Tomek Bagiński on "The Cathedral"
by Pablo Hadis for MaxUnderground
A significant number of CG artists have already seen "The
Cathedral" or are aware of its existence. "The Cathedral"
is a unique short film, not only due to its intrinsic qualities,
but also because of the way it was conceived. This non-commercial
film is the result of the collaboration between two highly
talented individuals: Polish science fiction writer Jacek
Dukaj, author of the original "Cathedral" story, and Tomek
Bagiński, an accomplished CG artist with a strong background
in painting and architecture. Working together with Jacek
Dukaj on adapting the story for short-film production, Tomek
spent 14 months on this project, switching through all the
different hats of the CG trade and using Max as his 3D program
of choice. Thanks to its amazing visuals and a storyline
of unusual content and depth, "The Cathedral" has earned
(and continues to earn) awards around the world, including
SIGGRAPH's Best Animated Short award and an Oscar nomination.
We had the pleasure of interviewing Tomek Bagiński, who
gives us a detailed account of the production of his short
film.
Why? (Why did you make the short film?)
I had been working for two years doing commercials before I started
working on "The Cathedral". Commercials in Poland are a fresh
topic. We've had a non-communist government and a market-based
economy for I think 13 years now, so the history of commercials
in Poland is only 13 years old. What does all this mean? It means
that we are at the beginning of this road and most commercials
created in this country are of poor quality. They are evolving
very fast and there is already much more good-quality output now
than, say, for example, 5 years ago but it is still a very fresh
topic. So, I had been working on ( very bad ) commercials for
two years and I felt that my brain needed some exercise or I would
otherwise end up brainwashed, flat, non-creative, an ex-artist.
I needed something creative to work on after the hours I spent
at my day job, I needed "The Cathedral" to prove to myself that
I was still able to create cool pictures.
Why did you choose The Cathedral in particular, among other
possible sources?
After I decided to make a short film, I contacted my favorite
SciFi writer here in Poland - Jacek Dukaj - and asked him if he
would be interested in getting involved in such a project as a
scriptwriter. I did not believe that he would agree at first,
but he did. A miracle. During the next six months he sent me more
than 400 pages of ideas and finished stories in different stages
of evolution. There were dozens of ideas described in a few lines
and also some full length short stories. One of them was "The
Cathedral". It was 80 pages long, very visual and an excellent
short story. We did not think at the beginning that we would end
up choosing "The Cathedral". It is extremely good literature but
it was way too long for a short film project and when we started
we had no idea how to edit it down to its current size. But we
also felt that it was the best - way too long, but definitely
the best.
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"Cathedral" hero, modeled after musician/actor
Witalis Popow
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It took us almost six months to decide ourselves on the "The
Cathedral" and to find the way to turn this long, multithread,
multihero story into a 7 minutes short with only one hero ( this
was one of the self-imposed restrictions with which I decided
to work on for the project ). The final screenplay is only 2 pages
long and the story line can be told in just one sentence, but
it still retains the mood of the original "Cathedral". In this
case, the mood of the story is much more important than the story
line. Both in Jacek's original concept and in my movie.
Which were the biggest technical obstacles for making your
short film?
Animation. When I started "The Cathedral" I was a quite good
modeler but I didn't know anything about animation. It was a really
tough road to travel. My first scenes took ages to complete. A
few months later my producers decided to make a motion capture
session in order to help me. We had to make some Mocaps for "Quo
Vadis" ( a Polish feature film production ) so we did some for
"Cathedral" too. This was great for me since I was really tired
of fighting with character animation. Unfortunately, this was
not the best way to solve the problem. The Mocap we used wasn't
very accurate, and cleaning this Mocap data was taking more time
than creating keyframe animation from scratch. In the meantime
I had upgraded my animation skills a lot and I had started to
work really fast so in the end clean Mocap data was only used
in three or four long distance shots. The rest was animated by
me from scratch or animated with Mocap as a reference for timing
and poses. I have still lots to learn regarding animation, but
I can gladly say that I am now much better than before I started
the project.
There were also some "pure" technical obstacles like the cloth
simulation for the hero's cloak, which was real pain in the ass
and never looked the way I wanted it to. Also, the need to manage
big quantities of data ( I've rendered the project in 1,5 K and
in many layers so it has more than 300 Gb of data. - all this
in my head ). Work proceeded slowly when time was spent on the
big scenes and big compositions.
Which elements of the film did you enjoy the most playing
with (modeling, texturing, lighting, animating, editing)?
I really liked compositing and matte painting. I've learned a
lot, I really liked it. Most of the scenes in "The Cathedral"
are a mix of 3D rendering, 2D graphics, and some compositing tricks.
I've invented many things on the way which were needed for solving
certain situations and it was really fun to do it. I also enjoyed
the concept and pre-production stages. While you are doing concept
art you can take risks because you don't have anything to lose
yet. You haven't started working on the really huge scenes, you
can free your imagination and the mistakes don't cost much. You
can experiment freely and test a few scenes in one evening. All
of this becomes impossible at a later stage.
