How Ink Is Made
Webinar Replay – Variable Concept Aft Techniques for Game Environments with Ken Fairclough
Want a successful career working as an Environment Artist at some of the world’s leading VFX and Animation Studios? Brennan Howell is an Environment Artist and graduated from Chaplain College in 2019. Since then, Brennan has been working at Velan Studios, located in Troy, New York. Brennan sits down with us to share his journey and advice to aspiring image makers, looking for an exciting and challenging career like his own.
The teapot quickly became a beloved staple of the graphics community. Teapot after teapot graced the pages and covers of computer graphics journals. “Anyone with a new idea about rendering and lighting would announce it by first trying it out on a teapot,” writes animator Tom Sito in Moving Innovation. “We saw the teapot rendered as if made of alabaster, red brick, leopard skin, and animal fur.” Most famously, a 1987 paper introduced an image casually described as the five Platonic solids plus the “newly discovered Teapotahedron.
Christine Pagaduan took CG Spectrum’s Concept Art and Illustration course and now gets to create environment concepts for games for a living. Christine shares her whimsical illustrations and tells how with the help of her mentor she got a job doing concept art.
My name is Marina Ortega Lorente and I’m a Spanish freelance concept artist based in Manchester, UK. I studied Fine Arts at Complutense University of Madrid, and later online at CGMA. After a while, I became freelance full-time, which I’ve continued for the past 4 years, working on “The Forest” and “Beyond a Steel Sky” with Revolution Games. I specialize in environments, where I enjoy playing with mood and lighting. My favourite part is trying to capture the feeling of a situation and have the viewer experience it through my work.
My name is Austin Lee, and I’m a Seattle-based designer. I developed an interest in drawing at a young age, and inspiration from cartoons and animation led me to study visual communication design at college. Later, I studied media design at the Art Center College of Design. In the industry, I’ve worked on AR/VR experiences as a visual interaction designer, which often requires skills in storytelling and concept development.
Computers are becoming rather versatile copycats, thanks to deep-learning algorithms. Just last year, researchers “trained” machines to transfer the brushstrokes of iconic artists onto any still image. Now, Manuel Ruder and a team of computer scientists from the University of Freiburg in Germany have taken the technology a step further: They’re altering videos. The team’s style transfer algorithm makes clips from Ice Age or the television show Miss Marple appear as living paintings crafted by the likes of Van Gogh, Picasso or any other artist. And the results speak for themselves.
The 21st century has started. A while for some but not too long for most. There is a “new” industry on the rise of digital entertainment and we are part – actually in the center of it. The moment you create content you are the brought media and sucked into their new rules. In the last years of our digital age there is a shift coming. Like the highly effective production model of standardizing assembly lines which made Henry Ford changing our ways to produce consumable goods. We experience a never seen connectivity through the internet and the shareness of digital files. Your craft can reach millions of people which in return means you are competing with millions of artists.
Love it or hate it, the high tech world of VFX is necessarily interweaved with IT – and consequently, all of the complexities that come with it. That’s why when handling this unavoidable business element, two very different camps tend to exist within the industry.
First you have the artist who would prefer to simply use IT infrastructure as a means to an end. If something goes wrong, this individual’s first instinct is, rightly, to call support versus tinkering. Then there are those who thrive on IT – the tech-geeks who absolutely love getting their minds and hands deep into the machinery. These individuals are happy to maintain the long tradition of “building your own” solutions to adapt to project demands – a tradition that keeps the industry proudly cutting edge, and that’s led to some of its most prized products.
The BBC has been building up to the start of its 2018 Winter Olympics coverage in the UK with a campaign centred around a distinctive animation. Called ‘The Fearless are Here’, the campaign is the creation of creative agency Y&R Londonand animators Smith & Foulkes at Nexus Studios.
Creative blocks can happen to anyone and are pretty common, so don’t beat yourself up if you find yourself stuck. We’re lucky to live in an age where we have unprecedented wealth of ideas and visual information shared online, not to mention there’s also a bunch of handy creative tools on the ‘net. We’ve found some of the best of them to help you get inspired, brush up on your skills and work through any pesky blocks you may have. Even if you’re not working on a project right now, have a look through and see what’s out there – you never know, it may help you down the track!
