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Scott Eaton
Scott Eaton is an artist, technical director and anatomy consultant residing in London, UK. He received his master’s degree from the MIT Media Lab and subsequently studied traditional fine art at the Florence Academy of Art, Italy where he began to integrate the lessons of the old masters with modern computer graphics tools. Working in computer graphics combines his interest in the technical aspects of computer science with the artistic nature of digital sculpture, rendering and animation.
Scott is currently working with Framestore, London on upcoming film projects. He divides his remaining time between his art, consulting, and his anatomy courses. His clients include Pixar, Sony, Microsoft Game Studios, The Mill, Disney, and many other post production houses and games studios.
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Q&A
How long have you used Shot before you made these images?
I have been using Shot for about 18 months. Some of the images were made very early on, some more recently.
What did you use before Shot?
I have used or tested nearly every renderer out there at one time or another. For film work I use Pixar's RenderMan, but for speed and easy-of-use nothing beats Hypershot
What do you like most about Shot?
I love the fact that when I am working on digital sculptures I can very easily take a high-resolution model, often in excess of five million polygons, and put it directly into Shot and get fast, high-quality images with full global illumination. The speed of setting up renders in Shot is a major advantage when I am concentrating on sculpting and don't want to worry about generating displacement maps, technical lighting setups, tuning GI parameters, etc. Typically, after only a couple minutes of setup, I have 4k images rendering on my machines.
Did you use one of our stock hdri or did you make your own?
I have done both. I have gotten good results with the stock HDRIs shipped with Hypershot but I also make my own for specific studio lighting situations.
Links:
www.scott-eaton.com
www.framestore.com

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