Artist-in-Residence: Tom Beg #10


In between his various creative endeavours triggered by The Kick-About, and his day job designing and delivering the curricula for his English classes, Japan-based creative and Red’s Kingdom artist-in-residence, Tom Beg has continued work on his animated short, Tabula 5465. Time for a catch-up…


Hey Tom, it’s been a while since we had you back in Red’s Kingdom: I know how busy you are, so I was excited to see a recent update on your short film, Tabula 5465, which means you’ve somehow been finding the time to continue work on your animated short.  Tell us about all the latest developments.

Tom: Animation on the next creature is well underway. It is still a work in progress, but it is starting to materialise as something. Now I have a bit of time coming up, I’m aiming to make more substantial progress. Stay tuned for more updates later, but for now, you can look at what I have produced so far.



As far as other more under-the-hood developments go, there have been things tweaked and added here and there. For example, to assist in the animating process, I have created a few simple extra controls to the rig of the character to make it easier to get some nice organic bobbing and swaying movement.  On my previous character this was extremely clunky to implement, so I am glad to have it as as something I can control independently from everything else.

Speaking more in terms of things that have a more obvious visual impact, I have made progress towards getting the final look of the animated sequences. I was able to render out a low-resolution version to test out various post-effects. In the end, I got something that was quite close to how I imagine the final film will look.



I’ve also been chipping away at an animated version of the title sequence and branding that is going to open the animation. It’s all very retro-pop!



Learned any new technical tricks lately?

Tom: One of my goals ,as this project developed, was to start using a tool in Maya called MASH, and I’ve been making the steps to start incorporating it into the pipeline of this animation. Unlike just about every other tool in Maya, MASH is a lot of fun to just play around with and get some interesting effects almost instantly. My purpose for it in this animation is to populate the backgrounds with more simply animated creatures, while the hero creatures in the foreground do the heavy lifting.

I couldn’t help but find out what would happen if 1000 creatures were to suddenly be brought into existence. I can conclude that a slow-moving computer and some amused giggling in a one-room Japanese apartment is what happens.  But after the silliness, I did get round to more subtly incorporating it into the animation, as per my original plan.

When you’re working on a long project like this one, the motivation to keep going with it is never guaranteed – especially when you’ve got so many other responsibilities.  When your mojo is running a bit low, what are your ‘hacks’ for getting back into the saddle?

Tom: Due to my day job, the actual production of the animation comes in waves, but even when I am not doing something related to art and animation, I am usually doing something that is exercising my brain in a creative way. That can be something like working on new lesson ideas, studying Japanese, or even just taking a walk around my neighbourhood and going down a road I’ve never been down before. It all tends to yield at least one interesting new sight, the discovery of something new or a burgeoning interest in something. I used to watch so many Japanese films when I younger because I was just so curious about what they had been making over the last 100 years, and here I am in Japan, learning a language that ten years ago, I could never have imagined having any understanding of.

Mostly, I recommend just finding something new that isn’t your comfort food. I think I am naturally curious person about creativity, especially when it comes to things outside the mainstream. I don’t love everything I see, but I am interested to see it at least once. One of the things I used to do when I was a student was just to marathon-watch lots of truly weird and bizarre stuff that probably should have never been made or seen by anyone. Unfortunately, even this became my comfort food and I had to branch out into even weirder stuff! The 70s was certainly an interesting time in cinema! At the very least it always encouraged me to see the world a little differently.

Do you ever find that your ‘extra-curricular’ projects are feeding into your teaching?  How much do your students/colleagues know about your other life as an artist, animator and film-maker?

Tom: I think creating art is about thinking about an audience and making something which could be interesting for that audience. In essence, that is the same as making relatable and enjoyable lessons. To be honest, I don’t do much direct cross-over, besides some amusing PowerPoint tricks and worksheet design. I always feel like if that cross-over was made more explicitly obvious then maybe I have moved too far away from the point I am supposed to be demonstrating or encouraging students to interact with. However, at the end of the day, both animation and teaching are about eliciting some sort of reaction from someone so they feel interested enough to want to experience more or learn more from that thing. That is what I strive for on all fronts!

What’s next on your slate for Tabula 5464?