Welcome to artnet News, the world’s first dedicated 24-hour global art market newswire. Our mission is to inform, engage, and connect you—the most avid members of the art community—with daily art world news and expert commentary. We have assembled a team of trusted, experienced reporters and editors in Europe, Asia, and North America. They will track who is making news and what’s driving the market around the clock.
Break out of rows and columns. Visual ideas have the power to change perspectives and bring clarity to your process. Paper helps you get your message across with speed, personality, and effortless polish.
Loved by creative professionals and aspiring artists alike, Procreate is the leading creative application made for iPad. Offering hundreds of handmade brushes, a suite of innovative artistic tools, an advanced layer system, and the lightning fast Valkyrie graphics engine, Procreate gives you everything you need to create expressive sketches, rich paintings, gorgeous illustrations and beautiful animations. Work on the couch, on the train, at the beach, or while waiting in line for coffee. It’s a complete art studio you can take anywhere; packed with these powerful features and more:
Sketches is the most realistic, versatile and user-friendly sketching app designed for a mobile device. This exhaustive artist’s toolbox helps users create dazzling sketches, cheerful paintings and smashing illustrations on the go.
DUET PRO – Ex-Apple engineers turn your iPad into a professional drawing tablet. For Mac & PC.
Drawing with Duet Display: Testing Duet Pro
On top of a hill in Valencia, where the wind blows most days, the buildings are big, new and absolutely nonforthcoming. They could house anything — a doctor’s office, a car dealership, a secret government agency. Inside one, against the back wall, lies a pile of large equally nondescript pieces of canvas. Most are long and tied up with string; some have been folded into thick squares and stacked. They could be anything — enormous window treatments or very thin floor coverings.
Until they are unrolled and reveal … the world.
Hillsides, houses, airports and cathedrals; cityscapes, landscapes and the ocean rocking toward the horizon; courtrooms and bedrooms, bungalows and castles; gas stations, skyscrapers, apartment buildings; the roofs of Paris and New York, corridors, tapestries, train depots and a mine shaft burrowing into an icy mountain.
The magic of Hollywood, in a Valencia warehouse, rolled up and waiting to be claimed.
Digital catalogue of the 21st Biennale of Sydney, SUPERPOSITION: Equilibrium & Engagement. The catalogue includes a post-exhibition essay by Artistic Director of the 21st Biennale of Sydney, Mami Kataoka, detailing her curatorial methodology. Importantly, it provides a visual record of all works in the exhibition by the 69 participating artists and artist collectives across all venues. We are also pleased to include an essay by Professor Terry Smith on the history of the Biennale of Sydney in the 1970s and 1980s. Publishing the catalogue in a free digital version, reflects the commitment of the Biennale of Sydney to free access, for all. For those who wish to acquire a copy of the limited print edition, this will be available for purchase in the New Year. As 2018 draws to a close, we are proud to reflect on the success of the 21st Biennale of Sydney, which attracted visitation of over 850,000, the highest level in its 45-year history.
With warm wishes,
Off the Record
DETERMINE THE FUTURE” Robert L Peters
The understanding of all creatures is relative to their field of perception, involving illusion, confusion and delusion creating their reality. Maya is the illusory creative force of the supreme lord.
Life is about how we perceive things and in our images we may want to keep it clean and simple, not loading it down with information, have a point of focus, an area of interest where we are directing the audience and creating the emotion of the moment.
What is the best way to present the information.
When we are creating our visions we think doubt the mood, style, patterns of light, textural references, camera moves, simplicity, clarity, colour, structure, balance and creating depth with things such as additive keying, blurs, transparency and opacity. We can colour code different elements to tie them together, soften edges and use vignetted edges.
Using all of this to create and control why types of information are available and how we present our vision.
2D artists which do the daily/weekly/monthly challenge topic
MODERN ART SHORTHAND
The thing is all of this stuff has now become our reality.
DUCHAMP, MARC, MALEVICH, MONDRIAN, MIRO, ARP, KLEE, KANDINSKY, BRACK, WHITELY, CHRISTO, MAGRITTE, LIECHTENSTEIN, WARHOL, POLLOCK, STELA, ARKLEY, DOONS, GOLDSWORTHY.
