Wednesday, July 11, 2012

Jason Burkey and The Today Show



Our very own Jason Burkey was seen on the Today Show! Scenes from his last film, the indie surprise-hit October Baby was featured on a segment, complete with scenes showcasing Jason's fantastic performance in the film.

In this clip, actor John Schneider, well-known for his role as Bo Duke in the 1980s television hit “The Dukes of Hazard,” talks about October Baby, which tackles the issue of abortion.






Here is the clip featuring Jason and the full interview with John Schneider!

- Lena

The Mongolian Wizard Series

Gregory Manchess




Sometimes, paintings just need more work than you set out to give them. They reflect your state of mind so well, that at times we manage to ignore what’s in front of us, when we should follow what’s going down.



This is the sequence of painting two images of a six story run for Tor.com. The stories were written by Michael Swanwick and art directed by Irene Gallo. They have a touch of steampunkiness to them, along with vaguely recognizable historic elements. I read them both about three times each, then started as usual, with a slew of thumbnails.



Because the stories are full of so much great imagery, I thought I would design montages for each installment, thereby giving each story a unique flavor, and the overall series a cohesive look.













After the first set of thumbs, and much discussion about whether to paint scenes vs montages, Irene and I thought the bottom thumb (second to last page above) could be used as a base design and modified for each story.



This is a much rendered sketch for the final of the first story, The Mongolian Wizard, and even at this point, Irene was a bit reluctant about the approach. I had shown her stylized thumbs, but my sketch was more realistic. This was the point at which she got nervous about what the finishes would look like.





This second sketch is closer to what I had in mind. A little more distortion and personality, which she thought sounded good.





Based on the first set of thumbnails, I started the second story, The Fire Gown, and did just one page of thumbs.





And the final sketch. Irene felt there was a disconnect between what we were talking about vs what we were looking at. I just figured the stylization would come out in the paint.





First painting done. But even now, way in the back of my mind, I questioned some of the color.





I moved on to the second piece, with Irene asking if this one could be brighter. There was extra pressure for these first couple images to be right because Tor.com would be wedded to the look for the entire series.





I was happy with them. By this time I had finished both pieces in about four days, and shown them to Irene. Silence. I finally asked about her impression of them. Her response was mediocre.

The problem with the first painting was two-fold. The large head caused a rather awkward space in the center of the composition, and the stylization of the whole piece was inconsistent. And also, the second painting would need to match the first.



Now, I was in trouble. How was I going to fix these pieces so that they were accurate to the story, and still be nice images? Other deadlines were pending for me, so I promised I would make good on the designs and decided to give it a rest for about a week. Luckily, she had some time.

I went into an immediate slump. Had this happened earlier in my career, I would’ve probably panicked, not slept for days, and fought off pounding headaches. Instead, I relaxed and let my mind dwell on the problem. When I did that, it went to work in the background, and foggy solutions started forming.



The large head had to change and the colors had to meld together more. I finally explained to Irene my master-plan for fixing them both. She shared her fears with me about whether I could pull it off, and frankly, I wasn’t 100% convinced either, but I trusted my experience.

I made some sketches of pieces that would be dropped into the actual paintings, old-style, on the original. I didn’t want to correct it digitally. (I know...but I wanted originals in the end, not pixels.)



Below are some shots of the process. The first step: I sanded the board to scrub out the main head, but that failed. Next, I had to paint it out completely to white, so I used a palette knife to smooth Titanium white over the head and waited overnight for it to dry. After projecting my drawing over the white patch, I penciled in the outlines. I covered this with an acrylic wash, and then laid in the oil.













This rescued the first story and I moved onto the next painting, with the same steps as above. Irene was delighted on how effective the changes were.



I was even more happy with the second piece and Irene was elated that they were better compositionally, and with the colors being different, yet holding the set together. When Michael Swanwick saw them, he felt I had captured his characters accurately, saying, "These pictures make me happier than I can say. Above and beyond the fact that they portray the characters as I imagined them, they really sell the stories. People are going to start reading the text hoping for exactly the story that's there."



There are times when one has no idea how something will play out. I’m not one for relying on faith alone. This problem came down to trusting the process I have been working with for decades.

Tuesday, July 10, 2012

RED Epic Used in The Hobbit by Peter Jackson


Here is some amazing stuff about the 3D Red Epic Camera! Peter Jackson tells us his process of using RED cameras for his 3D film The Hobbit:



- Lena

The Digital Silmarillion: Joining the Dark Side

By Justin Gerard






So I know I said I wasn't planning on doing (or monkeying with) any of these Silmarillion pieces digitally. But I gave in and joined the Dark Side for a bit to push the Glorfindel and the Balrog piece a little further.  


