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Artwork © James Hibbert

Artwork © James Hibbert

Artwork © James Hibbert

Artwork © James Hibbert

Artwork © James Hibbert

Artwork © James Hibbert

Artwork © James Hibbert

Artwork © James Hibbert

Artwork © James Hibbert

Artwork © James Hibbert

Artwork © James Hibbert

James Hibbert: Scrapbot Studios
June 28, 2007

We recently sat down with James Hibbert to discuss life as a freelance artist, his work on the Lost n Space TV pilot, music videos and much more. Find out how he got his start and what inspires him to create.

Can you tell us a little bit about your background?
I grew up In Falmouth, Mass. on Cape Cod. I began drawing when I was at least in the 3rd grade and continued to do so in a non-structured (more or less self-taught) kinda way. When I was about 14 years old, my uncle built us a computer (a top of the line P166! :P ), and at the time Babylon 5 was still in production. I had seen that they were using 3D for that and for Star Trek: Voyager. At the time, I didn't know that it was LightWave 3D that they were using, and we ended up with a different app. I used that for about 2 years before picking up a copy of LightWave 5.6 that my brother and I bought with a student discount when it first came out. I've used LightWave as my main app ever since. 4 years later, I attended the DAVE School as part of their very first graduating class. Once I started using 3D I knew there was no turning back.

When did you first realize that you wanted to turn your art into a career?
I think it was in the summer of 1983 when I saw Return of the Jedi in the theaters for my brother's 5th birthday (I was two at the time). It really is the very first thing I can remember and it had such an impact on me that after that I always knew that I wanted to go in to film making.

What inspires you to create?
It usually depends on what mood I'm in; movies, music, TV, books. I'm an avid reader, I try to read at least two novels a week.

What has been your most challenging project to date?
I did one of the hero ships for a recent attempt to make a Lost in Space TV show. At the time, I was unprepared for doing a model on that scale and dealing with some of the issues that sometimes crop up in freelance work when dealing with clients who behave in unanticipated ways. Needless to say, it was quite the learning experience, at least the model got finished. :)

What's the life of a freelance artist like?
Nervous, very Nervous. :) When your rent is due and you're relying on getting paid by someone you don't usually have face-to-face contact with, you hope they actually pay you when they say they will. Other than that, it's great, because in general you make your own hours, and can even work in your underwear! :P

What has changed over the years for a freelance CG artist?
Personally, for me the gigs are getting more complex in what I have to do and how much responsibility I'm given. Right now, I'm supervising the FX for 2 music videos and building storyboard animatics for an internet movie. 4 years ago I was lucky to get a model to do.

What is your favorite type of project to work on?
I like the types of projects that follow the same path of things that I would create on my own.

What tools do you use to generate your work?
Just about any that I can get my grubby little hands on. I don't usually have to go outside what comes with LightWave, but Vertibevel is a wonderful thing. Hopefully I can get the new version soon. I'm really digging some of the new features in LightWave v9.2, Final Gather radiosity seems extremely promising, and of course the Real Lens camera.

What has been keeping you busy lately?
Oy-Vey! I have 3 or 4 gigs at the moment going on in staggered formation. But I'm always looking for more. :)

What on-line communities are you a member of?
Mostly SpinQuad, and a little bit on CGTalk.

What music are you currently listening to?
I range from listening to the Misfits and Metallica to classical music, and blues.

Any tips you'd like to share with artists that want to try freelancing?
I've been fortunate to never really have had to beg for work because of the really cool people that I've met Through the school and the studios I have worked with. My biggest piece of advice is that it's all in who you know, develop relationships with people who will want to work with you. Don't burn bridges, get your work done on time and with quality.

Any advice for someone wanting to break into the industry?
FOCUS! I see too many people waist their time and energy with jibber-jabber. Stop the late night partying and/or TV/games and work on your portfolio. You don't necessarily need to go to a school to be a good artist but you need to have a community of people around you who can critique your work accurately (mom does not count). Join a 3D community, there are some very talented people out there who are willing to share what they know. Get to know them, learn off them, and maintain those relationships because chances are those are the people who will give you your first break, or at least make it possible for you to get that break.

What are your top three favorite movies that have cg elements in them?
King Kong, 300, and TMNT are at the top of my list at the moment for recent movies that have in some way blown me away for different reasons. King Kong was breathtaking in almost everyway, and it really felt real to me (except for one scene). 300 to me is the way of the future, we're going to be seeing more and more movies made this way. TMNT was a bit of a surprise for me, I wasn't expecting what I got with that one, and it was made for less than $40 million. I think just that alone will change the road map of all CG movies in the future.

Thanks for taking the time to talk to us, James!
Thanks for having me, it was a real treat!



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