PIONEERS, REBELS, REVOLUTIONARIES, MINIATURISERS, ROCK STARS, PARTNERS and VISIONARIES
SAUL BASS film title designer, HENRY DREYFUSS industrial designer AM CASSANDRA poster designer, FRANK LLOYD WRIGHT architect, BENTON fashion retailer and magazine publisher, MAN RAY photographer, STEVE WOZNIAK computer designer, JOSHUA DAVIS, web designer, JAMIE REID graphic designer, JONATHAN BARNBROOK graphic designer, ADJUSTERS MEDIA FOUNDATION culture jammers, MAMBO design collective, EL LISSITZKY graphic designer and typographer, BAUHAUS art and design school, WOLFING WEINGART typographer, COCO CHANEL fashion designer, ALEX ISSIGONIS car designer, JOE COLOMBO industrial designer and architect, SONY electronics company, MARY QUANT fashion designer, NARC NEWSON industrial designer, NEVILLE BRODY graphic designer, PHILLIPS STARCK industrial designer and architect, RAYMOND LOEWY industrial designer, CHARLES and RAY EAMES architects and furniture designers, WALTER BURLEY GRIFFIN and MARION MAHONY architects, GRANT and MARY FEATHERSTONE furniture designers, GILBERT and GEROGE artists, FRITZ LANG film director, ROBERTO BURIE MARS landscape designer, JOHANNES ITTEN design teacher, LE CORBUSIER architect.
OPTICAL ILLUSIONS: The Lie of the Eye
How easily we deceive ourselves with the mind-bending history of visual or optical illusions. Is the opposite to illusion reality? Is what we think to be real an illusion? The paradoxical nature of illusion. We have learnt to see things with perspective, the Renaissance painting using perspective that we have become familiar with, we assume to know what we see.
People running from the cinema because the train was coming straight for them, they took the illusion to be true. The world has become illusion through the non-reality of media and communication, no absolute truth, just different versions of reality in our minds. The rules can be bent, the contradictions to our reality.
LESSON BUCKET: Brett Lamb is a media educator and writer. He is co-author of Heinemann Media, a regular contributor to the magazine Screen Education and maintains the media education website www.lessonbucket.com. Throughout his career, Brett has presented workshops and seminars on topics as diverse as comic books, film noir, superhero narratives, social networking, action movies, filmmaking, Final Cut Pro and VCE Media. He has worked for the Victorian Curriculum and Assessment Authority (VCAA), Australian Curriculum, Assessment and Reporting Authority (ACARA), the Australian Institute for Teaching and School Leadership (AITSL) and the Intellectual Property Awareness Foundation (IPAF). He currently works for East Doncaster Secondary College.
AREA AUTODESK The AREA CG Gallery showcases CG artist’s best work using Autodesk software, including 3ds Max, Maya, Maya LT and Mudbox. Upload and share your work in the AREA community.
What’s in a Font? How Fonts Can Define Your Design You’ve been asked to design something. Maybe it’s a flyer advertising your company’s next seminar. Maybe it’s the invitations to your friend’s wedding. You know what you want the project to look like. You know what tone you want to convey, but for some reason your ideas aren’t coming across in the final design. If this sounds familiar, take a look at your fonts.
by Adolf Schaller and Donna Tracy at Griffith Observatory in the Gunther Depths of Space Exhibit
The City of Kingston boasts a vibrant arts and cultural scene, hosting a variety of arts spaces, arts and cultural organisations and services, professional and non-professional artists, creative industries and arts workers. Kingston Arts aims to build on these strengths, increase the profile and support of creative industries within the community and foster more opportunities for creative engagement and cultural tourism.
Set in a city overrun by bureaucracy, Shaun Tan’s picture book The Lost Thing tells the story of a boy who befriends a strange creature that doesn’t fit any of the available pigeon holes. Melbourne-based production company Passion Pictures Australia invited Shaun to direct an animated version of The Lost Thing. Several years later, the Oscar®-winning short film emerged. Shaun Tan discusses aspects of his work and the collaboration with Passion Pictures to make the animated version of his book.
AV installation in a flight simulator. Treating temporality and frequency of audio as a spatial environment that can be navigated. Created in collaboration with Alex Bradley, Andy Gracie,Jessica Marlowe and Matt Mawford. Originally commissioned by InBetweenTime in 2000.
