Modding Spotlight | 10 Questions for Alberto Daniel Russo (A3DR)

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We get to know the master modeller behind such creations as the Ferrari Testarossa, the Lamborghini Diablo SE30 Jota, the Porsche 911 (993) Turbo, the Honda S-800, the Veloce GTS-8, and many, many more (the list is astonishing).

Alberto Daniel Russo, who goes by the name "A3DR" here on RaceDepartment, is one of the most prolific content creators we are (incredibly) lucky to have in our community. The amount of 3d models he has created for free, all of the highest level and quality, is simply outstanding. I have mentioned a few, but there are many that I had to omit, and I felt bad considering how good they are.

He has also created models for third-party studios that produce premium content for Assetto Corsa, and even these are some of the best, and my all-time favourite, cars in the simulator.

Whenever I interview these people who we usually call modders, but that I would really prefer to refer to as content creators because what they're doing is far beyond what used to be the standard and norm for the craft, I get nervous. These are incredibly talented people doing, whether it's 3d models, tracks, physics, sounds or whatever, stuff that to me and almost everyone else is magic. However it's not magic, it would be unfair to say it's magic, because there are no tricks of the eye or ears. No, it's really brilliant work done by really brilliant people. People who teach an important life lesson, because the more brilliant, talented and intelligent they are, the more humble they are, the more inclined they are to lend a hand, to share their work and their talent with others. Not once have I been proved wrong in this lesson so far, and again I found Daniel to be a very charming, open and friendly person. The interview says it all for me, without needing to prolong your wait for what is, I can assure you, a very interesting read, thanks to the enthusiasm Daniel has put into it.

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Hi Daniel, would you like to give us a short introduction about yourself? Who is Alberto Daniel Russo?

Born in 1982, I'm a geek with a passion for mechanics, electronics and learning how things work.

I currently live in El Calafate, Argentina, where I've been working from home since I moved about 6 years ago from Buenos Aires, where I lived most of my life so far.

This interest to build cars started when I was putting together 1/24 scale plastic models as a kid, to later discover at my 16 years of age, that I could do the same on my computer with 3D software. Back then I was just a kid playing games on my PC, to everyone's inconspicuous eyes, in the 90's. That’s how my career took off over 20 years ago, without even knowing it was going to become my life’s work. Neither my parents, who had no idea what I was doing locked up in my room for long periods of time.

Right now I'm part of the vehicle artist team in BeamNG, so couldn't be happier with my work, and thankful for having supporting parents growing up, my wife, and everyone who stood by me throughout the years from the many modding communities I've been in.

What is the one thing in your daily life that you cannot do without?

Coffee.

When did you learn about simracing for the first time?

Well, hard to go back so many years, but does the PC game Indianapolis 500 from 1989 count?

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What does 'modding', or third-party content creation, mean to you?

“Modding” gave me the opportunity to get into the 3D modelling world by myself.
Not only does it mean to enjoy building my favourite 3D cars and sharing them with the world, but also a way to develop my creativity in an environment I can have fun with.
Tried to get into CGI in my early days, but there was always something missing, seeing the cars on a static render always seemed “dead” to me. Being able to drive what I’ve created is what kept me interested and always looking for the next game to mod.

What would you say is the most difficult thing for someone starting to create content for the first time?

In this mad world we live in, where instant gratification seems to be the norm, getting past the frustration that comes with the first failed attempts at modding, would be the most difficult step to overcome. There’s always lots of trial and error when you get started, and requires patience and consistency in your efforts to success.

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Is there anything you think is missing or lacking in the community that would be useful to those who want to create third-party content?

Having some kind of reference or directory about the most popular content creators for each community would help, as I think it would be easier to reach out directly to the person behind the mods, instead of wasting time trying to find answers in the huge sea of information we have today on the internet.

What is the best part for you about creating and sharing content?

For the creating part, seeing my cars “come alive” in a game is always fulfilling.
The best part of sharing content is getting feedback on it, not just thumbs up or stars, but actual comments and critiques, that always help to know what I did wrong (and right, too) and improve on it.

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Have you ever had the feeling, looking back, that you spent time on a specific project that in the end was just not worth it? On the other hand, which one did you enjoy the most, regardless of the final result?

No, there was always a learning experience from spending time on a project, even if it didn't turn out as I expected. The one I enjoyed the most is the remake of the original cars from “The Need for Speed”, not only did I have the chance to recreate some of my favourite cars from all time, but also work with talented people who helped turn it into something amazing.

Does content creation make you enjoy simracing more or does it take away all the time you would otherwise devote to simracing?

Well, I spend most of my time in front of my computer creating something, so that leaves little time to actually enjoy some sim driving. Being a vehicle artist in BeamNG gives me the chance to do a little bit of both (crash testing can be fun as well!).

Which is your fondest memory of all these years in the simracing community?

