Remember 3December
Find out where to celebrate your 3D CG art...
Theme color:
  • 1/3
You are here: Homepage /  inHouse /  Behind the Screenz / Tomáš "Temüjin" Müller
Tomáš "Temüjin" Müller
 
     
    Posted: Dec 17, 2008
    Published by: the area
    Homepage: Visit the page
    Software: Autodesk 3ds Max
    Social Media:
    Bookmark and Share
    The Area:
    Hello Tomáš, welcome to the AREA. By the way, what does the name "Temüjin" mean?
    Tomáš:
    Temüjin is my nickname, which in actuality is the birthname of Genghis Khan. I started using this nickname a long time ago for online gaming. Afterwards it became my standard nickname since many people knew me by that name at the time. I chose it because it is very similar to my last name.
     800x1131
    The Area:
    Can you tell us a little bit about yourself - where you are situated, what you do, how long you have been in the industry?
    Tomáš:
    I live and work in Prague. My primary direction is illustration and, secondarily, creating visual things using different techniques, i.e., 3D, matte painting, drawings, etc. I‘ve been doing this kind of work for around eight years, ever since I finished art school.
    The Area:
    Indeed the range of work in your portfolio spans from advertising visuals, photo-montage, matte painting, concept art, and 3D. Where would you say the culmination of your skills originates?
    Tomáš:
    I was always interested in special techniques and solutions. I really like experimenting and trying to find new ways to create my artwork. The foundation for all my experience and knowledge came from school. There, I was trained in classical drawing techniques. After that, I began searching for a new direction and started to explore CG, composition and the application of digital airbrush. With the combined experience gained through exploring these media, I got the opportunity to work with advertising and on various game projects. Thanks to working in these industries, I got even more experience from different fields. I try to explore all options and not stay in one spot.
     1200x1698
    The Area:
    How did you begin to produce visual work on the computer?
    Tomáš:
    My school focused more on the 'manual‘ aspect, I was studying engraving at the time. Working on the computer -- this I had discovered on my own. Since childhood I loved to play computer games, but after a while I began to wonder about the 'background‘ in creating a game. This became my main interest and it was at that point that I had decided to continue on the path of CG graphics.

    Sometimes, I get nostalgic when I recall the days of sleepless nights, when I was sitting in front of Autodesk Animator and trying to figure out the first steps for my animation and then the next day trying not to sleep in class. Autodesk Animator was the first graphic application that I used, if I don’t count Paintbrush in Windows.
     1200x1698
     1200x1680
    The Area:
    When did you start to integrate 3D into your work?
    Tomáš:
    For the first few years I started out making really bad CG and I tried to figure out how to truly use 3D applications, so initially I spent more time using them on personal projects. The first professional CG job was in an advertising agency. At the start, I was doing very simple stuff and when I became more confident, 3D became my only tool.
     1200x1680
    The Area:
    At which point did you know you wanted to work in the commercial visual industry?
    Tomáš:
    My parents saw that I was keen on the arts and encouraged me to pursue it. The biggest influence though, was my grandpa who was a painter. He fostered my interest in the arts, particularly in creative techniques. As I mentioned before, I studied engraving and that gave me a good foundation in theoretical knowledge about drawing and other practices. It was during school where I developed a deep interest in digital art and by the end of my studies, I knew where I wanted to go and what I wanted to do.
     1200x1697
    The Area:
    How did you get the opportunity to work on your first commercial project?
    Tomáš:
    These days I work freelance but before, I worked at a few advertising agencies and they were the beginnings of what has lead to my professional career in CG.
    The Area:
    What are your primary tools for work?
    Tomáš:
    The software I use primarily are 3ds Max, Photoshop and ZBbrush. I also use classical techniques, mostly for the conception and design of my work.
     1400x688
    The Area:
    How long have you been using 3ds Max?
    Tomáš:
    It’s hard to say precisely when -- I tried switching a few times during my exploration in software so occasionally I used a handful of 3D applications all at once. But my first experience with 3D was in 3D Studio Max 3.0. It was in this version where I gained the most experience from and that was my first step into digital art.
     1300x919
     1300x919
    The Area:
    Over the years, what would you say has been the biggest improvement in 3ds Max that helps to streamline your work today?
    Tomáš:
    If I were to think back to the version I had started with (3.0), I’d have to say that the biggest improvements were in rendering -- with mental ray, and then reactor and bi-ped.
    The Area:
    Your work is a very interesting combination of fantasy mixed with what our brain recognizes as real/reality. What elements do you have to take into consideration when compositing your image?
