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"The Second Coming Trailer - Info Page"
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PAGE 2 - So Was It Fun To Work On?
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INTERVIEW WITH MIKE McADAMS By Michael Faries
Michael Faries (Web God of The Battlestargalactica.com) Did an Interview with me awhile back.. I think its
a good place to start...
INTERVIEW WITH MIKE McADAMS
By Michael Faries
BattlestarGalactica.com spoke with Mike McAdams., Computer Generated Images (CGI) Artist Extraordinaire for the Battlestar Galactica: The Second Coming trailer) back in October 1999. Mike was responsible for numerous models and effects you may have seen within the trailer.
We'll ask you the same question we asked Ken Thomson: First, how did you learn your skill? Secondly, what (and/or who) inspires you?
How did I learn? To be honest, I developed my skill for building CGI spaceships by learning how to build the old fashioned types - out of plastic and fiberglass. This experience really comes in handy and helps makes a better model builder. When I construct a model in the computer I use the same process that I would use if I was building a physical one. There is an art to doing panels and adding details on spaceships. You can't just slap panels down and expect it to look good. You also can't expect all your models to look good if all your panels are done using textures. Sometimes you have to get your hands dirty and make them.
Inspiration comes from all over the place, from good to bad movies. Its amazing how you can find some amazing stuff buried in bad movies. Peter Ellenshaw's Cygnus in The Black Hole was a great piece of work. The movie on the other hand was a very sad attempt at a 20,000 Leagues Under The Sea remake. There are also countless B-movies that inspire the mind. Mainstream movies are also great! Who can say Star Wars (Episode 4 and 5), Star Trek (Original Cast), Aliens, and Battlestar Galactica didn't inspire them to create new works of art?
Both of us had been lobbying Richard to look at your CGI work. Can you tell the readers how your relationship with Richard formed/grew?
The whole process was very long. Richard put out a call for models to use in his upcoming trailer for Battlestar. I quickly emailed his "group" and asked if they were looking for real models or CGI models. The answer I got back was that they were looking for real models. Since I didn't have any custom built Battlestar models, I still offered to do any and all CGI work. I also stressed how this would be more effective and cheaper than using motion control models.
Time passed and nothing happened. I heard some more about how they were still working on the project and how the effects were not done yet. That's when I decided to go ahead and make the Viper model and the Raider. After those models were done, (If I remember this correctly) I put up a web page at http://www.geocities.com/Area51/Stargate/1612/. I updated it every chance I got and often remarked on it something to the effect of "Hey Richard get your butt down to my Web page!" Then sometime after that I started talking to Michael A. Faries of BattlestarPegasus.com. He posted some of my early work on his web page and I started getting tons of positive email about my work.
Finally I got an email back from Sophie and Richard asking if I was still interested in working on their project. This was almost a year from my first email. (Or at least a really long time) I then started to work on a Battlestar model. I figured that anyone could make a Viper or Raider. What was needed was to have a Battlestar! Somewhere during this period (if I got this right) Michael Faries put in a good word about me to Richard at one of the conventions.
Then, at long last, I got the call from Richard and we talked about the project. A month later he asked me to come over to the first, of what would turn out to be many meetings. In the end it was a combination of many things that finally got me into the CGI group. The Web Page, Michael Faries, and the many others that brought attention to my Battlestar work. It was going to be nice to be able to use these models in combination with whatever footage they had shot.
When the first meeting came along I was ready with some models and some quick demo animation's. After that I met with Richard about every week. He is a very fun person to work with because he gets so excited about what we are doing. When everyone is excited about what they are trying to accomplish, then it is no longer work. A good sign at the first meeting was hearing that everyone's ideas were going to be listened to. In fact, we were encouraged to speak out at any time a cool idea popped into our heads.
After everyone had shown up, Richard pulled out the tape of footage that they had cut together at the time. We watched the tape and made notes, and then complied a to-do list. This was the start of our work on the project.
You fulfilled a fan's dream: You got to model the Galactica for Richard Hatch's Battlestar Galactica: The Second Coming trailer. When you entered the project, how were your talents used?
When I went to my first meeting I really had no idea what to expect. I went in with some samples of my work. At the time I had the Viper and Raider models done, and most of the Galactica as mentioned in the last question. When I entered the project I really had no idea what I would be doing. As time went on I got more and more responsibilities and took over some of the model building when some of the models weren't done.
