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Blake Metzler is the Associate Director of 3D Animation at the Center for Digital Imaging Arts at Boston University(CDIABU). As a man of many talents, Blake has worked as a teacher (New York Film Academy), writer, director, musician, actor, editor, and master of ceremonies (among other roles). His 3D art has appeared in films, video games, architecture, websites, and print.   His work on Episode 604: The Final Project won him the prestigious EVVY Award for Best Animation in 2004. He has also done commercial work for the likes of Polaroid and The Thoreau Society.  He’s an accomplished guitarist and his band PBR has been featured in AMP and Loud Fast Rules Magazine. 

Q1: How did you get your first break in the Gaming/Entertainment Industry?

Ha! That’s assuming that I got a “break” at some point. In all honesty, my first professional job was to create 5 different 30 second animations for an educational DVD. I got that gig through a fellow student and friend I made in grad school who didn’t think he could do it. To be honest, I didn’t think I could either, but that didn’t stop me from grabbing it! I really learned a lot on that project and am a firm believer in trial by fire. So the ‘how’ I got it was by being social, networking and above all having confidence in myself to take on something new. I think that these are all still the key today.

Q2: How much time do you spend, on average, on one particular model?

The answer to that question is not short and is going to depend on tons of variables that would change from project to project: Will the model deform and/or animate? How close to the model will the camera get? Is there a poly count? Etc….. Obviously, I spend much more time on character modeling because of the need for clean geometry and appropriate flow lines. But if it’s a mechanical model, I will care less about n-gons and get it done faster. Ultimately the budget and schedule determine how much time to spend. Artwork is never finished (only abandoned) and I only abandon it after putting in as much time as possible without missing a deadline. On average, I’d say one to two full days of modeling for one model.

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Q3: What program do you use for modeling and what 3rd party software do you use to make your job easier?

I’m a 3D generalist through and through. Although I think XSI, 3DS, and even Lightwave have amazing attributes that are better than Maya individually, pound for pound, Maya gives the most ability in the 3D pipeline. Since I think that, I generally use Maya to model, with a heavy dose of Mudbox and/or Z-brush for detailing. Ultimately these are just tools and the tools are bound to change over time, so I don’t get too comfortable with any of them. Oh yeah and (of course) all of the Adobe stuff…

Q4: What is your day like?

I really wish I could answer that with consistency. Currently, I’m the Associate Director of 3D animation at the CDIA at Boston University. On any given day I will be teaching, freelancing, doing research, interviewing, answering e-mails, and working on curriculum from when I wake up until I hit the pillow. The day is impossible to predict and that’s why I like it.

Q5: What influenced you into becoming a 3D Artist?

I was a film major (minored in theater), so naturally after college I made films and got a real job to pay the bills (carpentry and renovation). I was in the emergency room getting stitched up from a table saw injury and thought it might be good to do something a little less hazardous to my health and a little more kind to my wallet. I went to graduate school (originally for web design) and when I took my first 3D elective, it was over.

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Q6: Favorite game?  Movie?  Comic Book?

I don’t do favorites… but I’ll give you 3 good ones of each. Game wise, I think the Grand Theft Autos, the Guitar Heroes, and The Final Fantasy series are pivotal. Movie wise, I don’t get behind a flick just because it has good computer generated imagery. The Evil Dead movies, Fight Club and Star Wars (you know which ones) are the first that come to mind. I was a big comic fan when I was younger, so this one is pretty easy; X-men, Spiderman, Spawn.

Q7: What are your tips to staying focused on a large model/project?

Honestly, keep track of everything you do! Even if it means keeping a little journal documenting what you do each day. Also, make schedules, follow through on them and don’t put stuff off! I’ve gotten burnt (as all of you either have or will) by waiting until the last minute to tackle a big project. And leave nothing on the cutting room floor!!! Until super computers all render final gathering and ray-tracing in real-time, we don’t have time to do that!

I want to thank Blake for taking part of this interview.  Apart from being an excellent personage, he is a fantastic resource and a great educator. After a few minutes of working with him, you get the feeling that he puts a great positive energy into whatever he’s working on and brings you along for the ride.  You can view more of Blake Metzlers work from his website.