


John Sargood - Model Maker -
CAMEO
Model Maker
Toolmaker & Engineering Patternmaker
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Prop and scenery makers construct the sets, backdrops,
furniture and props for film, television and stage productions, and
exhibitions and events. They work closely with set designers and stage
managers to ensure that all props and scenery meet production and design
specifications.

In Australia, prop and scenery makers may work on productions for
organisations such as larger theatres, smaller
local theatre companies, or events such as Perth
Artrage Festival, or educational exhibits.
ANZSCO description: 331213: Constructs, erects and installs
structures and fixtures of wood, plywood, wallboard and other materials to make scenery,
furniture and props for film and stage productions, and live events and
exhibitions. Registration or licensing may be required.
Alternative names: Props maker, Scenic artist, Set builder,
Set dresser
Knowledge, skills and attributes
A prop and scenery maker needs:
-
creative flair
-
to be passionate about
working in the entertainment or related industries
-
high attention to detail,
and strong problem solving abilities
-
good communication skills,
and to work well in a team environment
-
good planning and
organisational skills
-
to be physically fit and
have the ability to undertake manual labour for extended periods.

Duties and Tasks
-
meet with production staff
to discuss what props are needed
-
make detailed plans from
ideas and rough sketches
-
do historical research to
make sure items fit with the time period of the production
-
work with a range of
materials to create realistic props
-
use hand and power tools
-
source new props for hire or
to buy
-
repair existing props
Working conditions
Prop and scenery makers usually work in construction workshops and may work
independently or as part of a team. They use a wide range of carpentry,
joinery and metalwork skills and may be required to wear protective
clothing.
They generally work construction industry hours, starting early in the
morning. Occasional weekend and night work may be required.
Tools and technologies
Prop and scenery makers may use a range of tools including standard
carpentry and metalwork power tools and machinery. They may use timber,
steel, plastic, leather, clay, plaster and resins to construct props and
furniture, and may make stunt double props such as fake knifes and baseball
bats. They also read technical drawings to plan the construction of props.
Education and training/entrance requirements
You can work as a prop and scenery maker without any formal qualifications.
However, you are more likely to improve your prospects in the industry if
you have completed a formal qualification in live production and services,
production and design or a related area.
The Diploma of Live Production and Technical Services and the Advanced
Diploma of Live Production and Management Services are offered at the
Western Australian Academy of Performing Arts (WAAPA).
You can also complete a degree majoring in production and design.
There are degrees from NIDA - a Bachelor of Fine
Arts (Properties and Objects); and a Master of Design for Performance at
University of Melbourne.
You can also complete a traineeship. The stage production assistant
(carpentry), (backdrops) and (sets and props) traineeships usually take 12
months to complete.
To work as a prop and scenery maker in Australia, you may need to obtain a
High Risk Work Licence if you are working at heights. The licence is
available from the WorkSafe Division of the Department of Mines, Industry
Regulation and Safety.
Workers in the construction industry must undergo safety induction training
and be issued with a Construction Induction Card (commonly known as a “white
card”).
Did You Know?
John Sargood -
Model Maker - CAMEO
A direct copy from
Australian Design Review 9 July 2020 by Elisa Scarton
It’s a dying art, but one that John Sargood preserves in a workshop
cluttered with perfectly detailed miniatures of Woods Bagot
buildings destined to grace skylines the world over.
It’s an almost impossible task to capture John Sargood’s world in
print. Reading back over our conversation, it’s quickly apparent
that so much is missing. Sargood speaks on his feet, constantly
picking up and gesturing to half-completed city squares and
unbelievably small terraces.

John at work
Moving from one end of his messy workshop to the other, he
overwhelms listeners with a stream of consciousness-style monologue
about the multitude of projects he’s almost finished, pretty much
finished, only just beginning.
He recognises every single building, can reel off its specs in
seconds, can point it out in any skyline here or overseas. His
memory is mechanical, but his craft is ancient.
Model makers have been a feature of architecture since prehistory.
The oldest known models are of the Tarxien Temples in Malta, now on
display in the National Museum of Archaeology in Valletta.
In the 18th century, cork models were sought after by kings and
princes and collected by the British Museum and architects like
Louis-François Cassas.
They were an essential part of an architect or designer’s daily
life, a necessary tool to study the interaction of volumes,
different viewpoints and concepts during the design process. Then
someone invented three-dimensional (3D) rendering.

