Section:

Interview with Abraham Valdez

Hi, Abraham, it's nice to meet you. You trained in traditional art at college, so how did you end up doing 3D?

Hello Chris it's nice to meet you too and I'd like to thank you for this opportunity. I think ultimately what lead me into 3D was the challenge of it all. The possibility of one day working on the next Toy Story or working on the next Tekken was extremely enticing. I didn't own a computer when attending college, so I knew the road wouldn't be easy. There is a lot to learn and understand before you can produce 3D art at any level. The challenges never cease; technology and new techniques are always being developed and implemented. It's a constant challenge that any artist who takes his career seriously needs to accept.

You've recently moved to the States to work for EA in Los Angeles - what was it about this particular company that made you want to work there, and what will be your position be?

The team at EA Los Angeles is comprised of film industry and game artists of the highest caliber. The individuals that influence your career the most are the people that sit around you and I'm fortunate enough to have been selected to be a part of the Medal of Honor team. The franchise has already been successful and we're all excited for what the future holds for the franchise. The position I currently hold is Senior Character Artist.

You've created some cool looking characters; which has been the most interesting of these to create? And also which has been the most challenging?

The most interesting character I've created is the Son of Nimlot. I spent countless hours researching American Indian culture and even visited a Seminole tribe in Florida (www.ahtahthiki.com). When doing a personal project I like to get involved with the character I'm creating, and it makes the completion that much more satisfying. Every character has its own challenges and I like to determine what will be the most challenging part of each character and focus my attention on that. Overall the most challenging undertaking has been, and I'm sure always will be, making beautiful females.

So what sparked your interest in the American Indian culture, which then led you to creating this character?

I have a library of projects that have yet to be started. The American Indian culture has always intrigued and fascinated me, and I felt the time was right for this project to be developed. With my projects there isn't a moment that sparks my interest, but more a series of events that eventually triggers the action. A good movie or game can motivate you, but it usually takes more than one

moment of inspiration to create a character. When the desire is overwhelming and the character must come to life, then I begin. Personal work should be that: personal and meaningful.

What programs do you use to create your characters? And how long, on average, would you spend on a model?

I use 3ds Max, ZBrush, Maya and Photoshop primarily. On average I've spent between a week or two depending on the level of detail and how many assets can be kit-bashed. It also substantially depends on if all the necessary references for modeling and texturing are gathered in the initial stages of the character.





A main character is different; it can take twice the amount of time if the majority of the assets are being made from the ground up or if the character wears lots of "shiny pieces", but iteration is what ultimately dictates the length of time taken on a main character.

So what is your opinion of ZBrush? Some artists seem to love it whereas others seem to hate it!

Preference in software packages will always be based on the individual; the only certainty is that the end result is what matters most. Most of the knowledge an artist gains from using a particular piece of software can be transferred to another package, but the quality of the art should remain the same. I use ZBrush and am most impressed by the team at Pixologic. They're constantly updating the software and adding new tools. ZBrush changed the quality and the length of time it takes to develop characters and so I fall into the category of artists that love ZBrush.

What has been the most constructive piece of advice you've been given and by whom?

"When starting a project make sure you complete it. You don't want to get into the bad habit of not completing projects." Recently though I've started sketching out ideas and not completing them, but I'm not sure if that counts; it's not "really" a project if I don't at least have a design and a set direction. This gem of advice was given to me by a programmer and it's pretty much a rule of conduct now.

Having to sit all day in front of the computer screen is hard on your eyes as well as your back, so occasionally we here in the office take time out and play a bit of pool. What sort of things do you do to help break up the day?

I used to work close to some local batting cages and every so often on my lunch break I'd go to the cages and swing the bat.

Well Abraham it was a pleasure chatting with you today and I wish you all the best at EA. One last question before we wrap this up: if you were given a brief to create a character of yourself (having full rein to exaggerate anything to fit your personality), what would it be like?

I would model the character with an iron fist and a crown. I'd give him a Steven Seagal ponytail, a huge heart and a Brooklyn Dodgers hat with a Yankees jersey. My character would chew tobacco and the game would be called "That's our Abe". I would have the ability to Hulk-out at any point in the game and for any reason, but he'd be a lover not a fighter (Laughs).

Thank you very much Chris





Fetching comments...

Post a comment