I can't help it, sometimes I just have to monkey with the paintings. This version of the image is much more like the frame that was in my head originally, with a little more emphasis put on the fire and atmosphere. Hopefully the digital work doesn't affect the overall classic feel I was going for in the original.  Having things turn out too synthetic looking is always a concern when painting in Photoshop. 


In the end, I just love pushing the traditional parts further on the computer. Like the Dark Side, Photoshop can be a lot of fun to work in once you really figure it out.  


But this is where it starts guys. One day your happily adjusting Photoshop dials, the next thing you know you've built a Deathstar and are blowing up Alderaan. 

Sunday, July 8, 2012

The History of Dragons in Art

-By William O'Connor





'Flight of the Paladin', by William O'Connor, ©2012


The most iconic image in all of fantasy art is the dragon.  Powerful, ancient and beautiful it has for millennia captivated the minds of artists, writers and story tellers.  But many of us may not know the origins of this terrific beast.  I therefore present this brief history to illustrate the history of this mythological creature that has possessed out imaginations for so long.






Ancient and Classical:




The legend of dragons is as old as civilization itself, but where does this mythology come from?  The birth of the idea of dragons  (and all mythical beasts) around the world is fairly obvious.  With the invention of mining for precious metals and quarrying of stone for building ( ca. 8000 bc.) it is likely that these ancients discovered the fossilized remains of dinosaurs and prehistoric animals just as we do.  With an understanding of animal anatomy it would be easy for them to piece together the creatures, and imagine their appearance.  The difference however  these people would not understand that the animals were extinct.  Legends would be built around these exotic, giant, unknown animals and the mythology of giant lizards was born.





In ancient Mesopotamia (ca. 5000 bc.) the creation myth is built around a  dragon named Tiamat.  This great beast of heaven is slain by Marduk, and cast into the sea making the world.





Dragons continue to populate the classical mythologies of ancient Greece and Rome, but the form of these creatures is varied.  Hercules slays a dragon in one of his twelve labors, Jason subdues the dragon that is guarding the Golden Fleece, and Apollo slays a great serpent named Python.  All of these monsters fall into the category of dragons, but there depiction in art is by no means standardized.  The dragon is simply a generic giant lizard.






Medieval and Gothic:




Not until the fall of the Roman Empire and the Rise of Christendom does the dragon in western civilization begin to take on the familiar form we know today in bestiaries and myths.  It is perhaps the story of Adam and Eve in the old testament and the appearance of Satan in the form of a serpent that first transfixes the medieval imagination.  For nearly a thousand years, the dragon represents evil and becomes synonymous with demons.  The dragon is also used by medieval knights emblazoned on their shields and standards to strike fear into the hearts of their enemies.  Throughout the epics and romantic stories of this period dragons show up to be slain by the virtuous heroes of folklore, legend and religion.





In the epic of Beowulf (ca. 1000 ad.) the great Scandinavian king slays a monstrous fire-breathing dragon and dies in its arms.



Icelandic tales in the Volsungasaga (ca. 1250 ad.) transforms the dwarf prince Fafnir into a dragon to be slain by Seigfried.



The Welsh Epic of The Mabinogion (ca. 1400ad.) depicts the great Red Dragon of Wales battling a White Dragon and causing earthquakes.



In the Christian faith Satan routinely appears a dragon to tempt the saints.  The Golden Legend (ca. 1200 ad.) illustrates St. George and St. Margaret as well as several other saints, confronted by dragons.






'St. George and the Dragon', by Bernt Notke, 1489 (Stockholm Cathedral)
By 1500 ad. the mystical apex of catholicism combined with the ever-increasing craft of the visual artists finds the archetypal fire-breathing dragon in its full splendor.  This is well documented when Edmund Spencer describes his titanic monster in The Fairie Queene.  (1590 ad.)



Excerpt: Book One: Canto Eleven



“By this the dreadfull Beast drew nigh to hand,

Halfe flying, and halfe footing in his hast,

That with his largenesse measured much land,

And made wide shadow vnder his huge wast;

As mountaine doth the valley ouercast.

Approching nigh, he reared high afore

His body monstrous, horrible, and vast,

Which to increase his wondrous greatnesse more,

Was swolne with wrath, & poyson, & with bloudy gore.

And ouer, all with brasen scales was armd,

Like plated coate of steele, so couched neare,

That nought mote perce, ne might his corse be harmd

With dint of sword, nor push of pointed speare;

Which as an Eagle, seeing pray appeare,

His aery plumes doth rouze, full rudely dight,

So shaked he, that horrour was to heare,

For as the clashing of an Armour bright,

Such noyse his rouzed scales did send vnto the knight.