I was expecting to just get a few models into the trailer and maybe do one or two animation's. In the end I wound up doing a lot. After seeing an early version of the trailer and the final one, I think I really influenced the look and feel of the trailer. This is one thing that really makes it worth all the trouble. The only down side to working on the trailer is that only a small number of people will be able to see what we have done. Unless a series or movie project comes out of this, the situation will remain the same.
The process we used to monitor our project work was a weekly meeting. During these meetings we also got to express our ideas for future episodes. Fans all over the world would love to see these ideas come alive on the screen. I would love to go into detail about what we talked about, but of course I can't do that now! What I can say is that we have a ton of new ships, robots, and ideas waiting to go. Wouldn't you love to see my other designs for Vipers and Raiders? Well maybe you don't, but heck, I would!! The new additions we have in store would not be to replace the old ones, but to make the Battlestar universe a larger place to play in!
So how did you go about constructing the Galactica?
In the end, there were a few versions of the Galactica. I started out by making the basic shapes and then texturing it. The problem with this approach is that the model only looks good from certain angles. At this point I had to bite the bullet and start modeling all the details. A good portion of the model really has panels that are modeled, those are not textures! This allows the model to look good from all angles and makes the shadows work.
I do have a Monogram model of the Battlestar, but it's a horrible piece of @$%&! It's all wrong. The video tapes of the old shows had to do for reference. I also got some great pictures as I went along, and made the modifications as I built.
Since the ship was supposed to looked repaired, I got to add many extra panels and some different details that were not on the original. However, I did keep the overall look very close to the television model. I tried to model this ship with enough detail to remain true to the original without making my computer explode.
And what hardware/software did you use? Did you buy any new hardware to complete this project?
The Software I used was Discreet (formerly Kinetix) 3ds Max 2.5, 3ds4, Adobe Photoshop, and Adobe After Effects. Most people in the entertainment area use New Tek's Lightwave, but I think 3ds Max can find its way into more projects with a few improvements. Don't get me wrong. I just say that to get their attention! Other than a few annoying things, the program is very good. (Please don't email me with anything relating to that last dig!)
Richard is dedicated to keeping the original characters, themes and concepts from the original Battlestar Galactica in a new production. The Galactica looks beautiful as always, with some obvious battle damage and new weaponry.
Before I came on board the project I do believe they were planning on using a redesigned Battlestar model. At my first meeting I was shown what they had so far -- and it was a much different looking model than the TV show. The problem with their model was that it wasn't done - not even close. When they saw my work that same day, everyone seemed to really like my work on the Battlestar. At the time only the bottom of the model was unfinished. My model looked like the old Battlestar ship that appeared in the original show.
During this meeting I was dubbed "Mr. Battlestar" and Richard told me what he would like to see happen with the model. His main concern was to show that they had outfitted the ship with lots of guns. In the old TV show, the Galactica only had these tiny little laser guns on it. In our version there are massive guns all over that sucker! In fact, a Viper could land inside the barrel of the main "chin-guns." Since there are no real slow close up shots, this fact may go unnoticed for the most part. But trust me, there are a lot more new massive guns on the ship. I can't wait to USE THEM! Muahahah!
The major idea to change the Battlestar that came from me was the addition of the third landing bay. If you look under the ship, you can see where I knocked out a section for shuttles to land, etc. It's a really big bay! Never again will those damn shuttles have to launch out the backs of the landing bays where the Vipers land. That's over! We now have this massive hanger where ships can dock and exciting events can take place. Those Viper launch tubes are cool, but let's face it: nothing but a Viper is going to fit down those tubes!. I am hopeful that this idea will carry over into whatever series or movie that happens. Then I can look up at the screen and think to myself, "Hey, I dreamed up that third bay!"
Lee (Stringer) came in with some ideas for what types of guns to use, and we pushed the Viper tubes down further towards the front to allow space for the Vipers to land. (There was really no room the way it was designed for the original television show.) Jay Woelfel made sure that I had panels that were damaged and different colors (There are even a few green and red ones!), and also got me stick on some running lights.
The fact that 20 years has past allows us to add many upgrades and to allows for the ship to show its age. One thing people will get to see is a much more active Battlestar. The days of the floating brick in space are over. This ship will be able to maneuver and kick ass when it needs to. If the ship is damaged in last weeks episode, then you can be sure that I will show you that damage the next week. Getting excited yet?
Yes! On another tangent, some people have mentioned to me that the Galactica isn't "dirty" enough (missing some detail/textures), that the ship looks thinner, etc.
