The Art Must Fall: An interview
with Tomek Bagiñski by Pablo Hadis for MaxUnderground
Welcome to Atoll, an old, forgotten military base somewhere
in the Pacific. In this self-contained environment, where
the only rule of law is that of obedience to the chain of
command, art, for art's sake, still finds a way to flourish.
After watching "The Cathedral" this movie definitely
comes as a surprise. Tomek Baginski's second animated short
marks his debut as team director and is a clear and intentional
departure from the style of his previous film. The use of
a vibrant color palette, faster and more functional editing,
lighter music and immersive visual language helps shape
this movie into a dark comedy that successfully manages
to transmit characters' traits and provoke true emotions
in the viewer. "Fallen Art" is no doubt a visually
stunning piece (yes, even more than expected), and it manages
to distance itself so much from the sanitized look of CG
renders that some of its shots look like beautiful paintings.
The sound design of the piece follows this same logic by
helping to convey a sense of texture, atmosphere and space.
To say that "Fallen Art" is an excellent dark
comedy with a substantial dose of cynicism, however, does
not provide a close enough definition. The film effectively
smashes the principle of hierarchies and blind obedience
in the military through the use of humor, and this very
sense of humor along with the way in which the subject is
approached necessarily reflect to a degree current values
of Polish culture (with everything that implies).
Once again, we have the great pleasure of joining Tomek
as he takes another step in his filmmaking career, and ask
him questions about his latest short film.
What was your main motivation
for embarking on the "Fallen Art" project?
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The Doctor character, originally designed by
Rafal Wojtunik, ready to take a picture
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"The Cathedral" was quite a big success
for me. Especially locally, here in Poland. I've done many
interviews, many articles were published by the press, we
may even say that I became a little popular here. It was
cool of course, but after a year or so, when I was still
known only for "The Cathedral", I realized that I had to
start another short. Journalists' brains work in simple
ways (Ed. note: thanks Tomek). After "The Cathedral", even
months after the Oscar ceremony, when they wanted to write
something about ANY upcoming animation they called Tomek
Baginski. I became and expert in animation after making
one six minute short. In some ways it was funny, but in
some ways it started to be scary. Being an expert
after one short film? It is ridiculous!
So I was beginning to be scared of
the future, when in 20 years I would still be known only
for my first short. I was worried about the idea of a future
when people would still be asking me again and again what
it was like during the Oscar Ceremony when I was nominated
for "The Cathedral".
That was the first reason. The second
one is that I really enjoy making films. I've returned to
making commercials for a year or so, but it wasn't a lot
of fun. It was just a way of making money. I realized, that
even though I ended up exhausted after finishing "The
Cathedral", I kept thinking about my next possible
short, and the next one, and a lot of others after that
one. I had a lot of ideas left from the period when I was
working on "The Cathedral". I returned to some
of those ideas, fine tuned them, and ended up with the story
for "Fallen Art".
"The
Cathedral" was based on a story written by another person
(i.e. science fiction writer Jacek Dukaj), what prompted
you to work on your own script for this film?
As I said before, I had some old ideas
that I had written down. ( This is certainly a good method.
If you have an idea for a short or story, and you don't
have time to work on it or to create a storyboard because
you are making something more important - then it's good
to write it down somewhere. It's a great feeling to return
to these ideas after a few months. The brain really has
a habit of forgetting things and this is the only way to
save ideas for the future. )
After "The Cathedral" I wanted to
try a different mood, a different approach for the characters.
I just picked one old idea that was really different, a
dark comedy short about soldiers. I worked on it a little,
made a storyboard, and realized that this idea was good
enough for the next short, and different enough to surprise
the audience.
I still work with Jacek Dukaj. I still have some future
plans connected with his stories, but in this project he
only helped me with the title.
According to the "Fallen
Art" website, the movie was produced by a "group of people
for whom the army has always been only an unfulfilled dream."
Why did you choose the army as one of the main subjects?
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A view from outside Atoll base - no need
for a 'keep out' sign
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I don't think that there are any deep
meanings. The first sketches of the story were very simple.
I've changed some details after the Iraq war, because I realized
that pure comedy is not the best approach these days. I realized
that potentially the story has a lot more meanings than I
thought before, and it should be much more wicked because
we live in wicked times. But as I said the idea wasn't like
that at the beginning, it evolved with time.
In "Fallen Art" you've chosen
to work further on a stylized, painterly aesthetic. Why did
you choose that style instead of a more realistic approach
usually linked to 3D renders?