Tom: Just animating. I think I said that last time too, but my schedule is clear this time!

Finally, paint me a picture of life in Japan right now, weather, wild-life, the Olympics…

Tom: Rainy season is over (and it certainly did rain, as you may have seen in the news) so now the summer heat is in full swing, and the sweating from places you never imagined sweat could come from begins. Our old Kick-About friend, the cicadas, have also started their annual singing competition. Oh, and yes, the Olympics. Let’s just say that is a thing that is happening…


Artist-In-Residence: Tom Beg #9


It was all the way back in November I last caught up with Red’s Kingdom’s artist-in-residence – filmmaker, animator and digital artist, Tom Beg. Since that time, I can assure you Tom hasn’t been twiddling his thumbs. On the contrary, he has been hard at working bringing the illusion of life to the first group of his otherworldly critters, so it’s time for a bit more show and tell.


Phil: How are you, Tom? And life in Japan? What are the headlines?

Tom: Nothing too exciting for me personally but it is coming up to my fifth anniversary of living here, so that’s something. Also, Japan’s educational year actually ends in March, and starts again in April, so in February most students who are planning to go to high school or university are going through what is known as juken jigoku or “exam hell” if translated to English. This means soon it will be spring and graduation ceremonies (socially distanced ones, of course), with cherry blossom flavoured Kit Kats, and cherry blossom flavoured everything available in abundance.

Phil: I’ve been very excited to see your most recent updates, including a sneak peek at the project’s branding.  To kick things off, tell us something about your creative decision-making in regards to your animation’s title.

Tom: The animation’s title is Tabula 5465. Basically, it is inspired by the naming conventions of exoplanets. Tabula is the Roman word for a slate or tablet, on which things are written, while 5465 is a reference to the physical dimensions of Joan Miro’s painting Women and Birds at Sunrise, the painting from which the designs and ideas for the creatures in my animation derive. The logo represents the orbits of eight different planets, each representing the different creatures in my animation. The font was inspired by the one used for the titles in The Undersea World of Jacques Cousteau.  

Phil: I’ve been watching your animation updates appear on your Vimeo channel, and enjoying how you’re bringing more life to your creatures with every iteration. What’s guiding your decision-making in terms of your animation strategy?

Tom: Just making sure everything feels alive and behaving as if it belongs in this world. For this sequence, firstly I thought about how the creatures would behave if they were simply idling about and not doing much at all. From there, it was thinking about how they might potentially go from this idling-around behaviour to different states of movement.



Phil: We’ve talked previously about the challenges of directing a film that is driven, not by story, but by the behaviours of your characters. What is your current thinking about how the film hangs together as a whole?

Tom: I think it’s going to be more in the style of a documentary or educational film. Rather than have the creatures perform for the camera, I’m animating as if they are being filmed in a natural state. I imagine when filming nature in real life, there is probably a certain joy in just watching things happen without any interference, even if it’s totally mundane behaviour. That’s what I’m aiming to capture. It’s not really a story with a three-act structure, but the story of these creatures and how they behave in their own world, and as a group.  

Phil: What are some of the frustrations in regard to the animation process?

Tom: The physic simulations require a lot of calculation that can’t be done in real-time, so if I want to move something, I can’t get accurate feedback instantly. I have to do something called a playblast, which is a way of watching the animation play back at the correct speed. The videos you’re seeing in this post are playblasts. They aren’t full renders, but they play the animation accurately at a lower visual quality for preview purposes. Then there is dealing with models passing through each other because they aren’t actually solid things. I’m constantly having to adjust timing and position. It’s like cutting off the head of a hydra – you fix one and then another one appears!

Phil: And what’s delighted and surprised you?

Tom: I snuck out a few low-resolution renders with the lighting and materials applied, and it is looking quite nice. Unfortunately, you’ll have to wait a while longer to see those….

Phil: Out of curiosity, are you able to add up all the different individual tasks and processes you’ve had to go through to get to the latest stage – and how many processes come after this point to produce a final sequence?