His flaggy wings when forth he did display,

Were like two sayles, in which the hollow wynd

Is gathered full, and worketh speedy way:

And eke the pennes, that did his pineons bynd,

Were like mayne-yards, with flying canuas lynd,

With which whenas him list the ayre to beat,

And there by force vnwonted passage find,

The cloudes before him fled for terrour great,

And all the heauens stood still amazed with his threat.”



Baroque:









'St. George and the Dragon', by Peter Paul Ruebens, 1606


After the Protestant Reformation and the advent of the Age of Reason the dragon becomes more a creature of entertainment rather than of spiritual belief.  Protestant artists are prohibited from depicting scenes from the bible and the stories of the saints are abandoned as idolatry.  Dragons and other beasts take on a decorative nature, and as subjects of classical illustration.   During this period it is the first evidence that the dragon is being treated as a fantasy creature.






Romantic and Victorian:





'The Great Red Dragon and the Woman Clothed in Sun', by William Blake







'St. George and the Dragon', by Arthur Rackham


The 19th century sees a resurgence in the dragon as archeologists, historians and the stories of the “Pre Raphaelite” age are studied and adopted as acceptable subject matter, through Bullfinch, The Brother’s Grim and new translations of the classics and folklore. Throughout this period the dragon stories of the dark past are fodder for artists and writers alike.  By the second half of the nineteenth century the neo-isms (Neoclassical, neo-gothic, neo-egyptian, neo-romanesque) of the beaux-arts academic style return to using the dragon as a decorative  embellishment.






Modern and Post Modern:





'Woman and Dragon', by Pablo Picasso (etching print)







'St. George and the Dragon', by Wassily Kandinsky, 1911


With the dawn of the Industrial Age twentieth century science and technology usurps romantic notions of the arts, pushing the stories of dragons into the genre of mythology and the realm of children’s stories.  Painting and literature had embraced Realism and analytical minimalism throwing off all superstitions of the past to try to make a New kind of art.  Any depiction's of dragons during this period (and there are few) become an outward representation of the artist’s inner psyche.  Psychology has replaced the dragon with the Id and the Ego.






Contemporary:




By the 1970’s, however the art world was ready to once again re-embrace spirituality, mythology and the dragon.  Post-Modern artists found the writings of J.R.R. Tolkein and Joseph Campbell.  The mythologies they had drawn from had a renaissance.



In 1976 TSR  introduced Dungeons and Dragons to a world hungry for fantasy and monsters, becoming a popular phenomenon.  McCaffery’s Dragonriders of Pern 1970, Dragonslayer 1981 were all introduced to a mesmerized audience.  Since then the dragon has entered into the popular consciousness in a way not seen since the Middle Ages.  Everything from Harry Potter to World of Warcraft and Skyrim have adopted the dragon as their go-to monster to inspire awe and magic.






'Dragonriders of Pern', by Michael Whelan







What is it about the dragon that has captivated us for all of civilization?  Is it the sheer power of nature that cannot be tamed.  Is it a psychological metaphor for primal fear?  Is it perhaps a innate memory of our long lost primitive prehistory?  Whatever the reason, in all cultures around the world the dragon , in all its forms has haunted our minds and our imaginations and will continue to do so for millennia to come!



Thank you,

William O’Connor

Friday, July 6, 2012

To “People” a Planet — The Age of the Styrah

-By Terryl Whitlatch


World building, and all that it implies. From Middle Earth to Narnia to Tatooine and beyond, there are endless conditions, from ecological to political, that have to be considered and accounted for, and this is the grand foundation of storytelling, and the cornerstone of our profession.



Tales of Amalthea, the project that I’ve been working on for nearly 2 years, has just been released online in its preview format. In a nutshell, it is an ongoing program in Creature Design that combines art, science, and epic story in a linear, episodic form—one lesson builds upon the next, and all the many varied characters, based on real and prehistoric animals, relate to each other in their contextual roles.



Amalthea is a Pleistocene, Earthlike planet peopled entirely by intelligent creatures, and all these species have their own unique cultures and behaviors. Some live in complex societies, and create weapons and art, while others live without any amenities whatsoever. It is a very dangerous world, of predator and prey, and nature red in tooth and claw, where the desperation to survive is the daily occupation. Very similar indeed to life on the African Veldt.



In creating the iconic species that inhabit the grassland continent of Ungallah, I had several factors to consider. These need to include the Hero species, and those related to him. How do these animals survive in their environment? Since they need to create objects, how do they create them? How do they interact with their world, each other, and other species, such as predators? Plus, they need to be strong, swift warriors, and not be anything that has been done before.



