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Interview with Abraham Valdez

By Chris Perrins

Web: http://www.abrahamvaldez.com (will open in new window)
Email: moc.zedlavmaharba@zedlava

(20232 Views) | 3 Comments
| Comments 3
Date Added: 13th December 2011
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.

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Readers Comments (Newest on Top)
Souhailcena on Wed, 22 February 2012 6:06pm
You're awesome i'm looking forward to create a game with unity and i really want to use zbrush but i can't model stuff like you do please is there any video i can learn from
Souhailcena on Wed, 22 February 2012 6:06pm
You're awesome i'm looking forward to create a game with unity and i really want to use zbrush but i can't model stuff like you do please is there any video i can learn from
Anonymous on Wed, 18 January 2012 12:26am
Abe is my hero!
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