Well I'd say “modding” community, because I started doing mods for Carmageddon 2, which I'd hardly consider it a “sim”, but it's from that community where I have my fondest memories back when I started in 1999. Sites like the CWA Board, Crashocalypse, Driven to Destruction, were the places to be back then.

The Internet was starting to kick off, there was no such thing as social media, tutorials were not that easy to find and no Youtube videos to learn with. So we were a closer community, since our main means of communication were the forums, and we relied on each other's support (and haters!) to get things done. There was a real sense of “togetherness” back in the day.

On the strict “simracing” term, I'd have to say my fondest memories come from the early days of Assetto Corsa modding here at RD, back when the official forums shut down the mods section and found a home here.
That’s where I met some really cool and talented people to develop our passion with, and thanks to that shared effort, be able to push things to a further level.

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We reached the end of our interview! Do you have any final remarks?

Hmmm, 2nd question was the most difficult one, having to choose only one thing. I need my glasses too :) ⦿


Again, thank you Daniel, for the time you spent with me on this interview, and for the work you share with all of us. Ad Maiora!

(also, thank you for the Testarossa to you as well as Jason, as I said, flat engines are the best engines, especially if they come in twelve cylinders :laugh:)
About author
Davide Nativo
Petrolhead and Simracer, passionate since the cradle about cars, motorsports and simracing. I read a lot, and I love to share what I've learned with others!

Comments

I think that's because there are so many, and so many free ones. But the vast majority of them probably fall into the low or medium category. People don't pay because they have no (proper) way of differentiating the quality. I'm pretty sure there are plane mods for flight sims that cost 70 dollars or so. I can see that being a bit on the pricy side for most of us looking for a super-high quality car mod but £20 - £30 would still be affordable for many I think?
Maybe; how do you start quantifying the quality then?

A manual roadcar without electronics could still be roughly as difficult to produce physics for as a modern one with some more electronics. Will the modern one cost 10 dollars more because it has more files and features? What if the old one took 100 hours longer to make?

I know LMP and stuff should cost more than a roadcar just because the aero and tire is so involved, but it becomes very difficult to compare similar roadcars or similar racecars IMO.
 
Maybe; how do you start quantifying the quality then?
I don't know the answer to this. I have little understanding of what really makes one mod better than another. It's more than just subjective though isn't it? A group of people like yourself, that do have an understanding of the details might be able to though. It shouldn't be based solely on the amount of time that went into it though. It could be broken down into subcategories that together determine the ranking.. and cost.
 
While I appreciate the enthusiasm, let's not turn this into another paymod or payware thread please.
Donations are always welcome, but there are plenty more reasons we do this other than money.
Like I said, a big benefit to modding is you can do what you want, for how long and to what quality you want.

If you've not worked in a studio setting and never made money you might not think it has much value, but then once you have you wish you could just do it like that. :p

Still costs a lot of resources though, it is a sacrifice like anything else. The small donation money is more like a motivation than an actual income.
 
what's up with Argentina giving out so many talented people, they have Messi, Maradona, Daniel is the Messi of 3d modelling and we're so lucky to have him modelling for AC. Such a nice guy too I can tell from the few chats we had.

Abrazo grande, loco!!
It's because they're half-Italian! :D
@A3DR you have set an example for professionalism and generosity, I think this is even more important than the outstanding quality of your work. Well, I guess I'll need to get BeamNG now.
 
A3DR's models are superb. They're definetely at the top of cars I use the most on AC. Too bad we couldn't persuade you into cooking up the last Diablo VT, or maybe a road version Murcielago (or even a Reventón) but all in all we've got quality and quantity generously sorted out. Wish I could model like one tenth of the insane suff you create, bro.
Gran saludo :) Sos un crack
 
Thank you @Davide Nativo for a great interview, again, please keep them coming.
Thank you @A3DR for sharing your amazing creation and for taking part in this interview, so nice to discover a little bit of the person behind the mod.
Thank you for everybody's positive comments, so refreshing, let’s keep it that way a little longer, I think we all need it. :)
 
Premium
Great read! Glad those articles are still happening :)
You really made wonders with the NFS mods, well deserved top mods of RD !

Didn't know you were that involved with beamNg, that's awesome! I think what they're doing is really original and deserves attention. Brilliant if you're now part of their team.

Congrats on what seems to be a very well achieved career so far!
 
Your collection of cars are a really magnificent addition to AC.
Great attention to detail, quallity and performance.
Visually with the beautifuly made interiors and Jason Coates physics gives them that special 'Real feel' like being in a real car.
Thank you for sharing your creativity and good luck in your future career.
 
Nice interview, bit short maybe... ? Anyway, keep these up! :thumbsup:
Thanks to Mr. Russo for sharing his passion with us! :inlove:
 

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Davide Nativo
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