    Tomáš:
    I always try to use elements in my work that everybody can identify as 'real‘, regardless of the work being sci-fi or something surreal. This makes my work more believable. I think it’s easy to create futuristic design without any elements of reality than it is to create futuristic design that has elements of reality. This is largely the problem with concept art.
     1200x1674
    The Area:
    What is the primary renderer that you use?
    Tomáš:
    I use V-Ray because it is flexible and fast.
    The Area:
    Working as a freelance artist, are you given complete creative freedom over the artistic direction of all your projects?
    Tomáš:
    I cannot make a general answer for this -- it depends on the project and the industry that I‘m doing this project for (ie. games or advertising). Sometimes I get projects with total freedom where I can do everything from concept to final artwork. But other times, I have projects that are very strict and leave no room for freedom of decision.
     1300x923
    The Area:
    How much are you involved in an average project?
    Tomáš:
    If there is photo-production involved, I work with the photographers and try to influence the project as much as I can. For example, I‘ll present an idea, story, sketches, and storyboarding. At the end, I‘ll try to add more CG parts and manage the final composition. Those types of projects give me freedom in my creative thinking.
    The Area:
    How do you begin to work on an image? Do you already imagine the final image or do you spontaneously add elements?
    Tomáš:
    Most of my projects are already thought out -- but in the process of creating, I usually change some parts of the project.
    The Area:
    Can you describe to us the Harpers Bazaar Editorial piece and the workflow used to create the series of images?
    Tomáš:
    Sure, some time ago I already prepared a small "making-of“ with examples.
     800x557
     1400x982
     800x557
     799x558
     800x561
    The Area:
    What is the average resolution that you work in?
    Tomáš:
    If I’m working on advertisements and things for print, the resolution is between 3500pixels to 20,000 pixels – the latter for more difficult outdoor campaigns (such as huge posters). Typical formats that I very often work in are (European formats) A4 to A2 in 300DPI.
    The Area:
    When working in such high res for your line of work -- in general do you come across challenges?
    Tomáš:
    There are many challenges. I‘m very happy if I work on very difficult projects with challenges I‘ve never faced before because I can drive my experience to the next dimension.
     1200x1313
    The Area:
    What is the average time spent in the production of a project?
    Tomáš:
    It‘s hard to answer generally. Illustration can take anywhere from one day to a week. It depends on how difficult the project is, the technical specifications of the final work and also how big the project is. There are many many other factors as well. With advertising, I am often pushed to work under very tight deadlines, so I’m trying to use the given production time with minimum effort, but never minimizing the quality of work.
     1200x1187
    The Area:
    There are so many different styles and moods in all of your imagery - from cute/childlike, to dramatic high-end fashion, to minimal/fresh design. What are you most passionate about in your digital art?
    Tomáš:
    I was always interested in many themes and things. I cannot say that I like one thing over another. All creative techniques are challenging and they challenge you to discover and figure out new techniques. I love every aspect of my work, negative and positive. And I think that you can easily quote the well known expression of ‘What doesn’t kill you will only make you stronger’.
     1392x673
    The Area:
    What/who are the biggest influences on your work?
    Tomáš:
    I admire the work of Pascal Blanche, Neil Blevins, Arild Wiro and Raphael Lacoste.
    The Area:
    What are your future plans? Any chance that you'll start your own company to provide services for advertising agencies?
    Tomáš:
    No, I don’t want to build my own company. I am very happy with my freelance lifestyle because it allows me time to extend my knowledge. My plan for the future is to be the best in the things I do.
     600x700
    The Area:
    Thanks very much for sharing your diverse portfolio of work, Tomáš. We wish you all the best in your future endeavours.
    Tomáš:
    Thank you. I gladly share my knowledge with your readers.
    Comments
    My Comment:
    Notify me of follow-up comments?
    Newest users comments View All 15 Comments
    Posted by rashmi on Oct 30, 2009 at 03:01 AM
    i don't have words after seeing your works, you have inspired me, i will start working hard from now on......
    Posted by Tomáš Müller on Sep 30, 2009 at 11:42 AM
    vfx_kiran: those images is made in cooperation with fashion photographer. Fashion model is real, everything else is CG (3d + matte painting)
    Here is example of production proces:
    www.mattepainting.org/vb/showthread.php?t=3384
    Posted by vfx_kiran on Sep 15, 2009 at 10:58 AM
    how did you made those girl images? is it cg or photography?
    Posted by rini on Sep 07, 2009 at 08:06 AM
    God has made you specialy for this and you are perfect for this.Few people can do this and you are among them.Great....awesome
    Posted by RedCobra on Sep 05, 2009 at 06:36 AM
    awesome...