Wednesday, November 25, 2009
Comics
Even his sketches are exemplary, containing the same energy as the finished work. The only difference is that the initial sketches are raw.
Alex Ross
The strength of Ross’s work is the realism they contain. Each character that he creates retains a personal element to them, as if they were real people. His illustrations are believable, almost diving into hyperrealism, in the sense that they aspire to something higher than photorealism into a lucid fantasy.
There is a notable disadvantage to Ross’s work that is a direct consequence of the advantages. The biggest knock against Ross is that his work is sometimes static. His sense of acute realism can sometimes stifle any sense of movement in his pictures. Below is a link to his website.
Infinite canvas
The part of his presentation that struck me most was his talk of unconventional narratives. He mentions circular narratives and parallel narratives rather than the standard left to right comic layout. This blew my mind because I never really appreciated the possibilities that can be taken with this. What if there was a comic that had a layout like a spider-web? The sky’s the limit in this respect.
What I would mainly be concerned about when designing such layouts for comics is practicality. Would readers like experiencing such unorthodox comic layouts? The danger of breaking the mold too much would be that it would be too distracting and focus too much attention away from the story, which is the most important part of comics.
Slinkachu
If you stop by any Barnes and Noble, you should check out the Arts section. There was a book I came across that featured the work of Slinkachu. The book is called Little People in the City and offers a glimpse into the world of this particular artist. I didn't read the book very extensively, but I did get a lot out of it.
Slinkachu's work is fascinating because he creates miniatures that are smaller than a fly. The miniatures are generally people, living their day-to-day lives in a much bigger universe. As I flipped through the pages, I imagined what it would be like to be that small. Would I get eaten by spiders or other small predators? There was actually a picture of a small human with a rifle, killing a fly. The fly was shown dead on its back with the miniature human aiming the rifle.
I don't think you have to necessarily have to be interested in art in order to appreciate this work. Some people already feel small in the universe, why not observe from an even smaller scale?
Drawingboards
Logos
Beatles Rock Band animation
The animation for Beatles Rock Band is stunning. Every movement takes you back to the time of Beatlemania, whether it be the mop-tops shaking their heads, or the screaming fans at Shea Stadium. I loved the transition between the Fabs' concert era and their more "experimental era" of music. They show the Beatles going up an elevator, with their dress changing to more colorful Sgt. Pepper uniforms. Once "I am the Walrus" plays, more CG elements are added in, which really give a different dimension to the piece.
The 2D animation at the beginning of the short is great and I think a lot of that has to do with the appeal of the character designs. The Fab Four look like themselves, but are slightly caricatured to give them a fresh look. All the characters are stylized, and the result is very appealing.
Keeping a Sketchpad Handy
Where does inspiration come from?
Purpose of Found Objects
Avatar
I really want to see this movie. Some of my friends say it's going to be mediocre at best, but in my opinion, they're approaching it from a plot point of view. Looking at the trailer, it looks like any blockbuster action movie, with the exception that there is significant innovation in terms of CG in this film. Critics of the film point out how predictable it looks based on one viewing of the trailer, which is understandable. I won't reveal exactly how predictable it is, since you can check out the trailer through this link.
I've come to accept that some movies are meant to be more "serious" in nature, in a sense that the filmmakers spent a lot of time creating a compelling story. Other movies are just for pure entertainment sake, an example being the Transformer series. People shouldn't necessarily go in with the attitude that every movie should be fine art. Knowing what kind of movie you're going to watch will make the experience more enjoyable.
Design Skills
IMA
Design in Nature?
Sunday, November 22, 2009
Character Art
From experience, I found that there are several effective ways to creating characters for animated films or video game art. One method is to observe animals and anthropomorphize the bodily features. Giving "animalistic" characters human features gives the intended audience a chance to connect with them better. Of course, you should realize that you do not always have to do this. Just remember that when creating concepts, you should keep in mind what kind of creature your making as well as how the personality is recognizable to an audience. If you look at any animated film or video game, you will see how the characters have human-like qualities. While giving the characters human features, an artist should also play with shape and form, experimenting with different aspects that would best convey that creature's characteristics.
