27.05.2006

JONATHAN HOLMES, USA ❧

"SERIES: HOMAGE TO THE YOUNG, THE NEW & THE EXCEPTIONAL CREATIVE TALENTS AROUND THE WORLD"

READ THIS FIRST: All images here are COPYRIGHT PROTECTED. You are advised to contact the artist direct for permission to re-produce any of his/her images. Contact details are available at the end of this article, or in absence thereof, please contact the Editor of Blue Mango TV.

"Soviet V2 Rocket Launcher"

What fascinates you when you work with 3D modeling?

Jonathan: Everything does. When you work as a 3D modeler, you start looking at the world with a new set of eyes. Instead of seeing as if you were a child, you see them as if you're going to take the world apart and find out how each piece of a whole fits together. You see how each object in the world interacts, how you could create them, and how difficult it would be.

After five years of 3D modeling, I've gotten accustomed to looking at the most inane things that people would never care to look at - storm drains, light switches, tree bark, wood siding, just about anything that has an interesting pattern and could be created in 3D for a challenge.

"GDI ISAF Orca VTOL"

What do you focus on?

Jonathan: I focus on anything that catches my attention. It could be fantasy related, or it could be a monstrous tank that has god-forbidden firepower that man has yet to invent to destroy himself. Whatever sparks an interest in my head is what I follow through with for a while.


"Refinery Interior"

Where do you get your inspiration?

Jonathan: My inspiration comes from other artists. I see many artists that can model so much better than I can, and it gives me the will to continue learning and working to improve myself so that my work will stand out and be the best there is.


"Tesla Coil"

Is it hard work? what tools would you need and how difficult/easy are they to master.

Jonathan: Oh yes, it is very hard as a general rule. You need a copy of any 3D software, such as 3D Studio Max (My preferred program), Alias Maya, Lightwave, Milkshape, Bryce, XSI, etc... There are many of them.


"The Hangar"

It's taken me three years to get where I am with modeling objects and I still have much to learn within Max. It's a very, very complex program and leaves you with so much to learn every time you want to try something new.





The Timeline of Computer and Video Game History:
  • 1952: version of Tic-Tac-Toe, by A.S. Douglas.
  • 1958: "Tennis for Two", by William Higinbotham.
  • 1962: "SpaceWar!", by Steven Russel.
  • 1967: "Chase", by Ralph Baer.
  • 1971: "Computer Space", first computer arcade game by Nolan Bushnel with Ted Dabney.
  • 1972: "Pong", by Nolan Bushnel.
  • 1972: "The Odyssey", first commercial video game console to be played at home, by Ralph Baer.
  • 1976: "Death Race 2000", first violent video game taken off market after public outcry, by Exidy Games.
  • 1978: "Computer Othello", by Nintendo. "Football", by Atari. "Space Invaders", by Taito. "Odyssey 2", by Magnavox. "Space Wars", by Cinematronics.
  • 1979: "Asteroids" and "Lunar Lander Begets Asteroids", by Atari.
  • 1980: "Space Invaders" for the home, by Atari. "Battlezone", by Ed Rottberg. "Pac-Man", by Namco. "Defender", by Eugene Jarvis.
  • 1981: "Donkey Kong", and "Mario", by Shigeru Miyamoto for Nintendo. "Tempest", by Atari.
  • 1982: "E.T.", by Howard Warshaw for Atari. "Pitfall", by David Crane for Activision. "Ms. Pac-Man" by Midway. "Super Pac-Man" by Namco.
  • 1983: "Hat Trick", by Sente and Midway. "Dragon's Lair", by Rick Dyer and Don Bluth for Cinematronics.
  • 1985: "Tetris", by Alex Pajitnov. "Super Mario Bros."; "The Legend of Zelda", by Nintendo.
  • 1987: "Galaga"; "Dig Dug", by Namco. "2084"; "Joust", by Robotron. "One-on-One Basketball", by Electronics Arts. "Asteroids and Centipede"; "Barnyard Blaster"; "Flight Simulator II", by Atari. "Kid Icarus"; "Metroid" by Nintendo.

==> JONATHAN HOLMES @ aircraftkiller@cncgames.com

editor@bluemango.tv