Before I really answer this question I have to point out that there is more than one version of my Battlestar CGI model out there. My web page up until recently, plus BattlestarPegasus.com, and even BattlestarGalactica.com all have images of the Battlestar model that are the old version. This old version is thinner and is missing some detail. The one in the trailer has the hole in the left arm and the extra guns - that one is the "current" final one. The model from the trailer is fatter and has all the major detail points on it.
That's a problem with sharing your work as you go: Sometimes you change things and people don't realize it. All the email I have gotten has been positive so far. However, I did get one email from someone telling me about things I missed. The problem was that this person was looking at an old version of the model.
That being said, let's move on. For the trailer I only made ONE version. This version is not intended to be a close up version. This was my action model. It has all the major details on it. However if you were to freeze frame and look at the sides of the Battlestar (where the lights are) you may say to yourself, "Hey! Where is that pipe that shoots out to the left through that gizmo box??" All I can say to that is.. Yes! That pipe is not there! I now have tons of pictures of the real model, and fan built versions of the model. I did not attempt to model every pipe, every bolt, and every nut of the Battlestar. All the major elements are there, but as for some of the smaller detail. There was no clear cut way I had to do those parts.
What I did was make the overall model accurate to the original show, while taking into account that 20 years has gone by. This meant I had a lot of freedom to change things. New guns were added, new panels were added, and some tiny gizmos were left off on purpose. A good example of something I left off would be that antenna that is on the neck of the Battlestar. On our version it has been blown off.
Our version was not meant to be a perfect clone of the television show, this version had to look repaired and updated. The model has a set level of detail, which means some of the tiny details are represented with a larger piece, meant to be a group of smaller items. There is one shot that we may have pushed in a little close, but it's not too bad. At some point in time you have to stop modeling and just animate the damn thing if your on a deadline. This is made worse by the fact if it's all done in your free time. It was! So, when the model was approved by Richard and Jay, it was time to move on.
Now for the dirt! Some parts of the model have more dirt on them than others. Depending on what shot someone is looking at, what lighting was used, they could get different ideas on how dirty the model may or may not be. I agree in certain areas it could use more dirt on it. However, I do think the model works very well in the trailer and in no way am I disappointed with it in any fashion.
When I came onto this project there was only one shot of the Battlestar, and it was just a screen grab from the original show that was pasted onto a CGI block. The model I brought onto the project may not be 100% to where it could be, but given the time factor I think it rocks. In fact I'm sure tons of people would be happy with it as it is. If the emails I have gotten are any proof, then I did a great job. If this show gets picked up and Richard lets me continue to work on it I will listen to everyone's opinion on what they think should be done, and I will do it!
I would imagine there will be a few more versions of the Battlestar model made in CGI form. One would include a super HIGH DETAIL version where I would model almost every bolt and nut, and some close up sections (for firing guns, etc.). You do have to realize when you get into these kinds of projects that there is no way to make everyone happy, so the best way to go is to make yourself happy and those around you. You have to take into account the rendering power you have available. The more complicated a model is the longer it takes to render out a frame of that model. It would do no good to anyone if I made a model that took a day to render out a single frame. Everything has to be taken into account. The best thing would to be to make a life-size Battlestar model.. Oh wait! That's impossible!
So I guess my answer for any missing details/textures is... errr.. the Cylon guys blew it off! We will supply a shuttle craft for those people to stay behind the fleet and try to recapture those floating parts.. Ok, now I'm getting wacky! I hope I didn't come off defensive. I'm just trying to answer everyone's question in one big swoop and put to rest any fears anyone may have about the models.
The final thought on this, that I feel I should add, is that this was a DEMO reel to show to Universal. The general public will never see this version of the trailer. The purpose is to give off the feeling of what the new show would be like. It's very easy to write something on paper, but that doesn't give you the visuals you need. We needed to prove that we are serious about producing this show. What would be a better way than to just show you three or four minutes of the real show! We showed what could be done with limited resources - showing that this show won't have to cost an arm and a leg! Richard now has a CGI team at his disposal and doesn't have to buy his effects from an outside company.
The reason people are being shown our trailer is that we need your support to get Universal excited about Battlestar Galactica once again. There is power in numbers! Don't ever forget that!
Very true! And we encourage everyone to visit our Revival section to help support a Battlestar Galactica comeback by Richard. Continuing our discussions of the models... you also contributed additional models for the production...