Another way to conceptualize characters is to caricacture the faces of ordinary people. You can even do this by looking into a mirror and distorting your own face on paper. It's also fun playing with wardrobe, turning a t-shirt into a pirate's costume or some kind of medieval garb.
Analyzing Hokusai
It wasn't until recently that I really began to appreciate the work of Katsushika Hokusai, one of the greatest artists to emerge in Japan during the 19th century. I would go even further and say that he is among the greatest artists in history. Not only was he influential to the development of Japanese art, he also greatly influenced the West, inspiring the Impressionists and Post-Impressionists.
My recent appreciation of Hokusai mainly has to do with the graphic quality of his work. His pictures convey great depth despite the deliberate flatness of forms. What gives his prints such vitality are his elegant lines and bold colors. He wasn't interested in getting too meticulous with detail, but rather focusing on delicate line quality.
The picture at the top is Hokusai's magnum opus, The Great Wave Off Kanagawa, derived from his 36 Views of Mount Fuji.
Saturday, November 21, 2009
Fantasia
As a kid, I was enthralled with the Disney movies, to the point of wearing out the tapes. In fact, I watched these films so much, my parents would sometimes "lose" several videos so that they can watch something else on television. Despite my love of Disney films, I never really understood Fantasia. The first time I watched it, I felt a bit detached since there was a lack of dialogue. What drove the whole film was music and pure animation.
As an aspiring animator looking back now, I can now appreciate Fantasia as a masterpiece. Everything about the film is iconic, from the dancing hippo to the army of brooms overwhelming Mickey. The music complemented the visuals immensely, reinforcing how the characters were feeling on screen. If there ever was a perfect artform, this film would be it. Fantasia has everything from painting, acting, animation, and music. In my opinion, the possibilities of art synthesis were explored here and are just the beginning.
Sculpture
What do you like better sculpting or painting? Being a painter, I have a natural bias towards painting, since I've been doing it longer. That being said, I am still in awe of anyone who can create in the 3rd dimension. The biggest disadvantage of painting is that the overall image is flat, unless dramatically raised textures are applied. With sculpture, there is no illusion of space, since the sculpture itself really does encompass an area. Instead of conveying form with color and shade, sculptors do so with mass and volume.
The other advantage sculpture has is that you can feel the work when encouraged, whereas you are generally discouraged to touch the surface of paintings. Having this tactile experience with a work can bring the audience closer to a work of art. I can see how some people feel detached from the paintings they see in the galleries, since they cannot go inside their worlds or feel the textures. With sculpture, when allowed, a person can touch the surface of the work, feeling the same thing the sculptor felt upon completion of the piece. Such an experience can give a person a better glimpse into the mind of the artist.
Fooood!!!
I never really paid too much attention to the way food was cooked or presented. I just ate without thought, regardless of whether or not I cooked the food in the first place. To me, food was just fuel, whose primary destination was my stomach. Recently though I have been admiring the skill it takes to cook really well, including the ability to make any meal as presentable as possible. This art requires design skills that can match a painter's. Not only does a cook have to meticulously bring ingredients together in harmony, he or she also has to compose the meal on a platter so that it entices the hungry customer even more.
Fear
Motion
Modern society moves at such a quick speed that we rarely get a chance to stop and catch our breath. When we take a moment to pause and observe mundane tasks such as a person sipping a cup of coffee, we get to better appreciate what we're seeing. I often see things through an animator's lens. Everything we see on television is a series of still images spaced and timed so that you are under the illusion that these images move together seamlessly in real time. It's fun to sometimes imagine the world as an infinite canvas on which motion paths are the paint strokes. In other words, try to picture a basketball player in motion. Imagine his or her movement, spaced relative to position and speed. What you would see on the canvas would be a confident stroke of red as an aggressive player makes their way towards the rim. A dejected player on the losing team would be a couple strokes of blue, slowly moving toward the bench.
