Dark Side of the Sun

Sunday, December 27, 2009

Mundus Substantioso (III)

"Venus" is a stunningly beautiful porcelain sculpture by Kate MacDowell.

Note: The Mundus Substantioso posts show images of things connected, one way or another, to my short film Substantia, without implying that such connections are anything but coincidental.

If you find anything "Substantious" around you, please, send me the link/picture!

These are the two previous posts:

Mundus Substantioso (II)

Mundo Substantia (I)

Friday, December 25, 2009

Merry XMaxScript - Stick Locator v1.2

Merry ChristMax everybody! Guess what Santa brought for you? Yes, you... if you are a 3ds max user, anyway:

I just released a new MaxScript tool I made for myself, and which I have been using a lot for a while, called "Stick Locator". What Stick Locator does is create a point dummy (I called it "locator", please excuse my late Maya influences), which will "stick" to a reference object's specific vertex. You can also have it stick to its geometric center.

Since I am specializing in FX these days, the main use I have for this tool is to attach particle/fluid emitters to specific parts of a character, or any deforming/moving geometry which has been "baked". But I'm sure you can find new uses for it, like attaching props to a character's bodypart or... well, it's free for you to use in production (with proper credit, please), so if you find any interesting use for this script, do let me know!

For more information, and to download the script, check out my website's Scripts section. You can also find it on ScriptSpot.

Tuesday, December 22, 2009

Ridley Scott's "Robin Hood" 2nd trailer

You can see the "World Exclusive" second trailer at Yahoo! UK.

It shows a more complete picture of the whole movie and its story.

Avatar, an archetypal story

The most frequent criticism I have heard against Avatar is about the story. Even some people who loved the movie say things like "It's amazing, although the story is not". Well, I disagree.

I agree that the story is predictable and not specially original or witty. It's a story told a hundred times before, and it all looks very familiar. But it's the kind of story that great classics are made of. It's a strong archetypal story, full of archetypal characters and archetypal symbols. It is not a story to be intellectualized. It resonates with the deepest instinctive storymonger in us. There's the chosen one/hero, the mentor, the rite of passage, etc... And that makes it work in many, many levels: visceral, instictive, moral, intellectual, spiritual.

I will issue a warning here: "Archetypal" does not mean simple or superficial. I also think that it's a story masterfully told, with all characters carefully and sklillfully built, and every one of their actions adds to the meaning. If, as the great storytelling mentors say, your story is your character, then Avatar's story is excellent, because it has excellent characters. All of them. I cared about and related to all of them, and every single one of their actions had great meaning and importance to me. Even the pitiful and mindless obsession of the "bad guy" to destroy everything, because that's all he knows how to do. It's the dark side of every human-being.

I am the kind of guy who doesn't flinch at the scariest scene in the scariest movie, or who doesn't even get watery eyes when everyone else in the room is buried in handkerchiefs. When watching Avatar, I had goosebumps more times than I can count, and had tears to my eyes more than a couple, and not specifically on sad or happy moments. Has a movie ever had you almost crying of rage? Avatar was the first for me. And I know I am not the only one. I could feel it in the people around me. For almost 3 hours, the silence was absolute, and heavy with emotion.

I could keep elaborating about many more arguments to make my point: the way that every element in the movie (art direction, the music, or even the other stories it reminds you of) reinforces the story. But I will just state my position simply: My opinion is that Avatar is an example of very skillfull cinematic storytelling. In every single character. In every single action. In every artistic choice. Anyone who wants to learn storytelling should study Avatar. Thoroughly.

Tuesday, December 15, 2009

First teaser for Ridley Scott's "Robin Hood"

The first international teaser trailer for Ridley Scott's "Robin Hood", the movie I am actually doing the VFX for, came out today:

You can also watch/download it from Apple Trailers in glorious HD.

