
Is it weird I want to eat this latest offering from Artist-In-Residence, Tom Beg? Is it in anyway strange this fruity, jellied character has me licking my lips in an involuntary Haribo-craving saliva response? Is it peculiar I just want to grab these cheery-looking creatures and squeeze them like those rubbery monster-shaped finger-puppets I adored as a nipper? Another powerful impulse is to take Tom’s latest creation and chuck them at a window, and watch them crawl down the glass like those wonderfully sticky stocking-fillers I likewise delighted in as a child. (These are all compliments by the way!).
Tom and I have been in touch regularly via Skype and in our most recent conversation, I asked him about this newest addition to his Miro-inspired cast of 3D characters…

Tom’s original sketch
Phil: I understand giving life to this second of your characters inspired by Miro’s painting proved quite challenging…
Tom: I have, for one reason or another, never really delved into the world of character production in 3D. On a technical level, character production locks you in quite severely into each process, and as someone who tries to make art and use software instinctively, this is somewhat intimidating because I don’t really like the idea of being tied into these processes so strictly. Any oversights or limitations with your work, however minor or innocent, can have some serious knock-on effects down the line which can cause anguish and many wasted hours.
For example, if your initial 2D design doesn’t make some sense in reality, then it will be very difficult to build it as a 3D model. If your 3D model and its underlying skeleton don’t adhere to the principles and rules of the 3D software, then the processes by which you build the tools to make your character move and come alive can become hampered and unwieldy. I’ll spare the grim details of my 3 a.m. battles, but in this case, I’ve been away from the software for a long time causing some, let’s say, ‘rustiness’ – and because my ‘character’ is a three-armed, nine-fingered, one-eyed, six-tentacled thing I dreamed up without any consideration for reality, I made maybe every possible mistake at every possible step. However, I needed to build and understand this one in order to get an understanding of all my other characters, creatures and objects. Making those mistakes and the battles to rectify those mistakes is just another part of the production process.

Building up the 3D model in Autodesk Maya

Tom unpacks the modelling pipeline
Phil: When I look at this latest character, I think of jelly sweets and all the rubbery toys of my late 1970s childhood.
Tom: That’s interesting! I‘ve been so wrapped up in just getting it made, I haven’t really paused to think about what this character ‘means’ to me. My initial goal was to just to translate the feeling of my initial Miro-inspired sketches into 3D, knowing that they were probably not going to look exactly the same once re-imagined. Seeing them now, I’m reminded of Sea-Monkeys and mini kids aquariums with plastic fish and decorations.

The completed model, rigged and ready to animate.
Phil: Any sense yet of the universe in which your characters might reside? Any inklings about the wider world of your short film?
Tom: At the moment the characters are occupying these infinite nebulas with very little sense of depth and space. Even when producing the last two images it’s been somewhat tricky to figure where things should be placed in relation to each other, or how big they should be, or how many there should be. The good thing is these sorts of ponderings are starting to define the world I eventually need to build. I do have some ideas floating around, so once all the initial assets have been made, I’ll be able to play around with the finished stuff – like toys – and get a better sense of what it is all going to be.

Tom’s ‘sea monkey’ in various poses
Phil: Finally then, who is up next and what are your predictions around the challenges you’ll face?
Tom: Even though I consider this character a big step forward for this project, and me personally, there will always be some challenges because no 3D model or design is ever the same. In terms of my initial sketches there are some which are more recognisable as typical characters, with eyes and arms, and there are others which look more objects. I want to start building a couple of these more object-like ones and work out how I can imbue them with that same sense of character and aliveness.

All of Tom’s initial drawings, two down, which one will be next?