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Fri, Nov 11 2011 22:30:41 UTC

Interview with Nightshift3D

Today we have an interview with Nightshift3D, the creator of many 3D sci-fi scenes and props for the Poser and DAZ market.



Could you briefly describe yourself?


I'm originally from New Orleans and remain a big fan of the Saints (Who Dat!) and cajun food. I moved to Central Florida many years ago where I still live. Every spring I'm driven by primal urges to return to my place of origin and eat some crawfish. The nickname comes from years of working the graveyard shift.

How long have you been creating 3D models for DAZ and Poser?


I sold my first product to Daz in late 2006 and got my first brokered product into the store in early 2007. Those early projects took quite a while to get done as I was still learning much of the process. I've managed to streamline my workflow quite a bit since then.

How did you get started making models?


I started in 3D by making free maps for the Unreal Tournament game series. This led to playing around with 3D modelling software to make static meshes to use in the maps I made. I moved on to making Poser/Daz content where I could make things with higher polycounts and actually make some money from them.

Which software programs do you use?


LightWave for model building and UVmapping. Paint Shop Pro and DarkTree for texture creation along with use of images from cgtextures.com. Poser for rigging and materials. Poser File Editor and EasyPose Underground for editing.



How long does it take to create a typical product, can you walk us through the process?


Usually around three weeks, give or take. Most of that is spent in LightWave. I always UVmap as I'm building and usually create the necessary textures right afterwards so I have a good idea how it's going to look when it's done. Then I import into Poser for rigging and material setup, followed by some editing to clean up the file. The exception is when it's a project involving several small objects in which case I'll import and set them up individually or in small batches.

You focus on the Dystopia theme, is this something you created or are others working with you on Team Dystopia and the products themselves?


Team-Dystopia is the brainchild of my buddy Moebius who builds some amazingly cool stuff for his imagined futuristic world. He's recruited several people to handle certain aspects of product development and we've collaborated on several projects. And we've got more stuff in the works.



Is this a full time job for you or still mostly a hobby?


It started as a hobby and eventually became full-time. Which means getting new products out on a regular basis to ensure a steady income.

Can you tell us what kind of products you find sell best, vehicles, buildings, characters, etc?


I do best with interior and exterior settings along sci-fi and industrial themes and more recently I did some steampunk projects. I also found a bit of a market niche with props like weapons, tools and other hand-held gear. Vehicle sales can be very unpredictable which is why I haven't made one in a while. Vehicles also take longer because I always get carried away with making a lot of moving parts which means more rigging and editing. I tend to think every vehicle should be loaded with weapons even though I'm not allowed to mount a rocket launcher on my pickup truck.

Are you working on anything new you can talk about?


Right now I'm working on another setting for the Odysseon Station series which are sci-fi themed interiors. I'm juggling several other ideas but they aren't far enough along to go into specifics.

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