Wednesday, November 25, 2009

In Defense of Proceduralism

When we have to do something in CG animation/VFX nowadays, be it modeling, animation or many other tasks, we are faced with two main ways to go about it:
  1. Manual
  2. Procedural
To explain the differences, I will use an example. Suppose that the goal to achieve is to place 10 trees on a hilly landscape:
  1. If we do a copy of a tree, then manually place it at some point of the landscape, making sure that it is in the right vertical position (not above or below the landscape's surface), then make another copy, place it, and so on until all 10 trees have been placed, that would be a manual approach.
  2. If we create a script which automatically creates the 10 copies, and places them at random points of the landscape, making sure they are correctly placed on the surface, that´s a fully procedural solution.
A middle ground would be to manually make the 10 copies (to modify them, for example, and make them different from each other) and then use a script to place them on random points of the surface. We can easily think about many more combinations and degrees of proceduralism in between.

Despite the title of this post, I have to say that some tasks are more suited to a manual approach, while others would be impossible to do without a high degree of procedurality. In my actual specialty as FX TD, proceduralism rules my world! Just think particles... the fully manual way to animate particles would be to hand-keyframe every one of the 1,000,000 raindrops falling in your shot. That would be insane! And what if the client/supervisor/director asks for a change, and wants the rain to be angled sideways, instead of fall vertically... if you work 100% manually, you will shoot yourself before you get that shot approved! Of course, that never happens...

This brings me to state the two main advantages of procedural methods:
  1. Reproducibility
  2. Ease and Speed of adaptation to new contexts or changing client's requests.
To go back to our landscape & trees example: if the modelers change the landscape, and you had placed your trees manually, you need to move every one of them up or down so they are again on the surface, or even move them around so they are not placed in brand new weird spots of the landscape... whereas, if your aproach was procedural, you would simply run the script again on the new landscape, and it would be solved. Faster and less tedious (some of us humans don´t like to repeat the same task over and over, whereas computers just love to do that!)

To illustrate this, I will use another example. A real and specific one this time. Hopefully, this one will also throw some light as to why in some occasions the approach to take is not too clear, and how to spot the signs that will lead you to the right use of procedurality, in those cases:

Less than a week ago, I uploaded the Autumn Leaves MEL script to my website. As I have stated before, it is based on a technique I developed to animate/simulate leaves in the movie Planet 51. It all started with having to simulate a few leaves, still on the ground, being swept away by a broom. So I devised the proxies + wrap to high-res nCloth sim technique that makes the core of Autumn Leaves. But I first tested it manually, making copies of the lowres and highres, grouping them, moving them about, then combining the low-res, setting nCloth sim, then applying wrap deformers, etc... until I had 4 or 5 leaves that moved the way I wanted and simmed fast enough. Then, I could have made the same with 10 or 20 more leaves, manually. That wouldn't have taken too long. But in the end, I wrote the script (which would be the prototype for Autumn Leaves), even though that took longer than setting the simulation for all the leaves in that shot manually. Why? 2 reasons:

  1. There were a couple more shots with leaves to do, where the same technique could be used (reproducibility). Making a script for only one shot is often not optimal. But once you have a procedural rig/script, making more shots with it can be extremely fast. So the more shots (or even different jobs!) you use a technique/element in, the more useful it will be to go procedural.
  2. A red alarm light switched on in my brain: What if the directors want any changes later? What if they want a different proportion in the different types of leaves, or just want more of them, or... a thousand changes like that could be asked for. My approach to optimize and combine all low-poly leaves into one single model and nCloth sim would severely complicate them... but if I did it procedurally, any change would be a piece of cake, and very fast to make.
And once again, proceduralism saved the day! The leaves models I was given were judged to be too small, and I was asked to make them much larger. It only took a few minutes to scale the base models up, run the script, run a new sim... change done. Just with that, and the speed at which I did the other leaf shots, the time I spent writing the script payed itself tenfold!