The models I made for this project include the Classic Viper, Classic Raider, the Battlestar Galactica, the Classic Basestar, the Super Basestar, the City of Kobol, and the three to four various fleet ships. To be perfectly clear, there are a few shots in the trailer that are hold overs from the original cut of the trailer. A few of those shots have a Raider or Viper made by another person. My models of the Viper and Raider are featured in the trailer and there are many close ups of them. It was a real thrill to be able to get the classic ships in there, next to James Betteridge's CGI model of the Scarlet Viper.
To date, the Classic Viper model seems to be the most well-liked (of the models I made) according to the email I get. I would just like to thank everyone for their support and to let them know it really does help get me going! This is also the only model I did for the project that has a pilot model included. Most shots have the Vipers moving so fast that you can't tell they are in there. Next time, you will see them good. I promise!
The biggest model I made by far, was the Galactica itself. This file is well over 120+ megs and the textures, well I never looked, but there are a truck load! This was another factor in why I got to animate the Battlestar shots. It was so damn big, no one wanted to mess with it.
The Super Basestar model I started working on after the Galactica was approved for final animations. This model was the second largest model. I went ahead and modeled the bottom and top of the Super Basestar, even though in the trailer you never really see it from that angle. You can tell by the small Basestars around it that this ship is one big mother. In fact, you could say this is what makes the smaller Basestars! Gives new meaning to the term mother ship!
One shot that went over really well with people is that shot of the many Vipers flying over the city of Kobol at sunset. This shot was put together really fast in the last minute and I didn't really spend much time making it. Go figure!
Do you have a particular, favorite design?
One thing that draws me to Battlestar Galactica is the overall designs of the ships. Without very good ship designs its very hard to sell the idea of the show. Some SCI-FI shows fail at this, while others shine. The Battlestar model itself is one of the best! I would put that model right up there with the Enterprise. The only sad part to all of this is that we never got to see the Battlestar do anything other than float around like a brick. This will not be the case any longer.
The Classic Viper, by far, is my favorite. Even as a kid I always thought this was the best spaceship design ever! I know a lot of people say its just an X-wing rip off, but I can't agree with this. I'm sure they were thinking of making an X-wing Type ship when they made it. (Look at all those red stripes.) But who cares! I love it! The only thing I'm not crazy about is the escape pod. So I assume we can ignore that. The fact that the Classic Viper is still the main fighter of the fleet makes me feel good about the direction of the show. Its good to have new Vipers but I don't think people want us to replace the old ones. I see the new Viper as the hot little sports car. If everyone is driving it, then it's no longer something special.
Of the models that I created for the project, my favorite would be what I call the "Colonial Ass-Kicker." It's somewhat based on the Colonial Mover model. (The Colonial Mover model I made with Gabriel Koerner, based on the television version.) It's main purpose is the maneuver into position and let its massive guns take out capital ships. The CGI model of it is not at a very HIGH detail level at this point, but it works for me so far. The "C.A.K." has a cool look, and it will be interesting to learn more about it. For now, I'm not spilling the beans on this one! (If you watch the trailer I stuck this one into many shots!)
Any influences on your work? A particular artist?
Anyone who works in sci fi and doesn't answer that question with Ralph McQuarrie is lying! His work defined science fiction for a generation. That's a real accomplishment! Who hasn't seen Star Wars? And if you're reading this interview, then I can safely assume you've seen Battlestar Galactica before. I can only imagine what a thrill it would have been to work with this guy on a project!
While I'm at it, I might as well point out that Industrial Light and Magic (ILM) has done a wonderful job at effects ever since they were born from Star Wars. The model making department at that company is most likely the best in the world. Their physical models are stunning.
How did you find yourself contributing to the story process? ("Let's try this, etc.")
The story was already laid out before I came on board. However, I did spend a great deal of time talking to Richard and Ken about ideas for Battlestar later down the road. I think if this became a series I would try and wiggle my way onto the story think-tank. Since I would be one of the "guys" who would do the effects, I would have a different point of view of what can be done. I think it would be very exciting. I wouldn't be happy with just having space ships flying left to right, right to left. To keep the show interesting you have to keep finding new ways to do things, and even new things to do! I promise, no stock footage for battles!
I did come up with my own ideas for certain effect shots. I explained what I had in mind and then went ahead and did them. Everything I did was used in the trailer, nothing was wasted. I don't really consider this contributing to the story, but it is definitely important in the overall scope of the trailer.
I was sorry to see that you couldn't make it to the big August '99 debut at the San Diego Comic Convention. Have you been able to see it on a large screen yet?
