Over much of his career in animation, Bradley Gabe has been an active member of the CG community helping to develop technical approaches to CG production via consulting, and the publication of tutorials online as well as in trade magazines. He also teaches courses, seminars, and Master Classes at Siggraph and other venues.
Bradley's technical skills have been honed over the years working on high-end digital effects in commercial and feature film productions at Stan Winston Studio, ILM, and Quiet Man.
Bradley is currently the Senior Technical Animator at Janimation, Inc., an award winning animation and motion graphics production studio in Dallas, Texas, which focuses mostly on television commercials and game cinematics.
How did you get involved with 3D computer graphics?
Bradley: It was completely by accident. I was a premedical student, and in the time when I was supposed to be studying for MCATs and applying to grad school, I got a job working at a studio that produced textbook art and medical illustration. Multimedia was the big new thing back then. I started converting science textbook art into animated presentations and part of that process was learning how to program and how to create 3D models and animation. As the industry matured, I eventually found a niche in creature work and rigging where my premed background offered surprising relevance.
What are some of the projects have you worked on?
Bradley: There have been numerous televisions commercials for “Quiet Man” and now “Janimation”. “Van Helsing”, “Lemony Snicket”, “Harry Potter and the Prizoner of Azkeban” at ILM, “Eight Below”, “Iron Man” at Stan Winston Studio.
As an Autodesk Master, for what do you use the 3D software? (For example, character rigging, modeling, texturing, lighting etc.)
Bradley: I use the software for every aspect of production with my main focus in character rigging, animation, and simulation. Lately, I've been doing quite a lot of crowd work, procedural animation, and designing custom deformation operators for things like facial animation and flesh jiggle effects.
What makes this industry so exciting to you?
Bradley: There is always something new to learn, new methods to solve old problems, new powers granted to users, new tests to overcome. In many ways it parallels the “Road of Trials” in Joseph Campbell's "Hero's Journey", at least more than when I worked in a sheet metal shop.
Where do you see the industry going in the next five years?
Bradley: Beyond anything I can predict (I was wrong when I answered this question 5, 10, and 15 years ago, so this time I'm covering my bases). I expect CG will continue to expand laterally, overlapping into other industries and disciplines in new and creative ways.
What words of wisdom do you have for anyone interested in entering the professional world of 3D computer graphics?
Bradley: If you can, become an expert in more than one thing. By that, I mean something within CG, like modeling, lighting, or character animation, and something not specifically CG like business, engineering, ballistics, or education. Some of the most interesting and successful people I've met in this industry have unusual and unexpected backgrounds. Besides providing a unique perspective and skill set, the other expertise offers a chance for a more, well-rounded lifestyle as well as a broader cross section of opportunities for novel applications of CG.