Got any good stories / examples about using procedural workflows? When did proceduralism save your day? When did you cry and wish you hadn't collapsed those stacks / deleted that history? When did you regret not taking the time to write a proper script, and then wasted 5 times more time doing modifications or doing the same thing over and over in other shots / jobs?

Friday, November 20, 2009

Autumn Leaves v1.0 (MEL script)

The first version of Autumn Leaves is now available for download from the scripts section of my website. It's the first MEL script to find its way there.

Autumn Leaves automatically creates an optimized setup to simulate dozens of flying / falling tree leaves, with proper collisions, deformations, dynamics and aerodynamics. You only need to have high-res and low-res models of your leaves (you can combine several different models), and a NURBS surface to place the leaves on. After applying the script, you cand add more stuff to the simulation, like fields, or collisions with animated objects and characters.

Here's a very simple example video:

Autumn Leaves (Maya MEL script) example from Mayec Rancel on Vimeo.

This script is an evolution of a technique I developed to do leaves simulations in the film Planet 51 (which, by coincidence, comes out in US cinemas today!). It creates a relatively fast low-res single nCloth simulation, and transfers its animation to the high-res leaves through the use of wrap deformers.

I have many ideas of how to take this tool further, and make it more powerful / flexible. So if you use it and have any ideas for improvements, let me know. Same thing, of course, if you find any bugs (they are always there, creeping about somewhere...).

Here is the release info (which you can find in the .txt file that comes with the script download):

Autumn Leaves v.1.0

AUTHOR: Mayec Rancel


Tested in Maya Versions: 2009 x64


This script prepares a scene for a realistic simulation of falling tree-leaves.
You can also make them blow in the wind, or collide with the ground or other objects, etc.

The simulation itself is done with nCloth. The idea is to have one or several leaf models,
and their corresponding low-res models (sub-divided and shaped planes, basically). This script
1. Scatter as many copies as you want of those leaves, on the NURBS surface of your choice
(with random rotations), avoiding intersections.
2. Combine all the low-res models into a single object (named "simLeaves_Lo") , which will be
simulated with nCloth.
3. Apply wrap deformers to the high-res leaves, so they will have the movement and deformations of the
simulated low-res leaves.
4. Set basic parameters of the nCloth simulation, although you will have to tweak those depending
on the scale of your scene/leaves and desired behaviour.


For the script to work, you need to have in your scene:
- A high-res model for each of you different leaf variations, named "leaf#_Hi"
(e.g.: leaf1_Hi, leaf2_Hi and leaf3_Hi.)
- As many corresponding low-res models, properly aligned and with the same number
as their corresponding high-res leaf. Their names should be "leaf#_Lo".
(e.g.: leaf1_Lo, leaf2_Lo, leaf3_Lo). These models are to be simulated
with nCloth. For instructions on how to optimize them for this use, read
the Maya documentation on nCloth, or take a look at the Autumn Leaves example scene.
- A NURBS surface, where all your leaf copies will be placed.
When you execute the script, you just have to confirm (or modify) the number of different
leaf models you want to use, input the name of your Placement Surface object, and enter
the number of copies you want of each leaf variation.

Execute the script. And after all the calculations and setup, your scene should be ready to play
and sim. By default, script hides low-res leaves and leaves high-res leaves visible. If you hide the
high-res and show the low-res instead, your simulation will go faster (for display reasons). You can
cache it, and then bring back on the high-res leaves for playblasting/rendering.

You will probably want to tweak the parameters of the nCloth object, to adapt to your scene
scale and/or desired behaviour. The default settings are suposed to work pretty well with a real scale
(leaves aproximately 10cm large). The script sets the following parameters to these values:

Space Scale: 0.05
Use Plane: true
SubSteps: 12
Collision Iterations: 16
Start Frame: 1
Thickness: 0.3
Lift: 0.6
Drag: 0.6
Mass: 5
Bend Resistance: 5

So if things look weird for your specific scale, these could be the first parameters to adjust: Space Scale,
Thickness, Lift, Drag, Mass and Bend Resistance.