Tom: So far there’s been: design, modelling, rigging, texturing, lighting, going back and fixing the modelling, fixing the rigging, animating, fixing animation, fixing animation and fixing animation. After fixing more animation, I will need to cache the animation and set up the various render passes that will give me the information I need to get depth of field, motion blur etc. After that, rendering the actual animation and compositing the various layers into a final sequence with all the effects applied that give it the final polished look.



Phil: And finally, what’s up next?

Tom: The three-armed pink tentacle creatures probably. I will animate the creatures in the order I made them, although they won’t necessarily appear in the animation in this order.



Artist-In-Residence: Tom Beg #8

It’s been a while since we heard from Japan-based artist, animator and filmmaker, Tom Beg.

Is this because Tom has been twiddling his thumbs or resting on his laurels? Hardly. In addition to teaching English to Japanese school children, and gunning for fluency himself in Japanese, Tom has been continuing work on his ‘Miroverse’ bestiary – his charming and strange cast of CGI-critters first inspired by the paintings of Joan Miro. Something of a project milestone has been reached, with all eight of Tom’s characters being put through their respective ambulations. Time then to catch up with Tom and find out a little more about what it has taken to bring his gang of improbable characters to life…



Phil: I found it very gratifying to see your Miroverse critters moving at last…

Tom: Yes, it’s exciting to see the fruits of my labour and produce some moving image at long last. After building and designing for such a long time, there’s always something satisfying about seeing previously inanimate things you’ve been working on finally come to life, and move how you would expect them to, or sometimes move in ways that gives them personality and character you perhaps didn’t originally expect.



Phil: Let’s imagine you can’t talk too technically about the process of animating… How might you describe what you had to do and how you did it? Is it anything like puppeteering? I have this very analogue image of you standing up ‘above’ these creatures, and moving them like marionettes or old-school rod puppets…

Tom: For the test animations, I’ve been trying to establish a base animation style and pipeline for each of the creatures. I want them to have a very organic and restless look, which I think comes off pretty well in these tests. It might be hard to imagine, but animating them was actually a lot more mathematical than perhaps you might expect for such wiggly things.

In Maya, you can animate very traditionally, or you can animate based more on numbers and graphs and letting the computer calculate what happens. I was actually working more with the latter method, which might be surprising. Lots of typing in different values to work out how many frames of animation would be appropriate for whatever movement. It’s lots of looking at things that don’t look like animation in the typical sense but are nonetheless controlling what’s happening on the screen. When it comes to final animation, it’s going to be a mix of this and more traditional animation puppetry.



Phil: Did any of your critters resist you? I mean, did you think they needed to be animated in one way, only to find they didn’t suit it or demanded an alternative approach?

Tom: In some ways, because it’s not like these are real world things, with real bones, muscles and lots of references to draw upon. I’m also fighting the computer somewhat because a lot of the movement is calculated by the software, so things would behave erratically from time to time, especially at the beginning. That being said, they were mostly painless to get moving. I usually started with a basic full body movement and then animated and refined each part of the creature once that was in place. When there was a convincing feeling of aliveness, I would go back and add some secondary movement and fine-tune lots of settings to give things more or less weight and elasticity.



Phil: For those less technical amongst us, give us an idea of how long these short sequences took to render – I think this means you having to explain 1) how many frames there are in a second of animation, and 2) how long each frame takes to render and 3) what you have to do with all those frames once they’ve been produced?

Tom: Depending on the creature, the render time for one frame of animation can range from about one minute 30 seconds for the quickest, to just over five minutes for the most complicated. There are usually 25 frames in a single second of animation, and each clip is ten seconds long. If the average time for one creature animation is three minutes, that will take something like 12 hours to render. I was sleeping to sounds of whirring computer fans multiple nights in a row and waking up in the morning to get my finished renders, which is very satisfying – but very annoying when you overlook something, make an error and have to do the whole rendering thing again!

When it comes to rendering the final animation, I really must consider how long each frame takes. Adding just 30 seconds onto the render of a single frame will increase the total render time by hours and cost me in more ways than one! When it comes to rendering, time really is money – because I have an electricity bill to pay!

Anyway once everything is rendered, I load all the frames of animation into DaVinci Resolve, a free editing suite, and I can see the final images in action. This is always the best part!



Phil: What’s the next phase of this project look like?