Yes! In fact I saw it in the best possible place! On the big screen. Richard held a cast and crew screening here in L.A. and it was GREAT! I can safely say this was the best presentation possible! It's too bad that we couldn't have all the fans at this one!
Talk to us about CGI models vs. physical models. You're an avid modeler of both. Which do you prefer? What do you like about both types of models?
The best thing about physical models is that after your done filming you still have something cool to show off to your friends. With CGI stuff that just doesn't happen. Real models take a lot of time to build and are really expensive to make. The small details on real models come from various store bought kits which cost from $20 to $50 a pop. From each one of those kits you only use a few parts. The rest of the parts are junk.
Once you have the model done, it's almost impossible to modify it without screwing it up. The models are heavy and dealing with motion control can be another pain. Ok, wait! They aren't all bad. They do look good if you do them right. Shadows look great coming off all the tiny details you smacked onto it! For the most part you can get something to look very realistic and what you see is what you get.
On the flip side, CGI models are very flexible. You can modify with ease. They can be built very quickly compared to physical models. When these models are finished you can animate them in any way possible. There is nothing you can't do with them. The real trick is to get the right balance of geometry and textures. Also the addition of film grain and blur greatly help fool people into thinking they are looking at something real.
A few people seem to think there is too much detail on the Battlestar to effectively pull it off. This I have to strongly disagree on. Just because there are a lot of details on a model doesn't mean it can't be done. It just means there is a lot more work do, and you have to have a computer powerful enough to handle it. People who just write it off just don't understand the process. To me it's like saying, "Yes we can do boxes!" But spheres! No way! Too many faces. Ok, that was a bad example, but I'll stick with it. A model like this is going to be big and eat up your CPU, that is a given. This does not rule it out as a possibility.
The best way to build CGI models in my opinion is to really build physical panels and paint them. Then you can scan those panels in and use those as textures on your CGI models. It also helps to have the model that your trying to create CGI sitting right in front of you. This combination is really the best way to do it. Unfortunately, I didn't get to use this approach on the Battlestar. This is what I would recommend.
When it's all said and done, I'm sure that a physical model of the Battlestar will be built and will be used to film all the close up flybys and zooms. There will still be a need for a CGI version. If that job is mine, then I will be determined to match the CGI model to the real model as close as possible. And before you know it, the physical model will end up in someone's garage!
In discussing the trailer f/x with Richard, he felt there is room for CGI *and* physical models.
I think the best use for physical models would be for set expansions. However a lot of this will depend on what kind of budget we are talking about, and how much time there is. It would also be nice to build all the really big ships as models and use those to make the CGI models. It also allows for us to go back and forth from physical to CGI as we felt necessary. My only concern would be to match the look of the CGI and physical models. If the viewers are watching the show and start saying to themselves, "Ok, that's a real model. Oh! Now it's a CGI model" then the show would be ruined. The focus has to be on the story, not trying to figure out each shot as it goes by.
It always bothers me to be watching certain sci fi shows and seeing a poor CGI model pop up among a batch of really great looking ones. It's very distracting! The look of the show needs to be consistent. In the end, it will be budget and time that decides what approaches will be taken to produce the final product.
Mike, the trailer f/x shots were amazing, considering the limited resources and non-existent budget. How were the shots storyboarded? What was the creative process?
I worked with Richard and Ken Thomson to story board some of the shots using animatics. (Animations using very basic shapes to figure out ship and camera movements.) Later, Jay Woelfel (Director) and Johnnie Young (Producer) came along to go over and modify some of the shots. The only problem was that we got so into doing it that we made these really long sequences. I must say we came up with a lot of cool stuff! In the end we only got to do a tiny portion of what we wanted to do. One short animatic that I did ended up in the final trailer. Its the shot where three Vipers are flying towards the camera, over another larger spaceship. One of the Vipers explodes as the middle Viper dives over the edge of this larger capital ship. The shot ends with Raiders just barely missing the Vipers as they fly by, while another Raider dives right behind the main Viper. I brought this animation file over to one of our meetings. Ken and Jay worked with me to refine this shot. We put in some more ships and played with the camera. Then I went home and popped in all the real models.
Unfortunately most of the animatics were not used. Instead, I used the basic ideas that we came up with doing those animations to make simple quick shots. Many shots were delivered right up to the last day of editing. They either turned out, or they didn't at that point. The process of working on the simple animation's was a great thing to do as a trail run for the real series. Everyone got to sit down and work together. Given the time factor again, we did not get to get to do this more than a few meetings. Now that we have experienced working together doing living story boards, I believe everyone is comfortable with the process and they are looking forward to working on story boards once again.