After running the script, you can add fields or collisions to the nCloth sim.


With this script you will find a test scene, called "autumnLeaves_testScene.ma". It´s an example of how to
set your scene before using Autumn Leaves. Just open it, and launch the AutumnLeaves MEL script. Leave
everything at default, and set up the number of copies (around 20 is a good value), then run, and you should
see the pretty leaves flying around.

The leaf models in this scene were modeled and kindly donated by Bego Gonzalez. Feel free to use them for your
animations, as long as proper credit is given to her (and to me, if you use the script ;).


- more precise check for intersections.
- more scatter options:
- scatter leaves on an object's surface (make it work for Poly)
- scatter leaves in an object's volume
- scatter leaves at particles
- option to have other names for leaf models.

Tuesday, October 6, 2009

Substantia website moved

Don't worry if you failed to find the short film at substantia.eu. The website for our short film Substantia will now be located at:


Making Effects at MPC (London)

A month ago I moved to a different corner of the earth: London. My purpose? to join the FX TD's at MPC, one of the greatest VFX companies in Europe.

Enjoying again the company of many friends who've also ended up in Soho, on to some exploration of this amazing city, and some serious effex'ing. To begin with, I'm working on the new Robin Hood film by Ridley Scott, one of my most admired film-makers.

Tuesday, August 4, 2009

Chaiten's Pyroclastic Lighting Storm

An artist is as good as his references. That's one statement I hold as very true, and it applies fully to a VFX artist's day to day work. A very important aspect of our work is to look for good references from the real world. As many as we can, and as good as we can. They serve as foothold to achieve more realistic and/or more interesting effects, and are a great tool to communicate ideas from/to the client/director.

That's why I want to share these very unusual and spectacular references. What natural phenomenon could be more spectacular than a pyroclastic flow? Well... what about a pyroclastic flow coupled with an electric storm!

These photos were taken in 2008, in Chile, when the Chaitén volcano erupted for the first time in 9000 years. The eruption also caused a spectacular lightning storm. This can happen when the hot gas and ash rises through the cooler atmosphere, causing a transfer of charge. The excess of electrons within the cloud makes it act like a capacitor, and if all the conditions are correct, huge electrical discharges may be observed as bolts of lightning during volcanic eruptions.

Nature's capacity to amaze, awe, scare and inspire is greater than anything we can ever imagine. That is why we have to learn from it when trying to carry those feelings through the big screen.

NOTE re. photo credits: I did not credit the photos because I found them all over the internet, and finding out who the photographer(s) is seems like a difficult task. I apologize for this. I do take very seriously the proper crediting of images in blogs and web articles, so if you have any information about who the authors of these beautiful images are, please let me know, and I will do what is proper.

Thursday, July 30, 2009

script update: Animation Bake v.1.1

I updated my Animation Bake maxScript. I solved a problem where it wouldn't work properly when the source object had a Link Constraint controller. Now it should work fine in those cases.

You can download the new version (1.1) from the scripts section in my website.

I would like to thank Julien Chanson, who reported the bug.

Monday, July 27, 2009

Mozy: free automatic online backup

A couple of months ago I had the scare of my life. One morning, my main hard drive just decided to stop existing. Poof. Dead. I lost all my photos of the last 3 years, huge parts of Projects that were in progress, and a countless number of other precious information that just hurt too much to even think about. I do backups of most of my things. Often. But not everything. Not often enough...

I will reassure you immediately (before you start crying for me, or getting angry at my stupidity), and say that all the information was finally recovered by Seagate. More importantly, it opened my eyes: manual backup isn't enough. I needed to set up a system of regular, automatic, daily backups (that way, if something breaks, I only lose one day of work, which is bearable). Thus, I set on to plan a way to have all my vital files backed up easily and frequently.

