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daniel
martínez lara pepeland
¿Who
doesn't know Pepe? Yes, this character with orange color skin, simple,
like made with clay, tha main character in some shorts that... You'd better
to visit the Daniel Martínez Lara website, the great creator and
animator of Pepe, and a lot of more characters.
Besides
the creator of the short movies of Pepe, Daniel Martínez Lara has
been for several years animation teacher with 3ds max in the CICE school.
Nowadays he is working in a project for a movie of 3D animation.
We
have spoke with Daniel on his beginnings in the 3D animation, about Pepe,
about his work in Gustamante, the CG mosquito of 'La Gran Aventura de
Mortadelo y Filemón', his future projects, the animation in Spain...
El
Portal del 3D y la Animación - Nowadays, you are
one of the animators with more followers around the world, finding, even,
your characters between the extra contents of 3ds max and in the official
presentations of Discreet's software. Which were your beginnings in the
3D animation?
Daniel
Martínez Lara - About ten
years ago, I started studying cinema, courses of image, shorts creation,
real image, video... all that. When I was going approximately 3 years
studying it, in fact it is which I was wanted to do, cinema, there was
the possibility of making the credit titles for a short which I was directing,
by computer. Titles on black background, with little animations... Since
I had a computer in house, and a 2D animation software, the Animator Pro,
I thought that I could make there the animations. That was the starting
point.
The
next step was when an academy teacher, seeing that I was interested in
the animation, although I didn't even know that I wanted to work on this,
left me his computer and a 3D Studio, old, the version which works in
MS-Dos. I worked all the summer to know what could I do with this. this
was very promising. Practically I was sleeping 4 or 5 hours and, with
a manual and a few of tutorials, I was there investigating the program.
I discovered a world of possibilities that gives a meaning to the 'exciting'
word. The 3D makes me dream.
This
was the true beginning that makes that I woork on this.
3DA
- Your web is called Pepeland, we suppose that in honor to Pepe, one of
your characters, simple, but that wastes affection. Could you explain
to us who is Pepe?
Daniel
- The Pepe character
is born when I was working professionally for about 2 yaers, understanding
'professionally' as I already could live with the 3D. In these years I
was working 'Rem Infográfica'. I was feeling that yes, I was earning
my salary, but that I did not realize anything personal. I had ideas in
my head, ideas about shorts, characters, that I wanted to extract. Thereabouts
I started.
I
started making little drawings searching the look of the character that
I want to do, even making some clay sculpture searching the right style.
At the end I decide on a slightly realistic style, something similar to
clay. A very simple character that in the technical part was not difficult,
that was not a mess, a technical ostentation with thousand effects, only
a simple character telling a simple idea. There arose Pepe, who was assembling
all these characteristics, a clay look telling a simple idea.
I
left Rem, with a bit of money that I had saved, and I was working exclusively
in animations with Pepe. I wanted to explore a bit what possibilities
was offering to me this style of animation. In fact, I was learning animation
with Pepe. From all this period there arose a few of shorts, which were
published in the '3DWorld' magazine every month, and this way was since
Pepe started being more known. People were writing to me emails wanting
to know which would be the next history in which Pepe was going to appear
in the next number of the magazine. I remember all this time very nice,
because this was my beginning in the animation, and of my career, or of
the way I understand that my career have to be.
3DA
- Gustamante, the mosquito that we can see in the beginning of 'La Gran
Aventura de Mortadelo y Filemón' has been realized by you, the
modelling and the animation. Did you use 3ds max? Someone else has been
working in the modelling or the animation of this character?
Daniel
- Gustamante, the mosquito of 'Mortadelo y Filemón',
is entirely realized in 3ds max.
The
part at which I worked, concretly, was the modelling and the animation
of the character. A sketcher did several designs, in order that Javier
Fresser saw what style of mosquito liked to him more, and as soon as he
was decided for one, I the modelling and the animation of all the shots,
as I said before.
The
modelling technique with the mosquito, basically for the face and body
was Meshsmooth, and for the little hands, arms, and all that, was Patches.