There are several reasons. First of
all, I don't see a reason for doing photo real 3d graphics
unless you are working for the SFX film industry. The tools
for reconstructing reality will be better and better every
year, and one day we will see that doing photorealistic
3d will be the easiest thing ever. Like making a photo now.
I don’t want to be an artist that can be exchanged for some
kind of 3d camera in future. Take a look at what is happening
with 3d tracking artists - they are still needed, they are
still working, but the software is evolving so fast that
the shots that needed 10 artists working for days now can
be tracked by one guy with some new software in a few hours.
To put it briefly - stylized pictures
look better to me, and I have a lot more fun making them.
Another reason is that if I'm not working on a realistic
film, then I don't need to use all the fancy shaders, billions
of photons; I don't need to make super fine, super realistic
cloth and dynamic simulations - I can make a film faster
and for the less money.
A
well known French
filmmaker once said that "making a film on your own is about
as hard as playing tennis alone" (due to the lack of
feedback during the process). "The Cathedral" was mostly
a solo effort, but this time you
worked with many other artists. How much do you think this
influenced the final shape of "Fallen Art"?
Extremely. From concept art to models,
through textures and animation, everything was influenced
by other artists. It was quite hard for me to make the switch
from solo to teamwork, from the role of an artist to the
role of some kind of administrator... and finally to the
role of director. But, the improvement in the final look
of the film and in the amount of time it took to develop
was enormous. Even if all people work just after hours
and in their free time, it is still a big improvement. It's
many times faster than solo work.
There's also another factor to take
into account. If you work with a team, then many of the
pictures and shots are no longer "yours”. They are different
than your original "vision"; the picture is no longer such
a personal creation. It's made by "the others" ;-) It may
be a little painful at the beginning but it's really the
only way of making films.
How
did you feel in the role of directing other artists? What
lessons did you learn?
As I said, it was painful at the beginning. You have to
forget that you can do it all by yourself, the way you want.
At first you always try to make things yourself because
you don't believe that someone else can do it as well as
you can. Of course this is just an illusion but one that
is very hard to dispel. Another thing is that the work that
people do for you is always a little different from the
work you originally imagined.
The main lesson I learned was acceptance
of these two things. Of course that I can do it myself -
but it will take a lot more time. Of course that the final
look is a little different than I imagined - but it's not
worse! It's just different, and sometimes even much better.
When I realized this the rest was simple.
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The call of duty: a soldier listens attentively
to Sergeant Al's words
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How
do you feel about the prospect of dedicating your time once
again to interviews, workshops, traveling, etc.? Would you
prefer it if the media (we) left you alone?
Yes, I would prefer to have some quietness,
but it's part of the job. Most people think that working
on a film ends when the film is finished. But in fact it
is just half of the way. After finishing a film the director
and producer have to show the film to the public, and reach
an audience as wide as possible. You cannot forget about
this part. I don't really like it but it has to be done.
The team and the public expect it from the director.
How
much did you intervene in the different parts of the process?
What did you enjoy the most?
I did all the script, storyboards,
a few models, textures and animation, all rendering, and
lots of compositing. The rest of the work was divided and
assigned to the team. I did a lot of work for this project,
but it was more of an obligation than a choice. My team
simply couldn't work with me full time - they had to think
about their lives, my project did not have a big budget
and many things I had to make alone, even if I didn't really
wanted to.
When I was working with the team I tried not to intervene
a lot. The people who made this film are all very good artists.
In their domains they are much better than me. I just tried
to provide them with a clear vision of the picture I wanted
and that’s all. I learned a lot about the process of accepting
different artists' visions. If it's good and it fits the
overall style of the film then I accept the work without
problems.
How
was Max used?
All texturing, some animation, all rendering ( with the
Brazil renderer ). Max was the core software for this project,
but a lot of the work was done in other 3d software. The
project was developed mainly by my friends and volunteers.
Everyone worked on the software he likes best. I did some
work collecting all these formats and scenes together. It
was easy because most of the environments were painted,
so we had to convert only characters, animation and sometimes:
the camera.
Mark Owen's mdd importer was very
helpful here ( it's an importer for Messiah:animate mdd
format files which is something like the point cache feature
in max ). We also used a lot of Kaydara .fbx format which
is I think the best for importing and exporting textured
models. Most of the conversion was between Max, LW and Messiah.
How well did it integrate
with the other 3D programs?