The first part of the plan was to have a software which would back up chosen folders to a second local hard drive periodically (every night). It has to be a second physical hard drive, and not just a second partition, because if the drive has a physical failure, all its partitions can go to hell. If it's in a separate physical drive, the chances of both hard drives breaking at the same is minimal (I will not be liable if you got a jinx and it happens to you). For this you have many efficient softwares, both free and commercial. Just to name the one I use, SyncBack Freeware. But there are many similar ones, so you should check them out and compare.

But I still needed another thing: what if burglars come into your house and steal the computer? what if your house burns, or if an asteroid falls on it. You lose it all. Files and Backup. So I found something called Mozy. It's a free software which automatically and regularly backs up any folders/files you select to an internet storage. This way your files are physically backed up to a place at the other side of the world. The whole planet would have to go to hell for you to lose your files, and then I guess you wouldn't be there either, to care about it!

As I said, it's free, secure, private, and it gives you 2 GB of free online storage. It's also the easiest backup software I've ever seen. You have no excuse. BACKUP YOUR FILES NOW! Tomorrow could be too late. Tomorrow, your computer might not boot, as it happend to me on that tragic morning.

You can visit the following link to sign up, which will additionally set me up as a referer, and will give us both an extra 256MB of backup space. It's win-win all the way:


For this, you can also enter my referal code (ZCD7Q7) when you sign up.


Friday, June 26, 2009

.mov Preview Maker: fixed aspect ratio bug

A few days ago, I uploaded a new version (v.b2) of the .mov Preview Maker script, fixing a BBB (big bad bug) it had. The aspect ratio of the previews was not correct.

Additionally, when using non-square pixel aspect ratios, the script automatically adapts the size of the preview to have the correct image aspect ratio using square pixels. For example, a scene with PAL 720x576 (PAR 1,0667) render settings will output a 768x576 .mov preview.

You can download the new version here.

If you use the script, I will welcome any feedback on whether this bug is solved, and if you find any other problems which need to be fixed.

Thursday, June 25, 2009

I am a todoist

Sometimes, regarding my CG/VFX work, I get asked how I do the things I do. But just as often, someone asks me how I am able to make so many projects, and keep up in learning new softwares and techniques. That is why in today's post I won't talk about CG or Effects related stuff, but more about productivity in general.

There is a very important tool in my arsenal that helps me fight two mighty ennemies: procrastination and stress. It is the "to do" list. I am always wanting to do many things and projects, in different areas, and while I work on 3 or 4, I get ideas for a dozen more. The todo list allows me to:

  • Remember all the things I ever had to, wanted to, needed to, dreamed to or wished to do, without losing my sanity (or what's left of it, anyway).
  • Have all the projects in mind when managing priorities, and be able to get back to one of them sooner, later (even months or years after) or never... when I have cleared higher-priority stuff, or when I simply feel more inclined to it.
  • Define the steps involved in tackling a task. The smaller the steps the better. This is a guaranteed procrastination killer. Climbing that mountain doesn't seem so hard, if you stop looking at the whole ascent, and realize that all you have to do right now is make a single step forward... easy, right? since we are here, let's make another, or a couple more, and get ahead of schedule (it can become addictive even - check next entry in this list-)
  • Feel that warm and fuzzy feeling when you check an item in the list. Even finishing the smallest, stupidest and most unpleasant task becomes relevant by this simple action.

Needless to say, I write down many todo checklists on paper, but for my main life-planning/world-domination check-list I like to keep it centralized in my computer. It allows more freedom and speed to update it, move items, sort them, delete, filter or check them. For a long time, I went with Rainlendar, an excelent free calendar/todo list software. But I realized that it was not serving all its purposes too well, because the todo list was always visible on my computer desktop, and gave no easy options for filtering (to only display photography-related tasks, for example). Seeing it all there, in front of me, all the time and whatever I was doing at the time, was not helping much on the stress side. Todo lists are there to free your mind from thinking about other stuff while you focus on DOING one thing.

