Sunday, February 11, 2007

ART AND COMPUTERS: PROGRESS AND SORROW

In my youth I loved the smell of turpentine, the feel of a pen nib biting textured paper, and the sight of wet watercolor sparkling like ichor.

I think future generations will have to find something else to love.

Technology will continue to transform and redefine what we once called art. Perhaps not in this decade but certainly in this century, traditional notions of skill, talent, artistic vision and manual dexterity will be relegated to a smaller and less relevant corner of human experience. People raised on interactive holographic images will have neither the patience nor the sensitivity for the quieter virtues of a subtle drawing or a nuanced painting. People who distribute art globally with the push of a button will have little use for an object to hang in museums and galleries.



The playwright Buchner once observed that, no matter what the future holds for us, "inside us there is always a smiling little voice assuring us that tomorrow will be just like today." That voice tells us that art will always continue in the tradition of Michelangelo, Leonardo, Rembrandt, and Picasso. The tools and craft of drawing and painting seem so central to our concept of art, how could they ever become irrelevant?

Edna St. Vincent Millay wrote a splendid little poem about the passing of great things:

When Death was young and bleaching bones were few,
A moving hill against the risen day
The dinosaur at morning made his way,
And dropped his dung along the blazing dew;
Trees with no name that now are agate grew
Lushly beside him in the steamy clay;
He woke and hungered, rose and stalked his prey,
And slept contented, in a world he knew.
In punctual season, with the race in mind,
His consort held aside her heavy tail,
And took the seed; and heard the seed confined
Roar in her womb; and made a nest to hold
A hatched-out conqueror . . . but to no avail:
The veined and fertile eggs are long since cold.

Dinosaurs ruled for 120 million years and yet are most famous for becoming extinct. Art has existed for a mere 35,000 years, so it is probably premature to believe that our little cultural conceit is fated to endure.





Is the end of art as we know it a good thing or a bad thing? Like many of you who have chimed in on the subject of art and computers over the past few weeks, I am torn. But regardless of whether it is good or bad, it seems inevitable. And as the great military tactician Clausewitz once said, the best way to win is to "exploit the inevitable."

The Sphinx may be the world's greatest monument to the epic permanence of art. It stands in the desert as a timeless testament to a glorious epoch in human history. But over the years its face was destroyed by invading soldiers and petty religious fanatics who were apparently unnerved to be in the presence of such an object. These vandals may have lacked artistic taste or ability, but they had something better: they were alive and victorious.

That is the morality of life, the essential superiority of here and now, however shallow and witless, over the past, no matter how grand and beautiful. When it comes right down to it, Ruskin was right: "the only wealth is life."

Now back to illustration!

Saturday, February 10, 2007

Gargoyle 1


i've always wanted to make a gothic gargoyle statue set, this is the first baby in line :)

Thursday, February 8, 2007

Snow White

random practice doodle, no ref used. supposed to be a redesign of Snow White as a vampire (trying to be really subtle about that, maybe too muchly so)

Sunday, February 4, 2007

Monday: low res

a really low res version of Monday for animation purposes, remodelled from scratch based on the medium res version, wanted to see how low i can go with the polycount while keeping full anatomy details like all fingers and toes and ears and proper mouth and eyesockets.. really happy with the resulting 1982 tri-face count :D
UVs also match the higher resolution versions.

Friday, February 2, 2007

ART AND COMPUTERS: ANIMATION


Drawing for Fantasia by James Algal, director of sequencing (1940)

Last week I had a good chat with Dave Bossert who is Disney's Creative Director of Animation for Special Projects. In addition to creating art with computers, Bossert works with pencil and brush. At home he is a sculptor. He talks with great fondness about other animators at Disney who work in their spare time with traditional media (including one who has an easel in his office for oil painting during his lunch break).

Bossert played a major role in animated films such as Who Framed Roger Rabbit?, The Nightmare Before Christmas, The Lion King and Fantasia 2000. But he is also a restoration animator who digitally restores, frame by frame, classic old Disney animated films such as Bambi.

So I thought Bossert was a good person to ask how computers had made things better and how they had made things worse. He turned out to be a cheerleader for computers:

I look at the computer as just another tool, like a neat new pencil or a really cool brush.

Things are terrific today. Animators have enormous new tools at their disposal. Digital technology helps us to make films without the inherent flaws of hand painting, such as dust, scratches and cell shadows. The clarity and consistency are much closer to the original intent of the artist.

But the art has to lead the technology. The technology shouldn't lead the art.
The thing that impressed me most about Bossert's position was that computers achieve a result closer to the original intent of the animator. As he lovingly restored Bambi, he came across numerous instances where paint had "crept" or colors had varied from what the original animators wanted, just because of the limits of the medium in an era before digital paint.

I love the personal touch in the drawing from Fantasia above, but you can tell from the reference numbers that it is being adapted for a purpose unnatural to traditional drawing. Disney used to make epic animation masterpieces using the same labor contract that the pharoahs used when building the pyramids, but even under those conditions there were limits to what the human hand could achieve.

Computers in other art forms often take us further away from the intimacy and immediacy of the individual artist. But in animation, computers seem to bring us closer to an individual artistic vision.

Animation drawn by hand is inevitably a corporate product-- requiring the infrastructure of large numbers of artists and support staff, large amounts of equipment and large amounts of capital to pay for it all. However, computers today reduce the number of steps between the individual artist and the fully realized artistic vision. New software enables individual artists to achieve results that the largest studio could not achieve animating with more traditional media.

Bossert recognizes that the potential for computers in animation is not fully realized. A self-confessed "sponge" for new information, Bossert is constantly exploring Youtube and other internet phenomena, trying out technologies such as blu-ray, and reading all he can. But animation is already one of the best possible applications for computers in art.

Thursday, February 1, 2007

Monday: basic mesh

this is my girl Monday, i've finally completed her base body mesh today, UVs and all (much yayness!) still have a long way to go with rigging and textures.

..first post..

never thought i'd put together a blog, but whaddahey :P
some studies: