I think the first encounter I had with 3d graphics was on my trusty old Amiga 1200, a cover disk program called Real3D. I made a model of the Dropship from Aliens and animated it flying about. I remember it taking a long time to render out that animation, but still pretty exciting to see the end results. Years later I managed to lay hands on 3D Studio MAX and became, obsessed. A huge part of my waking life back then was associated with that program, even now when I see the interface I get a whack of nostalgia.
It was around this time that I decided I was going to make an animated film from Iapetus, instead of a comic. Instead of doing sensible stuff like coming up with a concept, script or even a story, I just got straight to work, scribbling out plans and ideas, and building them as I went.
The opening scene was going to be a guerrilla raid on an urban building during a Dark and Stormy Night. The one thing that I really wanted to see was a building which had a real interior, with complex internal lights, and a sort of industrial gothic feel [this is just a guess, looking back on it now :)]. I must have been fairly influenced by Blade Runner as well.. look at the design of the base! I actually quite like that I used all sorts of campy lighting effects - for the exact same reason you would in a low budget movie - as a cheap way to add detail and mood.
This building is the centrepiece of a futuristic European city, about to be attacked!
One of the key images I wanted was a realistic building with internal lighting
The HR department have some concerns about the lighting
Because I was working on a P90 with a 14" fishbowl CRT monitor, I had to build things one part at a time (one file contained a single floor, another the base, and so on). It took a long time to render an assembly of the entire building, and consumed enormous amounts of memory (even though my machine had a whopping 48mb of ram). It became a special occasion, something to look forward to, which was good, but it resulted in very few actual images. Any time I got a hardware upgrade, the first thing I'd do is fire off a render to see how much faster it was.
I'm not sure why, but I gradually spent less and less time on it. Probably the enormity of the task, the lack of actual goals - but by '99 it was .. done. Not finished, just done.
It was around this time that my career in software development began to take the place of experiments like this. Instead of creating 3D artwork, I was teaching myself to create 3D engines. It was fascinating to understand how it all works, and programming is a highly rewarding and satisfying hobby, but looking back, it seems a shame to have just abandoned that kind of pure no-forethought creativity.
One thing is for sure, it was the start of a long drought in artistic expression, that would stretch on for a few years.
Until one night, working on a programming challenge, I drew a rough sketch on some copy paper, and got a glimpse of the character that would set my imagination off once more...