So, I recently started using an online todo list website, Todoist.com, and I'm really happy with it (and I get no money or any gits for saying this, I just want to give a good tip to my readers). Its expandable tree view makes for an easy filtering (you only see those tasks, or sub-tasks you want to at a specific time). The sub-projects system allows the very important process of chopping-up those monster-projects into small, manageable and fast-bustable tasks. And since it's online, I can access it from anywhere, and I also don't have to see it accidentally while doing something else.

If we want to judge it by the results, since I use Todoist.com, I have cleared, one by one, a lot of stuff from my list which had started to pile up and annoy me in Rainlendar (I still use it for calendar, or for urgent keep-under-your-nose reminders, by the way). Now my list looks smaller, cleaner and more manageable. I am not saying Todoist is better than Rainlendar, just that it better suited my needs for a todo list. I am also aware of other similar online todo lists, a well-known one being Remember the Milk, but Todoist's simplicity and streamlined design are more appealing to me. If your knife can cut your tomatoes, why buy a lightsaber? But that's what works *for me*. Although I haven't used it yet, I will also mention Checkvist. It's simplicity and elegant design have nothing to envy to Todoist, and it adds some very useful functionality like import/export and sharing of lists (thanks to Kir Maximov for the tip). It would be great to hear your own experiences and preferences with those, or other, todo-list software/websites.

In any case, my advice is: If you haven't yet, try and use todo lists more. It might work for you like it did for me, and you may end up finishing more of your projects, with less stress. By the way, right after I push the "publish post" button, I'll have the pleasure to check off "write about todo lists in blog" from my Todoist.

Sunday, April 12, 2009

New Script: image sequence to .mov

Even though it is already included with my .mov Preview Maker script, I made available my command-line qtSeq2mov.js script as a stand-alone. It converts a numbered image sequence to a .mov quicktime movie.

It runs on Windows, and you need to have Quicktime installed.

As always, you can find it in the scripts section of Dark Side of the Sun.

If you find a use for it, let me know.

Saturday, April 11, 2009

New maxScript: .mov Preview Maker

I am probably not the only one who got very frustrated with the fact that 64bits versions of 3ds max don't allow export of .mov quicktime movies. That's why a few months ago I set on a quest to create an automatized workaround for the problem. Because I could always, in a pinch, use the manual workaround, I left it aside and decided to tackle other challenges.

After leaving it aside for a long time, I faced this particular dragon again today... and killed the beast.

The main piece of it is a macroScript for 3ds max, called .mov Preview Maker. It will give you the most basic preview creation options, and output that as a sequence of .tga files. The second piece of the puzzle is qtSeq2mov.js, a windows command-line script, called externally from 3ds max, and which controls Quicktime to open the .tga sequence and convert it to a quicktime movie.

You can find the script package (including the .js script and icons) in my scripts section. Be sure to read the included .txt file for setup details.

If you use the script and find it useful, or find a bug, or would like to make a request for enhancements, I would be very happy to get your feedback and comments.

Thursday, April 9, 2009

Entering a New Age

Indeed, my friends, this blog is entering a new age. It was a bit awkward to keep maintaining it, while I have other websites, portals, profiles and whatnots. But I still consider it an interesting tool and complement to my main website. It allows me to go more in depth with stuff I can barely mention in the main "news" section of my website.

That's why I decided to keep the blog going, but reorient it in several ways:
  1. It is now (also) embedded in my main website, to centralize all the information. Although a stand-in version is still reachable at http://www.mayec.eu/blog, which you may be seeing right now (if no "Dark Side of the Sun" title is visible up there).

  2. I will try to always and only post in english. thus the change of name to its original "Strange High House in the Mist". This was a hard choice, because it excludes some of my spanish friends who have a hard time reading in english. But in the end, it compensates the exclusion problem with an inclusive perk: it will make it accessible to more people all over the world. More so when my working field is becoming more international every day.

