in the college that include 2D / 3D and CG as course subjects? How does LightWave fit into the relevant programmes?
Sham : It fits in very snugly indeed! LW3D and animation (CG) is very relevant in these programmes since it provides content generation from scratch and creative freedom to produce for other disciplines such as Web, Interactive CD-Rom's and image manipulation. LW3D is used extensively from the start of the course for integration into other disciplines and if students choose to major in 3D in the final semester then the best tool to use is of course u-know-what...
CGX : From a lecturer’s point of view, how do you find this 3D application?
Sham : I think its a very good tool for academicians to use since LW3D is a big name in the field today. It gives the students a certain sense of security in knowing that they are learning the best tool to equip themselves with. And when they actually go through the programme, they find out that LW3D means business, is easy to use, and most importantly, is able to keep pace and more with whatever they have in their heads. This is very important since it boosts the students confidence of their abilities and motivates them to produce even better work.
CGX : By observation and experience, how long does it normally take for the students to grasp this software?
Sham : Heh heh … I have developed an ultra secret teaching method so students are actually able to produce an animation by the very first lesson!!! Usually it will take 3 lessons to settle them in and they start to really enjoy using the program after that.
CGX : Besides Tan Jin Ho’s success, what other student projects produced using LightWave have won accolades?
Sham : Well, “Rebirth" by Chow Chern Fai was a finalist at MVA 2000, Justin Foo's entrance into Toy Story contest, "Atan the Orang Asli" made it to third place in '99, Loh Boon Teo's "Chinese Chess" received critical acclaim by Hong Kong film producers.
CGX : What are the important aspects of CG that are emphasised to students?
Sham : Design characteristics are the primary concern, but the technicalities of production are really emphasized to them. To me if you are able to master the tools, then you can master your ideas.

CGX : Many animators I’ve spoken to usually never fails to mention the need for a CG artist to be observant of things around them. How far do you agree with this statement as a lecturer?
Sham : I really agree. All things are connected in life. One can really output better things just by looking more at the world and think more openly, as well as more creatively, processing ideas and thoughts to a higher level.
CGX : Do you also believe it is important to have traditional art skills to be a good 3D animator?
Sham : Definitely!! I have always advocated the motto "Master your hands and you will master the mouse"!.
CGX : Hmm … that’s an interesting motto. Tell us, how is a student’s 3D project normally evaluated? What are the criteria looked for in a project?
Sham : Hmm ... I usually look for good twist and plot leading to the story or message. Character / element appeal and good, detailed movements are good traits. The work must present itself without the interference of the author.
CGX : Having said that, how would you define good 3D work?
Sham : Aha...the intended looks and story content. It does not have to be photo realistic (Power Puff girls, manga, etc) but the gist or essence of what the animator is trying to envision and convey is very important.
CGX : The 3D industry appears to have grown by leaps and bounds and is still rapidly moving in Malaysia itself. This can be observed in the increase of programmes offering CG and 3D courses, as well in the influx of students signing up for 3D courses. What is your view on the current local 3D industry and where do you think it’s headed in the future?
Sham : I personally feel that we have so many unearthed natural talent but these talents are difficult to uncover probably due to the majority of the population not appreciating it as it should be. But stating this, I believe that the industry is heading very fast into the right direction to become a knowledge and visual based society.
CGX : What’s the highlight of teaching 3D to young aspiring animators?
Sham : Of course the biggest highlight is when I can brag (at an award ceremony); “That’s my student!!!!! Heh heh ... think it would be when successful students calls address me as “GURU!” when they phone or visit me.
...


Having heard the lecturer’s opinions, Click Grafix also took the opportunity to extract several excerpts from a couple of LICT students using LightWave 3D. Here’s what they have to say. Timothy Shim Vun Liung & Belinda Hadiwidjaja
 
CGX : What do you like about LightWave 3D?
TimShim: Well, there are lots of things to like about LightWave. Firstly, the rendering engine. Definitely one of the best and fastest in the industry. And, oddly enough, even after having tried Maya's renderer and Hypershade, LightWave still seems to do better in terms of quality. Or maybe I'm just using Maya wrong - which brings me to another aspect of LightWave which I like - its ease of use. It's not so much of its ‘graphical user interface' (which still retains much of the Amiga look - even after being carbonised for OS X!), but more towards its 'interface design', which is simply the arrangement and categorization of specific tools and functions. Very intuitive. And infinitely customisable as well - think LScript. Of course by saying this I am not blatantly overlooking the fact that LightWave really is a very sophisticated 3D application. So much so that it gives users most of the (film/tv) industry's commonly used tools straight out of the box. Polygonal Modelling, Subdivision Modelling, Morphing, Cloth Simulation, Hybrid IK/FK, UV Mapping, Particles, even Radiosity - and more - right out of the box! And using these powerful tools has never been easier. Try using MAX or SoftImage and you'll know what I mean. It really does free the artist from having to think about the where (is that tool?) and how (do I use it?), and instead lets him create freely and naturally. Also, the Modeler is a helluva program. I can create just about anything my sick mind can conjure up. Of course, technique also counts but that is another matter altogether. As far as the animation or film/tv industry is concerned, LightWave still rules the airwaves and you can count on me using this great app for all my future projects, including my next big project, which I'm targeting to complete by July 2002. I'm hoping.
Belinda : I like it because I'm familiar with it and it works fine with my Mac.
CGX : You chose 3D animation because ...
TimShim: Director, Storyteller, Animator ... 3D animation allows us to be all and do all. Why, you ask? The answer - Control. Yeah, and also remember that saying which goes, 'if you wanna do it right, you gotta do it yourself'? The ability to create everything, from the props to the actors really allows me to achieve the style or look I want. Plus, how much can you push a 'real actor' before he starts suing you for trying to make him do Yoga-like contortions, then pushing him off a 100-storey building, causing him to break his spine and paralysing him from the neck down? Too bad there aren't any Undos in real life
Belinda : Because people made me believe I have potential in it. Without them I might not have realized that. I do enjoy 3D animation compared to other things and I just can spend hours at it without feeling bored.
CGX : Are there any 3D animators out there whom you admire or who has inspired you in any way?
TimShim: One guy - Taron - Very cool stuff - www.taron.de
Belinda : No. I get my inspiration from other things not related to 3D.
CGX : Many CG artists have a personal preference for specific types of 3D work, for example Stan Lee prefers to create 3D cartoon characters but others may prefer futuristic scenes or fantasy inspired productions. What do you prefer and why?
TimShim: I have no preference for any one genre, but most of the time, for my personal work, I strive for a more gothic look, something surrealistic, something along the lines of distorted reality. I don't see the point in doing extremely hyper-realistic 3D since it's so much more cheaper, faster and believable hiring real actors to do the job. Besides the point is to tell a story, and nothing else. Something unreal is the stuff 3D was meant to do in the first place. It's what it's best at anyhow.
Belinda : I prefer cartoon characters, cute ones. Futuristic 3D productions look tougher, but that actually depends on the artist's personality I guess.


So there you have it all. The ‘voices’ of the a lecturer and his students. Click Grafix thanks Sham,TimShim & Belinda for their time and very enlightening feedbacks. We also wish TimShim all the best in his big project, which we hope to bring you more info on. Here’s looking forward to another interview on that.

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