Tom: Hopefully, I’ve proved these creatures can move fairly convincingly, so the next part is to actually turn everything into a short animation. That means lots and lots of animating and lots of decisions about this thing as a film. I’ve been watching a lot of Jacques Cousteau documentaries, experimental animation and microscopic biology videos in preparation!



Phil: Finally then, how’s life in Japan? I think we need to know about the flora and fauna; what excess of wildlife are you dealing with currently?

Tom: The number of creepy crawlies has dropped off but like everywhere we are battling the effects of the pandemic on the economy and people’s daily lives, but things have to keep ticking over and even in these strange times Japan isn’t a country that lets you rest or take your foot off the pedal, especially if you want to try and reach beyond your comfort zone. It has been a struggle to balance all the things I want to do with my life here, especially under the cloud of coronavirus but I’ll keep reminding myself there is still this weird animation that must be made!



Artist-In-Residence: Tom Beg #7


I always look forward to the moment when I get a Skype notification, which usually means artist-in-residence, Tom Beg, has something new to show me. Tom’s been super-busy of late doing sensible things like enriching the vocabulary of his Japanese students, but has somehow found the time to put some finishing touches to his Miro-verse menagerie! We caught up for a brief chat recently and it gives me very real pleasure to share once more the fruits of Tom’s labours!


Phil: Hey Tom. I hope all is well over there in Japan. So, you got all critters modelled, textured and rigged… and then you went back to some of them to make some refinements. What was missing from them originally, and what changes have you made and why?

Tom: I thought everything had something of flat CG look, which was making everything not as satisfying to look at as it could have been. It was probably a case of me being a little timid when it came to turning on some of the extra switches after a long time out and not really knowing what kind of extra steps turning on said switches would introduce. Most of the changes are pretty subtle, but I’ve tried to throw a few things into the mix. For example, making the surfaces reflect and absorb light a little more interestingly, making the highlights pop a bit more and so on. There will be definitely be some more changes when I start animating and see what happens when these things move and react to light more dynamically.



Phil: I know you’re not supposed to have a favourite child… but do you have a favourite creature, and if so, how so?

Tom: I like the red orb with the metallic blue shell! Funnily enough of all the original sketches it’s the one I find the least appealing, but in its 3D, form I think it’s very cute and graphical. It has this mischievous personality that comes across even without an obvious face.



Phil: You’ve been looking at, thinking about, and working on these characters for months now… how have you sustained your interest in the project?

Tom: I enjoy seeing the results each step brings, so I just chip away and take everything day by day! These are strange times, so I don’t beat myself up about missing whatever informal deadlines or goals I’ve set in my mind.



Phil: How’s ‘the story’ coming along – though I’m using that term very loosely!

Tom: I’m aiming for something short and sweet which probably does indeed mean a very loose story! I’m leaning towards something a bit faux-documentary, not too much editing and just letting the creatures’ movement and visual style define how the ‘story’ progresses.



Phil: What can we expect from your next update, Tom? What’s on your to-do list?

Tom: Animation and lots of it! All these critters need someone to get them wiggling and shaking and that’s my job!



Phil: And finally… how’s the cicada situation out there?

Tom: Unfortunately, the cicadas have just about cried their last call of the year, but now hornets are on the prowl and those do actually kill people so I think I should just stay inside and make this animation!


Throwback Friday #20 La création du monde (2013)


Last Friday, I featured a bunch of digital speed paintings created in response to Darius Milhaud’s ballet, La création du monde (1923), which was the first stage in a creative process wherein an entire community of creatives were challenged to visualise Milhaud’s jazz-inspired ballet. The next stage was using the resulting imagery to create an animation to be projected in live-synchronisation with orchestral performances of La création du monde (facilitated by Keith Burden, whose work with audio-visual installations and projection-mapping is highlighted here).

The not-inconsiderable job of re-working a selection of the original synesthetic paintings into an uninterrupted sequence of abstract animations fell to Tom Beg and Jordan Buckner, who took the paintings we’d created and gave them dynamism, character and energy, pushing the music back though the imagery it had inspired in our collective imagination.