  3. I brought the design and the add-ons back to a bare minimum. I will probably start adding up again as things become necessary, are wished for or requested by readers. But for now it's back to content, content, content.
The old posts will still be there for now, in the archives.

As always, I will be very happy to hear your opinions and thoughts on this maeuver. Requests, suggestions, complaints... speak freely!

Monday, March 16, 2009

CG Tutorials - video or text?

A question for all the CG artists out there:

What format do you prefer for tutorials:

A. Video
B. Text and Images (webpage, pdf, doc...)

I have a couple of ideas for some interesting tutorials I could make, but I wonder which format would be best, and I would like to know your opinion.

Please answer in the following poll, and feel free to elaborate and argument your reasons on this post's comments.

The poll is now closed, with the following results:

Question: "What format do you prefer for CG/VFX tutorials?"
1. video: 85 votes (70%)
2. text and images: 25 (20%)
3. it depends 12 (10%)

A pretty interesting result. I did expect video to win, but there were some very good arguments in defense of the basic text+images tutorial. In the end the most reasonable answer seems to be "it depends"... depending of the specific subject of the tutorial, a medium or another is more suited. In some cases, even a mix of video AND text AND images seems to be an interesting hybrid solution to try out.

Thanks to all of you who participated!

Thursday, February 19, 2009

Scripts and Flickr

He hecho una puesta al día de mi página web, Dark Side of the Sun. Entre varios cambios menores, destaca la nueva sección scripts, donde ire colgando scripts que he ido creando para uso personal, y que pienso que pueden ser útiles a otra personas. Por ahora son principalmente scripts de 3ds max, aunque más adelante puede que añada otros (RealFlow, Maya, Nuke...).

Además, aprovechando que por fín me he hecho con una cámara DSLR, y que retomo con fuerzas mi afición por la fotografía, he inaugurado mi galería fotográfica en Flickr. Si tienes una cuenta flickr, puedes añadirme a tus contactos para compartir fotos. Espero tus comentarios.

Friday, February 6, 2009

Expandiendo mis Dominios

Mientras planifico mi asalto al dominio mayec.com, vilmente usurpado, me he hecho con los dominios mayecrancel.com y mayecrancel.net.

Ya se, después de un título así, decepciona. Pero no os dejéis engañar. Es el primer paso en mi plan de dominación mundial (jwuah jwuah jwuah). El que avisa no es traidor...

Friday, January 16, 2009

Teaser de Planet 51

Hoy comenzaba la promoción mundial de la peli en la que estoy trabajando como artista de efectos, Planet 51. Lo más significativo es que han salido al mundo las primeras imágenes de la peli, mediante un teaser, que por cierto, incluye unos cuantos planos en los que he trabajado. ¡Por fín puedo enseñar algo de lo que he estado haciendo durante los últimos 9 meses! Pasen y vean:

Los que me leeis desde España habréis podido ver algunas de estas primeras imágenes en los telediarios de Antena 3. En Estados Unidos (el país dónde se estrenará la película en noviembre) empezaron hoy a proyectar el teaser en las salas de cine. También empieza su distribución online en sitios como AOL, AOL kids o nick.com, sin olvidar el sitio oficial de Sony/Tristar (la distribuidora) y en prensa escrita.

Cuenta atrás para la ignición: 10, 9, 8...

Sunday, January 4, 2009

Se vende cortos. Razón Portería

¿Portería? ¿Qué portería?. Pues la de MyToons, que acaba de abrir una tienda online de videos de animación, y me pidieron insistentemente que exhibiera mis cortos en su escaparate mundial. Después de recibir varias ofertas para la distribución de mis cortometrajes, estoy muy contento de que una de ellas se materialice.

De todos mis cortos, he seleccionado para este cometido a dos cortos muy distintos, que son también los dos más recientes: "Cortesía y Neumáticos" y "Substantia".

Pasen y vean...