So, given a choice, would you have wanted better software/hardware tools, or more time for the project?
I would say MORE HARDWARE. If we had some kind of budget the first thing we would have done is buy more hardware. Then would could have gotten to everything we wanted to do -- and in less time. More modeling could have been done while we were rendering out our animation's. The only real difference between our team and say a major Hollywood company was the amount of CPU's we had at our disposal. We can easily gear up for television series in a short period of time.
Believe me, I think you're up to the task. Here's another question: Richard is an inspiring person. What did you learn from him?
To be honest I was amazed how much he was into doing sci fi! I think meeting him helped me believe that if I kept trying to produce a product that I cared for , that something would come out from it. And if nothing did - at least I should go out trying.
Any particularly funny moments while making the trailer?
At my first meeting one of the CGI guys walked in with a handful of print outs while I was showing my demo CD to Richard. At the time, I had just loaded my Viper pictures. He took one look at the screen and said, "Boy! These look familiar!" He then tossed down a print out of the same screen images I was showing! He had brought the print outs to show Richard "this guy" he found on the Internet the night before. That Internet guy just happened to be me! All those print outs were of my web page.
Any particularly challenging moments in making the trailer?
Hmmm... There was that one time when this 100+ meg file wouldn't load in. I had my window open and was about to jump out when it finally came up.
The entire project was challenging in the fact that I was always rendering right up the last minutes before our meetings. We were trying to push our computers as far as they could go, and as fast as they would go. I seemed to always finish a shot 30 minutes before having to show it off. This would mean I would not have time to re-do anything that didn't work until the next meeting.
Do you have a favorite episode (or episodes) from the original series? Any particular reason why those episode(s)?
The "Return of Starbuck" episode from Galactica 1980 sticks out. I know this is not from the original series, but it feels like it was. This episode lets go the standard formula that most of the shows followed. We learn that there is more to the Cylon warriors than kill-kill-kill! They are just misinformed maybe!? They never asked the questions of why are they doing what they are doing! Starbuck, after crashing on yet another planet, gets lonely and decides to rebuild a Cylon warrior. (Yes, the Cylons crash on the same planet.) Once the warrior is activated, he immediately tries to kill Starbuck. Our Colonial Warrior now starts to ask questions of the Cylon. This Cylon slowly starts to question himself.
We also get to see Starbuck in a new light. This episode focuses on character, instead of trying to throw together a battle sequence from three effect shots. I only wish we would have gotten more shows like that. This was also the final episode of Battlestar Galactica. We had to say goodbye.
So, what are you working on right now?
As for the Battlestar work, I try to send images into BattlestarGalactica.com whenever I can. These include scans of photos and CGI work. The other time is spent waiting for Richard to get the deal done and call me up!
I have something in the works with the "BattleStar Guys" but it's too early to talk about it now. Maybe I can send in an update when the time is right. I hope to get started on it soon.
I am also looking out for partners who are interested in developing sci fi shows, and also keeping an ear out for new and better employment opportunities. Send me email at mrmikemc@jps.net.
Also, I'm am thinking about restarting up an old project I tried to get going awhile back. I might even start working on it very soon.
Any dream jobs/assignments you want to share?
I would really like to work on a television series. Being able to improve and push the limits of sci fi on T.V. would be my goal! This dream job would also allow my input on many levels: story, music, production design, etc. There is a lot going on inside my head and I need to get it out there! I already have some ideas and I'm keeping an eye out for other people to partner with to get some of these ideas going. Being able to do the effects gives me a big advantage over the costs involved. The more your involved with a project the more your willing to give to it. There is a lot to be said for ownership.
Your work can be seen on the 'net besides BattlestarGalactica.com...
My BattleStar web page is at http://www.geocities.com/Area51/Stargate/1612/ Grab an ad banner and be sure to link to my site! Just let me know first.
There is also a section at http://www.battlestarpegasus.com. It had my older images and was just updated (late November 1999) with some of my final work done for the trailer. As always, please do NOT reuse, modify or post my images elsewhere.
Thanks, Mike!
For More great info from others who worked on the trailer- be sure to check out Battlestargalactica.com
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Some of The Trailer Shots Done by Mike McAdams
A new viper takes the dive..!
Vipers AWAY!!!!.
The Super Basestar fires!..Damn..this is gonna hurt!
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