Thus, I looked to Africa, and to the ungulates. In past fantasy and sci-fi stories, TV programs, and motion pictures, we’ve seen plenty of bug-eyed, ape-like, chimp-like, lizard-like, and most recently cat-like aliens, and it was important not to go there, but to choose an animal group that had rarely been portrayed as main characters outside of Disney’s Bambi.



What if hoofed mammals were given the opportunity to take center stage, and be the indicative species of this world, who could take matters into their own hoofs, so to speak, and be warrior peoples? Playing it straight and seriously, what happens when you give sheep guns?



Thus, the Styrah, emerged.





There are as many species of different Styrah as there are antelopes in Africa and Asia. Some are inspired by existing species of Earth, while others are of prehistoric origin. There are large, medium, and small species, with a bewildering, kaleidoscopic variety of horns and patterns. While all fall under the general class of Stryah (which incidentally in Latin means “Horned”, and the name Amalthea itself is derived from the goat goddess that suckled the infant Zeus, and who contributed one of her horns to become the famed Cornucopia/Horn of Plenty), these many species have their own unique subcultures, talents, skills, and roles within the greater society.



Think of how upon the African plains, you have wildebeests, impala, waterbuck, gazelle, dik diks, oryx, and so many others found in the same geographical area, yet surviving in different niches within that same area.





The main hero character is a Styrah, and an Ellandoran Styrah to be precise, and his kind are the largest of all the Styrah, and a proud warrior people. A strong, healthy male stands about 20 feet tall, about the height of a bull giraffe, and weighs about as much, around 2,500 pounds. From the tips of the great, spiraling corkscrew horns to the tip of the long dinosaur-esque tail, he is at least 40 feet.



Like all styrah, he walks on his hoofed hind legs, taking great strides, and he is able to heft and wield heavy spears in his four fingered hands, which are actually exaggerated hooves. His name is Ma’hah, and his neck and head are thick, with a mallet-like silhouette, to be able to support those horns, and his muzzle is arched and aquiline, as befits his noble mien.





Unlike the majority of bipedal animals, from theropod dinosaurs, birds, to monkeys, apes, and kangaroos, his spine is in an S-curve similar to ours, so that being two-legged is his primary default position at rest, leaving his arms and hands free to make and manipulate objects. The long tail provides both a counterbalance, and a lashing weapon in itself.



These were the adaptations I made from the basic inspirations of the Giant Eland antelope and the extinct giraffe, the Sivatherium. The Styrah have a role they must play, and this is a key principle of creature design—the story drives and pushes the anatomy, so that we can believe in the resulting characters on both our own, and on their levels.



It is all about the Why of the Creature, and the basic principle of Creature Design, both for real and imaginary animals, that what an animal looks like, is exactly what it needs to do.



And, if anyone would like to explore at this world, please go to www.talesofamalthea.com. I’d be delighted.



Interview with Ian mcQue

-By Serge Birault




A quick interview of Ian mcQue, the Pope of concept art.


Links:


Biography :
Studied Illustration & Printmaking at Duncan of Jordanstone in Dundee, Scotland. Spent a couple of years doing the hard grind of freelancing before landing an artist position at game developer DMA Design which eventually evolved into Rockstar North, where I am currently Lead Concept Artist/Assistant Art Director working on the Grand Theft Auto titles.


My first question is very banal. What influence you ? Where do your floating ships come from ?
Like most people I don't htink I realised the job of 'concept artist' existed until I saw the work Ralph McQuarrie had produced for the original Star Wars, and in a way it was a job that hadn't really existed before that. I can remember filling page after page of my own ham-fisted attempts at copying McQuarrie's iconic character concepts and ship designs. A couple of years later 'Alien' arrived and that sealed it for me - this was what I wanted to do. I'm still amazed at the calibre of artists that was brought together on that film, and each one of them became a huge influence on me - Ron Cobb, Chris Foss, H.R. Giger and of course Jean 'Moebius' Giraud. I think the quality that runs through all of these artists' work that has inspired me most is the 'lived-in' feeling they bring to what they do - however far-flung the future they might be depicting there's always a functional quality to it, a humanity that makes it believable.
The floating ships that crop up in my work can probably be traced back to the motifs Moebius would use in many of his stories, but closer to home I think I must have been inspired subconsciously by the shipyards I grew up alongside in the North East of England. Seeing these great steel hulks being welded together in vast dry docks must have had an impact. Beyond that there's just a fascination with the implausability of seeing mammoth hunks of metal hanging in mid-air - as soon as that happens I find they and the world around them become heavy with possibility.