Come the premiere of the animation, Tom, Jordan, Keith and myself were all stuck behind the screen onto which the animation was being projected while, in front of it, the orchestra performed, so we couldn’t see the audience’s faces as the film played out – but the moment of hush, followed by enthusiastic applause, confirmed something rather magical had taken place – a transportive synthesis of sight and sound.



Artist-In-Residence: Tom Beg #6


Phil: Hey Tom, how goes it in Japan?

Tom: It goes hot and sweaty. Fallen cicadas dot the streets alongside the occasional spotting of a lizard, beetle, praying mantis or worse yet, a dreaded cockroach trying to make its way inside my humble abode. One thing I didn’t know about Japan before I came here is that it has a lot of bugs, and even though they are fascinating, they are still quite terrifying. I think because somehow, they always manage to find a way in.

Phil: I always forget to ask – what’s the view from your window? I always wonder what you’re looking out at when you’re procrastinating or taking a screen break from your Miro-verse project?

Tom: I look at the same thing that 90% of people who live in an urban area of Japan look at: blocky residential buildings and ugliest power lines you will ever see. Lots of them too. I used to be able to see Mt. Fuji from my old place but these days I’m fortunate to at least have the privilege of seeing the tops of some trees behind the rooftops and masses of wires. But if I walk a few minutes down the road, and climb some steps, I can at least see some…more residential buildings. It’s higher up, so it’s cooler I think?! Here’s a picture of said view:



Phil: Given the exuberant other-worldliness of your creations, people might be expecting your work-station to resemble a laboratory – lots of flashing lights and twitching dials… What’s the reality?

Tom: I live in a fairly small place so I try to reduce the stuff in my immediate vicinity to the bare essentials. My home office is just my laptop, a second screen, a portable speaker, a lamp and an analogue clock. I’m not really big on collecting trinkets and figures (a potentially dangerous game in Japan, the land of such things) so it’s all a bit sparse. I’m hoping to upgrade my set-up soon though, so there might indeed be some cool flashing lights to suitably disrupt my sleep pattern and REM cycles.



Phil: So, we’ve got a double-whammy from you this time; you’ve been in the business of producing swarms. In some ways, these appear simpler than some of your other critters in terms of their physiognomy?

Tom: Yes, it was a lot easier to recreate my original sketches for these into 3D models and instil them with some personality. As always there were issues, but overall, I think they came out looking pretty nice. These days I have a good grasp of the 3D processes for creating these characters individually so the challenge going forward is how to give them life as a cohesive group of characters. I’ve been researching and experimenting a little bit with a tool in Maya called MASH. It’s something that I was unfamiliar with before but has become quite relevant to my needs recently. I hope to be doing a lot of MASHing in the coming weeks.

Phil: I think you’re going to have to explain that, Tom; people reading this are going to think you’ve gone a bit ‘Richard Dreyfuss’ in Close Encounters of the Third Kind

Tom: I want to populate my world with lots of these characters, but more characters obviously means more work! MASH is a nifty tool that can be used for animating large groups of characters and objects with relative ease. There’s still a lot I have to work out, but I think it’s going to be another good tool for bringing this world to life.



Phil: There is something particularly joyous about these creatures – something delightfully rambunctious. I know you’ve been staring at them on screen for hours on end, but what are your feelings towards them? Do you have a strong sense of where they fit in the Miro-verse and how they might conduct themselves? The red ones look very disobedient to me!

Tom: I’ve been working hard to make sure all of the creatures have joie de vivre when it comes to their look and movements, and at the same time I’ve tried to make them very robust. I mean, I’m quite satisfied that they basically function and look exactly as I want, and if any changes do need to be then it’s a case of just fixing rather than throwing everything out the window. I really want this to look like a classic animation with lots of exaggerated and unusual movement. I think these little guys can pull it off!

Phil: And only one more creature to go right? Have you been saving the best for last… or putting it off?

Tom: The last creature I’m going to make is the first one I sketched so in a way it’s come full circle. It wasn’t a case of putting it off, more that for each creature I have incrementally built up my skill set and pipeline methods while learning from the mistakes I’ve made along the way. This character was kind of the natural end point as it’s a mix of abstract shapes and more human-like forms. The challenge of this character is it’s going to be a lot more modular. What I mean is that rather than the model shape essentially being fixed, this one will made of multiple models that can be moved and placed individually. I’m still working out the finer details. Stay tuned.