3DA
-
Could you give to us some technical information about this character?
How many Polygons have the final model? What type of setup was used for
the animation?
Daniel
- For the type of modeling, since I have
said before, the head and the body are Polygonal and Meshsmooth, and what
they are hands, arms, feet, ... they are modeled by Splines and Patches.
In
the final render, the model have around 400000 or 500000 polygons, since
when you render for cinema, you have to stablish the smooth values quite
high for all the meshes in order that the polygons are not seen. When
you project an image on your computer screen you see this well, but when
you project this on a 9 meters screen is possible that you notice any
failure, that make that we have to stablish a very high smooth value for
the objects. So, that a relatively simple model like that one have about
half a million polygons.
The
setup type that I have used is my own 'character setup', that is, max
bones, making my own connections... starting form zero, practically.
3DA
- Besides animator, you have been an animation teacher of 3ds
max in the CICE school. Do you still have free time to realize your own
projects? Do you have any project in hands?
Daniel
- Besides work, now I don't have a lot
of time to realize shorts, but, already I have in mind a new short in
which, surely at the end of this year, or principles of the next, I will
get. This will be a short history, which I don't want to reveal by now.
I have a great illusion in doing this.
3DA
- 3ds max is the most used 3D software all around the world.
What do you think about the innovations that includes Discreet in its
last version? Do you think that with these innovations we will see in
the cinema san animation movie realized with 3ds max soon?
Daniel
- Actually
I'm working in an animation movie entirely realized in 3ds max. It's a
very long project, for around 4 years, with which it is not possible to
explain very much and many things can happen in the way, but the whole
exposition of the movie is done with 3ds max. I believe that it will be
more than sufficient to be able to approach all the production processes
of the movie, besides the quality that is asked. Since I have said before
I can not say many things about the project.
About
the innovations that come in the new max, the true is that are very nice.
Every time they are including more professional tools and one notices
that they point at a higher market, of television or cinema, and, in the
new versions, all innovations are orientated to this point. About which
I am glad a lot.
3DA
- Your work emphasizes coverall by the quality of your animations.
Do you use the Character Studio to animate your characters or create your
own setups from zero?
Daniel
- From
always I have been using the Character Studio. The true is that it seems
to me a very good tool. Very productive, productive coverall. It has amount
of tools and utilities to make quickly your work.
For
about two years I have been using my own skeleton systems, my own setups,
because they give you a lot of more freedom. It's much more laborious,
it's more heavy to work thus, whenever you make a new character you have
to make a new setup, or to resort to parts that already you had thereabouts.
It's a more troublesome process, although you get more freedom and power
at the time of animating. Character Studio is a very good solution but
single it works in one way, you like or not, and is a very productive
way. The true is that it's very nice, but if you want to work in other
way, to extract juice to a thing, you know, to go in detail, the true
is that you are more limited there than with your own setup.
In
fact, one of the things that I'm doing in the movie, is to investigate
new IK's systems to use in the movie.
3DA
- ¿Which do you think that is the better way for modeling
characters?
Daniel
-
Personally, and no doubt, is polygonal modeling. It seems to be the most
versatile to me, the simplest. Curiously it has very few elements: vertex,
edges and faces, and then a lot of tools to be able to modify everything.
Indeed they are only 4 elements, to extrude, to erase, to create... but
they are only 4 elements. The combination of these 4 elements gives you
a facility and a flexibility that is the thing that has polygonal modeling.
Now
then, for another type of things, probably, for other objects, or a very
concrete object, the true is that can be better the modeling by Splines,
or some Nurb, or another technology that can exist thereabouts, Metaballs,
for example, but for the most of the cases, and for a guarantee of which
you are going to obtain is what you want, to me, no doubt, polygonal modeling.
3DA
- The most of our 3D artists (modelers, animators, ...) have
to go out of Spain for working in great projects, what means two things,
that the skill level in Spain is very high, and that in Spain there aren't
too important projects. Why do you think that 3D animation is a bit forgotten
by our cinema, having a great skill level, and seeing that these productions
have a great succes out of Spain? Do you think that this situation will
change shortly?