“The model in the architectural studio is about an exploration. It’s
akin to the construction site. You’re starting to create this thing,
building it, testing it, being able to subtract for it and so the
process is more open,” explains Sargood.
“The model is not the finished product that you put on your shelf at
the end. The model is a really important part of getting to where
you’re going. It’s much easier to make a really nice clean thing on
the computer. You can draw beautiful lines and it all works, but you
have no idea about scale, about material and all those other things
until you actually make one.”
For Sargood, this realisation manifested long before he stepped into
Woods Bagot’s Melbourne office.
The model maker has a background in product design and a childhood
defined by “forever pulling things apart and putting them back
together,” he says.
“I remember making a design for a helmet. I’d spent a couple of
weeks drawing things in a sketchbook. I filled up 20 pages. Then I’d
go to the computer and try to model this thing. I just couldn’t get
it working. I thought, ‘I’m just going to make one.’ I got a cheap
helmet, covered it in foam and hacked it with a knife. Within about
an hour, I had a thing that looked exactly like I wanted. It was an
‘I see’ moment. You make one, it fits, it works and that’s the
basis.”

Woods Bagot is in a position where it can engage a full-time model
maker on-site, a luxury most practices can’t afford.
Sargood makes a model for every Woods Bagot project, coming into the
process as early as two weeks from commission and often making two
or three versions of the same design. In those early stages of
design, the architect hasn’t worked out every detail and Sargood
frequently has to fill in the gaps.
“I’m not a structural engineer, so I don’t know if things will
actually fall over, but I can say, ‘You need to make sure you know
what’s going on with this wall and that wall, or does this stair go
right up to the floor? Is there one more step?’ Little details that
are very important to me because I need to be able to make things
that actually fit together.”
Sargood will make small additions or subtractions to the architect’s
design, adding details that have either been overlooked or left out
due to time constraints. Sometimes, though, the finished model just
isn’t what everyone was imagining.

“The first few times that happens, that can feel personal. You can
feel like you’ve done that wrong. But it’s the model that has given
them an instant understanding of what’s wrong. Even though it’s
taken me a day and a half to build it and it’s taken them 10 seconds
to say they didn’t like it, it’s a point of pride for me that design
decisions are taken on the back of all these models.”
Sargood keeps the Woods Bagot models abstract, using a laser cutter
and 3D printer to shape wood, plastic, clear acrylic sheets and
cardboard to recreate the architect’s design. His models are to
scale, a process that took some time to master.
“I remember, early on, making buildings that were literally twice as
large as they should be or maybe even 10 times as large because I
left off a zero.”
Elements that are too small or too fine to print, are made by hand;
paints and other materials are added to mimic concrete or steel. The
last half an hour of work is usually adding greenery and,
surprisingly, toy cars.

A cardboard model of the first level of
Suncorp’s new office building at 80 Ann Street, Brisbane.
“Occasionally I find myself sitting here building little houses and
sticking them on. Then I get a bit of self-perspective, thinking,
‘I’m about to put this house on a little landscape that I’ve built
that goes next to that other house, and I’ve been there, I know what
it looks like. This is a job. This is great’.”
The tiny, if somewhat unnecessary, details are part of what Sargood
describes as instantly recognisable pieces of scale that people can
“easily attach themselves to”. The cars and bushes help designers
and clients better imagine the scope of the project and its position
in the landscape.
“It gives them a sense of comfort. It’s that tangibility you get out
of a model – that it is very much a self-communicator versus that
render, which can sometimes be a bit misleading,” he says.
A computer render is about the atmosphere. The model is about
construction, buildability and the physical.

A lot of what Sargood does is already 3D print and paste or mocked
up entirely on the computer, but a handmade model, like his
favourite, the Woods Bagot Victoria Police Centre on Melbourne’s
Spencer Street, continues to enchant, if only from a purely cosmetic
perspective.
“I think there will always be a place for models in architecture,
even if it’s just for that moment at the end of the meeting when
you’ve displayed all of your renders, done all of your 3D modelling
and then you lift the sheet off the model and go look at what the
client has bought.
“That’s worth something, that moment of excitement, because if
you’re not excited about it, you shouldn’t be building it. If we can
keep the architect excited, we can keep the clients excited and we
can make sure we end up with better buildings.”

(Source:
Australian Design Review) |
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