We certainly shall!



Artist In Residence: Tom Beg #5


It’s time to catch-up with Artist-in-residence, Tom Beg, a moment to which I always look forward because I know I’m in for a visual treat or two – and this latest update is no exception.


Phil: Hey Tom, it’s nice to have you back again. So, let’s start with the most obvious question… Exactly what were the creative and technical challenges of realising this most surreal of your Miroverse critters, which appears at first glance to combine a rather exhausted-looking whale with an ambulatory witch’s hat?

Tom: Hi Phil. Yes, I’ve been away for a little while, but I’ve been chipping away at this animation whenever I’ve had the chance. For the first time so far in this project, I also have a little bit of animation to whet the appetite. If you compare my initial sketch to this 3D character, you can see I took a few decisions to make it fit it better with the overall aesthetic I’ve been working towards, by tweaking and adding where I felt things could be improved.



So far, I’ve been creating these creatures with a very old-school method of animation in mind, more like a traditional stop-motion animation, where each part would have to be moved individually and all animation would have to be generated by hand. However, in all the images I’ve produced, there are multiple characters with multiple poseable elements, all of which will need animating to create a convincing effect.

I’m not a traditional character animator, so I needed to start developing a strategy to make these characters come alive in a satisfying way. With that in mind, for this character I decided to adopt a ‘dynamic rigging’ workflow. To put it simply, while the bulk of the main animation is done by hand, beneath that is an underlying system of physical properties, based on the real world, calculated by the software and computer, which help to make this character move in an organic, dynamic way. I’m getting a lot of animation that would usually have to be done by hand at a great cost of time and energy. Now I’m essentially getting that extra movement for free.



This has meant another layer of complexity on top of what I was already dealing with, so there were a bunch of issues when it came to building the control system of this thing. At times I had to call on the help of the secretive ‘Maya Jedi Council’, who helped me get through a couple of the technical difficulties I was having. In the end I’m totally happy with this character in terms of the flexibility it offers for animation and the amount of movement I can get from it – so happy in fact, once I’ve made the next three creatures, I’ll go back and update the previous ones with this new system.



Phil: I get such a strong impression of this creature’s character; I’m getting an Eeyore-meets-Orko vibe...

Tom: I absolutely wanted to try and create a creature with two personalities; one half a kind of regal and majestic whale-like creature, while the other half is like a parasitic creepy-crawly. I think their relationship mimics things like Parasitoid wasps, which lay their eggs inside other bugs, or other so called “zombie” parasites that take over and control their unwitting, helpless victims. It’s all very morbid stuff!

Phil: In a previous chat we talked a bit about vocalisations for your bestiary – how they might sound. I suppose a better question is ‘who are they in terms of their personalities?’ because it’s from there everything else will flow. Got a sense yet of who these creatures might be, or what their respective temperaments might be like?

Tom: As soon as I started to produce the sketches in 3D, I imagined this animation to be somewhere between pure cutesy and whimsical like any typical kind of colourful character animation, and a somewhat creepy Boschian-like nightmare. Maybe like you, I grew up with a much-rewound VHS tape of Fantasia and in the spirit of that film, I want the creature’s behaviour and personality to come across as very ‘not of this world’, and coming from a place of abstraction and pure imagination in the tradition of classic avant-garde animation, like the works of Oskar Fischinger. I’m digging deep for influences so once this project starts to move into time-based media, I think all the pieces will come together.



Phil: And now for my traditional last question… By my reckoning, your 5 drawings down with three more to go – who’s next?

Tom: If I look at the remaining three initial sketches and try to imagine how they will move and come alive, in terms of unknown technical challenges, I think I can say with a little more confidence I have come to terms with the main Maya mysteries of the Miroverse. With this latest attempt I got things moving and animating in an organic way that is intuitive and easy to produce. There isn’t much more I could add without taking the animation style in a slightly different direction or without adding yet another level of complexity of top what I already have. However, for each creature I’ve tried to challenge myself to attempt something new, so I’d like to keep up that tradition.