The elements I mentioned are the ones I liked the most but I
also enjoyed modeling, texturing and lighting. I liked to invent
tricks to make things which are theoretically impossible to make.
Many people asked me how I did the final part of the animation,
what is the name of the plugin that I used to create it. They
find it hard to believe that it is just the result of using a
few modifiers wisely; pure 3ds max with no plugins. Just tricks.
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A partial list of layers used for compositing
one of the sequences:
ambient, texture, light, rays and z layer (final image
at bottom right)
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At what point did you consider the film a 'finished' piece?
The film was finished at the end of April 2002, at that time
it was printed to 35mm film. But I only came to feel that this
project was really closed several months later, a few minutes
after the cinema premiere for "The Cathedral" took place here
in Poland. That was on October 16, 2002, and after that the film
was screened in many cinemas here in Poland as a bonus addition
to "Minority Report" and "Signs". I always wanted to show this
film on the big screen, inside the cinema. It was one of my dreams
and I did it with the help from many great guys. What more could
I ask for?
Which 'classic' painters have influenced your work? Any other
inspirations?
I find inspiration all around me. The light changing behind the
windows changes my mood. Every little piece of reality influences
us these days, but of course there were some more important and
visible inspirations: painters like Rembrandt or Beksinski. Architects
like Gaudi. Gothic architecture ( I've read dozens of books on
the subject before I started working on the film ). Some other
less visible but very important inspirations like Japan Anime,
Music Videos, music itself, movies, books. Many things.
How did you find out that you had been given SIGGRAPH's award
for the Best Animated Short? What was your reaction?
I got an e-mail from the jury and my first reaction was feeling
scared. I know it sounds strange, it was strange for me too, but
that was my reaction: I was scared. You have to understand, I
was really exhausted those days: the work I put on "The Cathedral"
during the last weeks of the project was done under extreme pressure,
I worked days and nights, and my brain was overheated... I started
to celebrate sometime later when I was 100% sure that it wasn't
a joke.
I never expected that my film would win as the Best Animated Short
of the event. I wanted to get into the Electronic Theather but
I never thought that I could win the prize for the best short.
Which effect have the prizes you've won for The Cathedral
been having on your life/work? What about Platige Image, have
they considered embarking on an animated feature length film?
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Test model, previous to MeshSmoothing
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We aren't involved in an animated feature film yet but I have
some plans :) Of course all this has influenced my life. It's
been a bit more peaceful these last days, but at certain moments
it's come to a point when I sometimes have no time for 3D, have
no time for art because of interviews, workshops, and travelling.
A year ago I had never travelled outside Poland. In the last 6
months I've been twice to the U.S., several times to western Europe
and even visited Japan last month. And these people even pay my
bills, only for an opportunity to watch "The Cathedral" and watch
and hear some "making of" materials. It's great - but it is also
quite exhausting. We also made a big noise out of "The Cathedral"
and its awards locally, here in Poland. As I said - the film has
been screened in cinemas around the whole country. I've done many
interviews for the media here, and of course we now have more
work than before. It's quite a good time, but sometimes I really
yearn for calmness. I can't forget now about the surrounding world
and make art as I could before.
Any improvements in Max that you think could've made your
work easier?
I like Max but in my opinion it needs some speed improvements.
MeshSmooth is a very slow modifier for example ( even at a value
of zero - which is strange ). Skinning is very slow in Max. In
most cases you have to work on a VERY simplified model or with
a skeleton. Messiah:animate is, for example, many times faster
- not two times or three times: it's a dozen times faster - so
optimization in these regards is possible. Even Lightwave ( oops
) is much faster than Max in that part ( I'm working with Grzegorz
Jonkajtys, he is very good in Max but he is also a LW master,
and he is doing all the character animation in LW. When I saw
how fast it is compared to Max i stopped wondering why he is doing
it ;-) I really like Max, though, and I believe this can be easily
fixed.
And of course the traditional problem - booleans.
Thank you for sharing with us, Tomek, and congrats on
making such an amazing and visually stunning film! We'll
be looking forward to your next short!
Or maybe a full feature. Who knows ;-) I've made some connections
these last months. Anything is possible. All you need is to try.
I can always return to making commercials, and shorts, right?
;)
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For more information on "The Cathedral" short film visit:
http://www.platige.com/katedra/eng_/strona_glowna.html
Jacek Dukaj's website:
http://dukaj.fantastyka.art.pl/index_english.html
(English)
http://dukaj.fantastyka.art.pl
(Polish)
Platige Image, the studio that helped produce The Cathedral:
http://www.platige.com
Document last edited: September 16th, 2003.
Comments? Please use the following form to contact us.
Images courtesy of Tomek Bagiński and Platige Image.
(c) 2003 MaxUnderground