I only know you digital works. Do you sometimes paint with traditional mediums ?
I do paint traditionally, yes, although I don't seem to find the time to get the paints out as much as I'd like these days! When I do get the opportunity I prefer to use acrylics on canvas - I don't have the patience that oils demand. My canvas paintings are usually quite abstract in nature. It's a chance to focus purely on colour, tone and composition and what I learn here does feed back into the digital work. Also, being freed from the tyranny of the 'ctrl - z' option is hugely liberating and teaches you to be more confident in the choices you make while painting and to use 'mistakes' to your advantage.


Which softwares do you use ?
My main tool is Photoshop (cs5 right now). I also use 3d Studio Max to build and light scenes using fairly simple geometry that I then employ as a guide for painting over. I'll sometimes use the Brushes app for iPad to produce colour sketches that I'll later work up in Ps.






You do impressive sketches. I mean, it looks so easy when I watch you videos. Could you provide us some tips ?
Sketching lies at the heart of pretty much everything I do. I don't think the importance of good drawing skills can be overstated. Always carry a sketchbook and something to draw with, and draw all the time. Draw from life as much as you can. Join a life drawing class, or just find an unobtrusive place to sit in the street and draw passers-by. Whether you're drawing a goat's skull or a galaxy-spanning spacecraft the thing that's going to make them look convincing is how their form is defined by your understanding of light and shade so always be observing the world around you, be inquisitive and record what you see.


I'm very curious about your coloring process. Could you explain us how you proceed ?
My colouring process is fairly straightforward - I'll usually start with the composition sketched out as line art, then over this I'll add a mutiply layer onto which I'll block in the colour pretty rapidly, sometimes flooding the layer with an overall colour to begin with to provide a 'key' before I begin. It's akin to traditional painting I guess. Once I'm happy with the palette I'll add a normal layer on top and continue refining and firming up the elements of the composition using the still-visible line art layer as a guide. I suppose what I'm doing here is indicating forms using blocks of colour rather than outline - it's here that the image shifts from 'cartoony' to realistic, and I'll turn off the line art layer at this point.
(I've a series of tutorials that explain my process in a lot more detail in the next volume of Digital Painting Techniques which is out in September).






Industria Mechanika did a model kit and several figures from your concepts. Are you satisfied with their products ?
Absolutely, working with Michael Fichtenmayer over at iMech has been nothing but a pleasure. I'd been a big fan of Michael's work before he approached me with a view to collaborating so it was a no brainer to get involved. The attention to detail and quality he aspires to is truly amazing, I couldn't be happier with how the finished kits have turned out. I'd always been a keen modeler as a kid (Tamiya, Airfix etc) so to get the opportunity to be involved with something like this was a dream come true. Keep an eye on the iMech site - some very exciting releases scheduled from a lot of the best concept artists around today.


A question for my students (they're all great fans of your work) : What advices could you give to a young concept artist ?
I think the best advice I could give is tied in to the response I gave earlier about drawing - you want to make your work look better than the other guy's so going the extra mile with the drawing practice is always going to help your work to stand out. Also, I look at a lot of portfolios/galleries online and I'm not sure I need to see any more orcs, wizards, space marines etc. Again, your work will stand out if you show something new and different, or if you can approach a cliched subject from a different angle. Another thing would be to try to have as wide a field of reference as possible. By this I mean it's good to know what's happening curently in games, movies etc, but don't dismiss the rich history of art and literature. There are many giants whose shoulders we can stand on... Finally, try to get to grips with some basic 3D modeling (these days it doesn't have to cost much; Google Sketchup is excellent and available for free). It's good to have as many skill sets as possible and a lot more companies are looking for concept artists with this in their locker. Oh, and it makes perspective *so* much easier!


Last question (whispered by Jeff Simpson) : Any chance to see a game based on your personal work ?
Well, I certainly wouldn't rule anything out. And I'm open to offers...!







Reading List:
(No particular order, just some of the stuff I take down off the shelves on a regular basis)


'Drawing Projects - An Exploration of the Language of Drawing'
Mick Maslen & Jack Southern


'Rendering in Pen & Ink'
Arthur L Guptill


'Tekkon Kinkreet' Artbooks
Shinji Kimura


'Mechanika: How to Create Science Fiction Art'
Doug Chiang


Anything by Claire Wendling


'Colorvision'
Ron Cobb


'Hardware - Definitive SF Works'
Chris Foss


'Structura 1 & 2
Sparth Nicolas Bouvier


'JC Leyendecker'
Laurence S. Cutler


'The Book of Alien'
Scanlon and Gross


'The Art of Laputa'
Hayao Miyazaki et al.