For the next creature I’m thinking to go with these drone-like blue bug things which I imagine to behave like irritating wasps, buzzing around and being a general nuisance. The questions I’m going to ask are what can I do to further to improve the overall visual quality of my images and how can I continue to refine my control system.


“drone-like blue bug things which I imagine to behave like irritating wasps


Artist In Residence: Tom Beg #4


Phil: Hey Tom. Nice to catch up with you this week. I always look forward to seeing what you’ve been up. This image is joyous – like a shoal of outlandish helium balloons. It looks to me like you enjoyed translating your Miro-verse ‘anchovies’ into 3D existence…

Tom: Yes, the Miro cinematic universe, otherwise known as the Miroverse, is starting to come together but there is still a long way to go. I don’t consider the creatures and critters I’ve made so far to be finished, but now I have a pipeline of sorts established, it’s certainly quite enjoyable to be able to pop them into an empty scene and play around and pose them, or see how they interact with light and shadow. This has always been my favourite part of the 3D process. Also, all of this is a bit of testing and planning for when the time comes that I have to make these things come alive. It’s good to get a feel for what the possibilities and limitations might be.



Phil: I have many questions when I look at your characters, and they create an impatience in me to see them come alive and exhibit their signature behaviours. Any thoughts on how these critters might express their physicality? They look as cheeky and social as house sparrows…

Tom: Each of the creatures have their own bespoke control system that allows them be animated and manipulated in various ways, so this will certainly give a lot of opportunity for them to be able move and behave uniquely. That being said, there is likely going to be a lot of these things inhabiting a scene at any one time, and I’m a one-man studio making this in my free time. I’m going to have establish a kind of formula for animating them and giving them personality.

Phil: Another of my ‘many questions’ regards vocalisation – what these creatures might sound like? What are your current ideas in terms of potential sound design strategies?

Tom: I’m not a musician and I’ve never created sounds or soundscapes from scratch myself so it’s definitely going to pose a big challenge. I’m thinking about how I can use existing sound libraries to my advantage by manipulating, layering and distorting them until something interesting emerges. When I look at these creatures there are so many real-life sounds that immediately spring to mind, and since Miro’s paintings are an expression of the real world, it would make some thematic sense to use the real word in humorous and interesting ways.



Phil: A bit of an aside here, but producing work like this on the computer is a long-haul; what do you listen to while you work to keep mind and body together?

Tom: I like to stick to my comfort listening when I’m building stuff and doing somewhat repetitive tasks in computer software. I’m not sure it’s the right time to branching off and dabbling in some 1980s experimental Japanese noise rock or something like that. Here’s a little selection of the movie soundtracks that are often circulating around on my YouTube playlists while I’m moving the vertices and orienting the joints. Star Trek: The Motion Picture by Jerry Goldsmith, Walkabout by John Barry, The Empire Strikes Back by John Williams, Aguirre: The Wrath of God by Popol Vuh, Cannibal Holocaust by Riz Ortolani, and Transformers: The Movie (if solely for Death of Optimus Prime.)

Phil: And finally, who is up next and what do you predict the creative and technical challenges to be?

Tom: It’s these floating balloon whales with giant “cone things with tentacles” attached. I think with that description I’ve roughly summed up the creative and technical challenges I might face…


some floating balloon whales with giant “cone things with tentacles” attached


Artist In Residence: Tom Beg #3


Phil: Hi Tom, how are you doing? How are you finding the ‘new normal’ in Yokohama?

Tom: Not bad. I’m back to my regular day job (with all sorts of social distancing restrictions) which means I have to balance doing my regular thing and this other thing. I’m just getting used to working out exactly how much energy I can put into both without suffering a full-blown burnout breakdown. It’s also just transitioned from spring into summer here, so I’m coated in a layer of sweat at all times. The humming air-conditioning unit becomes your best friend at this time of year.

Phil: First you gave us a goggling cluster of eyes, next a gaggle of jellied Sea Monkeys, and now we appear to have a bristling asteroid field of jaunty traffic-cones… What creative and technical challenges did you face bringing this latest cg asset to life?