Quite ok, but you have to remember that we had a pretty
simple situation. I was rendering mostly the characters
so I didn't have to worry about scale problems, or other
problems of integration with the various environments. We
just baked an animation into mdd vertex animation file,
then opened the model in Max, then imported the baked animation
and finally imported the light sets. After that we just
rendered the shot. That's all. Putting characters into the
environments was done mainly in the compositing stage.
One of the most visually
impressive sequences of the film is that of General A and
his projector. How was the lighting achieved? How was camera
and editing approached?
That was probably the most complicated
sequence of the film. Technically, the toughest part was
the beginning of this sequence, when the projector warms
up. We had to build the projector in 3d instead of just
painting it because three very important shots needed the
3d camera movement. This three shots together took
I think 6 or 7 weeks to complete, and that was the longest
amount of time needed to complete a single piece in the
whole production time.
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Let's hear that tune again...
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The General's dance was also quite
difficult - we were nearing the end of production and the
dance sequence had to be created very quickly. Greg Jonkajtys
who animated all of the General's long distance shots was
working all nights on the animation in order to stay on
schedule. And it was all in his free time - because during
the day he had to fulfill his regular work duties. Most
of the lighting effects were created in compositing so it
was quite fun to do, and it wasn't very tough. The editing
was quite tricky ( because it is always tricky when you
are filming a dance ), but we had the music months before
the end of the project so we could make a detailed animatic
for this sequence, and it made many things easier.
Any
improvements in Max that you think could've made your work
easier?
As I grow older, and as I move towards
the role of director, I'm using less and less 3d software,
so at this moment I cannot say what else can be improved.
In fact I'm not even familiar with all the new features
included in version 7. But I think that it is time to move
Max to the new core now. Comparing it for example to XSI
or Messiah of even Modo - Max is really, very slow. Deformations,
particles, animation, everything works very well but it
is also very slow. And releasing another version which is
based on a similar core but with a lot more plug-ins doesn't
help this situation.
Also, after months of working on exchanging information
between different software packages, I really hate the .max
file format which is very hard to import into other software.
It's not even possible to export camera movement without
using third-party formats and even if you manage to export
it there are always problems. And another thing is that
all rendernodes for Max had to be installed on Windows and
had to have Max installed too. When the renderfarm
grows it starts to be a problem. I really love the choice
of renderers available for Max. We have used Brazil for
"Fallen Art", and there is also the very good V-ray, and
others, but it is really a pain that it is not possible
now to write a stand alone renderer for Max - because of
.max format limitations.
Any particularly interesting
or funny anecdote regarding the conception/making/screening
of the film that you'd like to share?
Well, for the creation of the dancing sequence I first danced
all choreography ( with my fiancée Monika ) and recorded
it on DV - it looks really pathetic but quite funny. Looking
for the music was another interesting thing, because my
brother ( who was looking for it ) heard hundreds
of the worst pieces ever composed in order to find this
one good piece. We were looking for cool music for small
money - and this two words together "cool and cheap" are
not very common in the world of music. He spent 6 weeks
with headphones and was very exhausted after this process.
One last anecdote, we had a lot of fun making the blood
splats - all this was done with water and paper towels.
Paper towels get darker when they are wet so we did all
the splats that way, just scanned them in and moved the
hue to reds.
Thanks much
to Tomek Bagiñski for sharing with us once again,
we hope
he enjoys
his time at the festivals and promise not to contact him
for an interview
for at least
half a year's time. With "FA" as a snapshot of
Tomek at this moment of
his career,
and as a glimpse of his filmmaking future, we're
confident that
the best
is yet to come.
***
For more information on "Fallen Art" visit:
http://www.fallen-art.com
Full movie credits:
http://www.fallen-art.com/eng/ekipa.html
Tomek Bagiñski:
http://www.platige.com/katedra/eng_/tomek.html
Platige Image, the studio that helped produce "The
Cathedral", "Undo" and "Fallen Art":
http://www.platige.com
Music by Fanfare Ciocarlia - "Asfalt Tango" song
from the "Baro Biao" album (1999):
http://www.fanfare-ciocarlia.com
Note: "Fallen Art" is Tomek Bagiñski's second animated short for theatrical release, but it's actually the third film in his filmography. Before working on "Fallen Art" and "The Cathedral", Tomek made a student short film titled "Rain" (1997, created using an earlier version of 3D Studio) that was not distributed as widely as his later films.
Document published: June 6, 2005.
Comments? Please use the following form to contact us.
Images courtesy of Tomek Bagiñski and Platige Image.
(c) 2005 MaxUnderground
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