Day job blues, in Spanish!

Regreso a mis raíces en español. Tuve que tomar un trabajo que no está relacionado con arte para poder pagar las múltiples deudas diarias que mantienen a los humanos como esclavos legales. Producir trabajo individualmente es tarea excesivamente difícil para los artistas que no son patrocinados por estudios de arte o patrones … ricos?

Por otro lado, la alternativa de trabajar con uno de esos estudios en la industria de animación no es viable por mi edad. ¿A que me refiero? ¿Cuanta gente has vistos en esas fotos de “equipos” de trabajo de esos estudios que estén en sus 45 a 60 años? Ah… no habías prestado atenon a eso, ¿ah?

Pues si, hace años que trabajar para esos estudios que mastican empleados nuevos (jóvenes) y los escupen cuando se ponen viejos (30 a 35 años) no es una opción. La industria digital de arte o de arte digital, está sobre-poblada con nuevos artistas que se dedican a lo “nuevo” y no saben que no podrán mantener esa situación por que lo “nuevo” dura poco y ya pronto serán “viejos” en una industria que cambia constantemente de mes a mes… y todos esos estudios quieren cambiar a la misma velocidad.

De todos modos, ser independiente es más atractivo a mi edad. Pero tengo que pagar esa estupida factura de… agua… luz… renta… recogido de basura (pagar por tirar basura!!!!!!)… gasolina… oh, y si queda algo, comprar comida y ver al doctor…

Alguien dijo que se abolió la esclavitud algún tiempo pasado, ¡hmmmmm cuentos! Lo que se abolió fue el castigo corporal, y aún eso está vivo en algunas partes…

Another “curve-ball”

Turns out I will have to take a non-art job as a day job to pay for the “societal slavery” of bills. That means it will take more time to finish this project of mine. Good thing is that I can and should use public transportation where I could continue working with my new iPad Pro and pencil… and if still energetic when I get home, then spend time on Blender.

This situation, of course, makes me re-plan my societal life. I am selling all things shackle like, such as an inherited power boat, traditional art supplies I don’t use… a drafting table that is on my way, and light table that has not been used in years. 

All that so I can say bye bye to slavery and become a digital nomad in the future. I have a couple of friends doing it and they are producing more content than me! And are happier!!!! 

So, new goals.

Updating my external 3D portfolio.

I am concentrating my digital 3D portfolio, the 3D art created with Maya, Mudbox, ZBrush, Blender and the 2D software used for texturing those models, into a single portfolio hosted by That hosting system allows me to to concentrate on my portfolio of art that is not web related, meaning that I do not have to code a single part of the site.

If I were a web designer or developer then that would not be ideal. I would have a site hand-coded to show all my skills on web design and development (no, not the same thing, by the way). One thing that I like, is that I can connect this “catch it all blog” to it and repost anything from there that I want. But not automatically. Which I like better to be selective.

This blog and site is mostly for my film, my independent work. That other site is for my commercial 3D work.

Any way, here is the address to the main site:

And here is the direct Portfolio 1 link:

Here is the W-C and cloth sim of Jara.

Here is the version for Jara. Like I said in Vimeo directly,

“Here is the test of the walk cycle for Jara, the female character for the short story Traces. I like the hair simulation, it is particularly unique for a cg character. The pause on the walk is annoying and will work it out to get it smoothed. Like the steps but not the speed. Also the hands are too stiff for my liking. The cloth simulation is quite awesome. It can be better and with time it will be.”

Testing the walk cycle and cloth simulation.

This is Isidro, from Traces. I am testing the cloth simulation and basic walk cycle for the character. I see a few thing to improve and don’t like the shoes at all, but the idea of the design is good.

The walk has some things I will keep like the legs’ outward move but the hands look like he is constipated and in pain! 🙂

Well, so far so good. Some more work to tweak it and have it correct.


More Cobra fun.

I spent today about 1.5 hours on this update. I have the wings and engines, some of the stabilizers and a few of the brackets, oh, and the windshield started. I put a blue material just for ease of identification and will be working on the small details when I get all the major bodies blocked in.

What do you think?