Immersion
How much immersion do audiences want in our culture? Ever since Morton Heilig conceived the Sensorama , technology has progressed to the point of allowing fantasy to traverse the boundaries of reality. I have observed that many clamor over 3-D because it invites them into the world they see on screen. They see characters pop out of the curved screen, perhaps even reaching towards them. IMAX is a playground for this mentality, engulfing the audience in this fantastic illusion called entertainment. All of this is great, but to what extent will it go. Virtual reality perhaps? I believe that it may reach a point in the future when the audience will be able to walk alongside the movie's characters, and perhaps even decide the outcome of the stories they see. This may seem a bit far-fetched, maybe unrealistic, but is it?
Even if this does happen, I want to go back to question I originally asked. In my opinion, I think audiences will always want to relinquish some control to the entertainers and storytellers. Regardless of the new plateaus technology reaches in terms of immersion, audiences will always want to sit back and relax once and a while.
Power of Story
The design of stories has always fascinated me when I was a kid, even though I rarely contemplated too much about them. I would be so caught up in the characters instead of paying attention to story construction. Anytime I read, I would imagine I was the characters in the books, whether they were pirates or cowboys. After reading A Writer's Journey by Christopher Vogler and Hero With a Thousand Faces by John Campbell, I find myself analyzing a bit deeper, scrutinizing plot and theme. These two authors showed me that all stories are universal constructs that mirror human desires. Regardless of such barriers as geography and time, stories tell us something about the human mind and what we strive for when we dream.
When I deconstruct a story, I try to look for subtleties. In my opinion, a good story doesn't stress the theme too much, but instead quietly reinforces it with the characters' actions as well as the consequences of those actions. What I've observed most is that the people reading do not necessarily have to share the same experiences as the characters in the book in order to relate. Readers relate to the characters because of human traits like greed, love, or loneliness. One doesn't have to travel to Mordor in order to feel these things.
Despite the fact that I am not an author, I still study story to become a better animator. The act of storytelling is essential to the craft of animation, even if no words are used. Story is the driving force behind film and animation. Without a compelling story to tell, no amount of animation can save that.
All Mixed Up
On the other end of the spectrum are mixed media artists who are more meticulous in their methods. An example of this is Gottfried Helnwein. He deals a lot with controversial topics, attempting to delve into the deep psychological aspects of art. Here is a link to one of his mixed media pieces.
http://www.helnwein.com/kuenstler/exhibitions/artikel_3604.html
Computers=Art?
Once I heard this opinion, we engaged in a VERY long conversation about it. The rationale of most artists who are against the computer as a medium suggest that it is merely a machine that detaches the creator form the subject. They see the computer as an oppressor of creative freedom, something that takes away the tactile relationship between an artist's hands with the paint and canvas.
I could definitely understand where she was coming from in this respect. As an artist myself, I enjoy using the computer for vector or raster art, but there are times when I do yearn for the traditional tools of paint and brush. I often crave for that intimate contact with the surface of the canvas or the muddiness of the oil paint. Nothing can replace the feeling of applying pigment in thick impasto onto the canvas, smelling the distinct aroma of the different paints.
That being said, the computer is still a legitimate medium. As a matter of fact, I'll go as far as to say that the computer is just as viable a medium as paints. To me the product is the most important thing to me, regardless of the fact that I consider the process to be crucial. In the end, the audience will only see the end-product, not the process. In my opinion any tool you can use to practice craft and ultimately create art is irrelevant.
Sandro Cluezo
http://n201designissuesindigitalmedia.blogspot.com/
Cluezo's character designs are relatively simplistic and the results are stunning. His way with breaking down forms into simple shapes is something to be in awe of, especially how he communicates so much without being too detailed. If you take a minute to look at one of his characters you'll see how rich they are in their conception. Negating detail, color, and shade, the essence of the form is expressed completely.
A great animator once said that superb character design has a recognizable sillhouette. This is true, especially when you see the character in shadow. When you look at Micky Mouse's sillhouette for example, you can clearly recognize who the character is. And by recognizing Micky Mouse, images of his movement and personality illuminate within your mind, perhaps reminding you of your childhood.
As an aspiring animator myself, I often find myself struggling to create a character with great appeal. Most of this has to do with a mental block that says that whatever I'm drawing has to be very detailed. What I've learned is that great character design often involves minimalistic execution, in the sense that anything superfluous is eliminated. Only lines or forms that are necessary for the most impact are included in the composition.