Daniel
- Yes, the true is that there is a great
number of good Spanish artists who finally go out of Spain, because the
opportunities, the salaries, the projects in which you are working ...
they have a higher level than those that you can find here. Though it
can seem to be rare, but this not seem to be bad to me. That is, out of
Spain, in UK, Germany, and coverall the United States, the products are
done with a view to the foreigner, the international market, which can
be sold in all places. This allow them to have much bigger budgets and
be allowed to pay better salaries, which makes them very attractive in
order that people are going to work to these places.
The
problem that I think that we have in Spain is that the most of the products
that we do, and more concretly in 3D, they are made for local people,
only thought in order that they can work inside Spain. For example, we
can find the difference between 'Torrente', that it is a typically Spanish
product and that only can work well in Spain, which has very much success
and works very well, but only it can work here, and another type of product,
for example, 'The Others', the Amenábar's last movie, which can
have success here or in any part of the world. I think that this is the
line that is necessary to continue if we want to have a powerful industry
in the area of 3D. If you limit yourself to the Spanish, the market is
about 40 million persons, of which 5, 6, or 7 millions will go to the
cinema, and it doesn't allow you to have
wide budgets in order that this works.
3DA
- In the last years, we could have seen as movies of studies
that were just initiated in the world of the 3D animation have been big
successes, and movies with big budget and from studies with more experience
have crashed. Which do you think that is the secret for the success of
an animation movie?
Daniel
- I think
that, mainly, it's about the excellent scripts that usually have the animation
movies. Very worn out scripts, with very good rate, and that they are
interesting.
The
3D animation movies are relatively new, and it's very difficult to do
them. Initially, the first one, Toy Story, 4 or 5 years were needed to
do it, a lot of time. They are made more and more quickly, but they need
a very great effort, a lot of money and many people being working at it.
If you don't succeed with the script ... everything can go away to the
fret.
To
have so much time can be seen in the scripts, which are very elaborated.
Onthe other hand, they are very well animated, very well shoted, very
well illuminated, ..., but for me, the principal thing is the script.
3DA
- The dream of the most of our users is to be able to see some
day their own animation movies succeding in the cinemas of all the world,
and if not, at least to be involved in great project creation. Now that
you have been involved in 'La Gran Aventura de Mortadelo y Filemón',
When we will see your name in an animation movie?
Daniel
- Personally, I would like to have
my own movie being released in cinemas, but for me it isn't as important
as that I feel that the things that I do I really do them because I want.
If this is a short, or if this is the involvement in a movie, or anything
different, I want to enjoy myself doing it and to learn something.
Not
as much the fact to have a product costs what costs and to make a movie
that is being released in the cinemas. If I have not enjoyed myself, if
I have not had a good time, for me is not worth. It's very well but as
it said a Chinese proverb, the remuneration is in the way. For me that's
true. The really important thing is to feel that you are doing what really
you want to do then.
3DA
- Closing, we would like that you give an advice to all those
that begin in this of 3D and that dream with realizing his own projects
some day.
Daniel
- I am not a person to give advices,
but probably I can give two.
The
more abstract one, which is always the same, of having illusion and working.
The combination of these two things is what makes possible that you can
obtain what you have in mind. Illusion and work.
The
other advice, this already a bit more concrete, is of trying that every
work that you do, every animation that you do, that is, anything you are
working in, in this case in 3D, you try to do the best possible thing.
It isn't important what they are paying to you, or if you are doing it
for Pixar or for your cousin. You have to do the best thing that you can
do in this moment. Always trying to do it well, since this it is the bigger
guarantee in order that you can continue working at this. This moves alone,
if someone remains satisfied with your work he will give good references
of you and this will integrate you easier in this world of 3D. Try to
do your work well, simply.
3DA
- From El Portal del 3D y la Animación, we want to thank you very
much the possibility of making this interview. We wish the best of luck
in your future projects.
Daniel
- Thanks to 3DyAnimacion.com for the opportunity
of sharing my experience. I see you in the net.
Visit the web site of Daniel Martínez Lara
- Pepeland
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