Tom: One thing I needed to work out was how the blue cloud blob could have some variation if it needed to be duplicated, and also give it a sense of alive-ness. I experimented with quite a few methods of modelling, and in the end I went for a design somewhere in-between my initial drawing while allowing some flexibility and ease of variation within the 3D software. I think when it’s all animated, and all the parts are spinning and bending, it should look quite hypnotic and weird. There’s a load of moving parts, so I needed to make a control system robust enough to control each individual piece, but also not so finicky it would takes hours and hours just to get a few things moving about. It’s made me rethink some of my previous models and I’m already considering how they could be refined at some point.


Tom’s original Miro-inspired sketch


Phil: When I was little, there was this weird underground shopping centre I’d visit on Saturdays to spend my pocket-money; there was this toy shop down there selling all-manner of wonderfully rubbery toys – dinosaurs, giant insects, blobs, slime, bugs. It was heaven. When I look at your Miro-inspired creations, that’s where I expect to find them. How’s you’re thinking coming along in regards to what sort of story world your characters might inhabit?

Tom: It’s going to be like a big toy box of Pokemon outcasts and Digimon misfits wrapped up in this Miro-inspired universe. So far, I’ve just been making the characters, but there is a world they need to inhabit too. I feel like these characters and creatures are trapped in this bizarre universe and have to go on some kind of hero’s journey narrative to uncover what their purpose is.


The 3D model

Materials development – designing the look and feel of the surfaces of Tom’s ‘traffic cone asteroid’


Phil: You’re a bit of a film buff with some suitably eclectic tastes (I still remember a screening of Street Trash you organised which fairly traumatised an entire demographic of young impressionable adults!). I’m going to assume you’re already having lots of ideas about potential visual strategies for new animation; any existing filmic references that are feeling particularly pertinent to your project?

Tom: As you know, I love films that straddle the line of obscenity and the ridiculous but at the same time have a kind of artistic credibility (so maybe not Street Trash.) I’m not looking to go that far into the realms of the obscene but I am looking to create something unusual and a little bit ‘out there’. In all of my images so far there something totally zany and cartoonish about everything, but even so I want to capture them filmically with some elegance and reverence. The likes of René Laloux’s Fantastic Planet and the way that film plays with scale and space is looming large in the background. There is the sheer weirdness of Kenichiro Mizuno who is a renowned artist, animator and filmmaker here in Japan. He is the kind of the guy whose images you instantly recognise but have no idea what kind of imagination could produce such wonderfully bizarre creations. Finally, as a filmmaker I love the way Werner Herzog films nature and imbues our reality with a feeling of strangeness, the surreal and the otherworldly, such as in his documentaries: Encounters at the End of the World, Cave of Forgotten Dreams, Fata Morgana and Lessons of Darkness etc. But the way he can film anything, no matter how seemingly comical or unsophisticated, such as the dancing chicken in Stroszek, with such sincerity is something I really admire


The completed model and friends


Phil: Which of your drawings is next in line for the 3D modelling treatment?

Tom: Next up is a kind of anchovy, seahorse, dolphin, jellyfish hybrid. I’m chipping away at it slowly in my free time.


a kind of anchovy, seahorse, dolphin, jellyfish hybrid


Phil: Finally – can you describe your ‘work station’? In his last update, artist-in-residence, Graeme Daly, described his own ‘creative station’ as a bit ‘sad’, so not the pristine laboratory of dreams people might assume he’s working in. What’s your set-up like and any advice for other creatives who are trying to get cool stuff done in less than ideal home-working situations?

Tom: I’m actually just building all this stuff on my laptop in my one-room Japanese apartment. Honestly, I’ve never had the latest LED illuminated gear, the powerful graphics cards or the liquid-cooled systems. Perhaps it would help in some way and of course this kind of stuff has its place in the production pipeline, but having big, badass tech has never really been the motivation for me to make stuff. Tech make your life easier but at the same time I personally feel like it very rarely helps you make anything significantly better than on a more modest setup. I like to think of all the wonderful, timeless things that have been made on the humblest of equipment, with the most primitive methods, on the tightest budgets, in the most restrictive environments. I’m quite sure every filmmaker you have ever heard of got their start that way. When it comes to art sometimes limitation is freedom because you stop thinking about what you could be making and just make it!


Artist In Residence: Tom Beg #2


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?