Steven Sahlberg, Graig Mullins, Ryan Church, Pascal Blanché, Stephan Martiniere, John Berkley, Syd Mead, Ralph McQuarrie, H.R. Tiger, Daniel Dociu, Jim Burns, Roger Dean
Poulain Fanny is a digital illustrator from Paris. She loves creating realistic worlds and characters and in this article she provides some great insight on how to add realism to your own artwork. I would describe my inspiration process as a melting pot between my own universe which I have been creating for the past 13 years and things that I have always loved like video games, movies, books and artists. Sometimes, I have a precise idea of what I want to draw , but most of the time I just let my imagination take the lead. For this character, I wanted to create something inspired by the Victorian Era which I’ve always admired but adding a twist of modernity with big and strange shape.
Beautiful concept art released ahead of the new Moomin animated series for TV garnered a lot of excitement, including from ourselves. But it wasn’t enough – we wanted to find out more about the overall aesthetic of the series, based on Finnish illustrator and writer Tove Jansson’s original novels.
Before starting a new piece, I compare my previous portrait to the photo reference and pinpoint what I could improve more on. From this, I’ve noticed quite a large improvement in my work.
By the age of 2 or 3, Molly Brown was drawing faces on her little magna-doodle. As she got older, the desire to create grew, and though Molly enjoyed designing creatures and telling stories, she viewed her art as more of a hobby more than a career. That was until she got her hands on the art book of one of her favorite horror games, The Evil Within.
MEMORY: TOPOGRAPHICAL MEMORY memory for the ordering and unions of items within a spatial environment, VESTIBULAR MEMORY of MOVEMENT and SPATIAL ORIENTATION
Mark Molnar has been creating concepts and illustrations for 12+ years both as an in-house artist and as a freelancer, working on projects like the multi-award-winning Hellblade, Maze Runner, Planet of the Apes, Hercules, Splinter Cell: Backlist (cinematic), Godzilla and Riddick. After living and working across three continents, he moved back to Hungary to help establish Pixoloid studios – a company specializing in pre-production work for the entertainment design industry. Under his leadership the studio has worked on more than 18 films and series including the Netflix original, “Love, Death & Robots” (The Secret War episode), the six times Emmy Nominated “The Alienist” series, the British Independent Film Award Nominee: “Colette”, the Hollywood blockbuster “Robin Hood” and Nat Geo’s popular documentary sci-fi series “Mars” as well as various game trailers such as the recent trailer for “Rainbow Six Siege”. You can contact me directly at firstname.lastname@example.org for more info, rates and availability.
One of the greatest projects I have had the opportunity to work on was TerraChi – A VR meditation experience. I worked collaboratively with a team as the lead concept artist. This project was mentored under the guidance of the UTS Animal Logic Academy. A lot of inspiration came from ancient Chinese temples, structures, and landscapes. My first task was to create initial sketches and concepts of what TerraChi could look like and be. And with help from colleagues, we set out to define the art style of the game.
Learn how illustrator Daniel Presedo has perfected the use of digital painting tools to create comic illustrations. Even as a child, Daniel was always drawing. His transition to digital art has been a search for marrying his love for sketchbooks with the necessity of digital execution. “I realized I was trying to marry basic, analog artwork with electronic work, and at the same time, trying to make it less obvious that I was using electronics over analog work,” Daniel says. “But I’ve always, always used Photoshop and the tools there in some form. I found balance in discovering how to still have an authentic signature in my digital work. There’s nothing wrong with digital. It’s a beautiful canvas too.”
Photoshop is one of those programs leveraged by a huge variety of artists and creatives to tap into their passions and assorted disciplines. In Alex Sinclair’s case, that passion is color, brought to life through Photoshop and the collaborative world of comics. This wildly talented comic book colorist is known for his work with comic greats like Jim Lee and Scott Williams. On the heels of Comic-Con, we caught up with Alex to discuss his colorful career and collaborations.
To celebrate the release of Maya 2018, Long Winter Studios crafted the short film “Wall of Death,” featuring the best of Maya’s animation and modeling workflows. Here’s a peek at what inspired them and powered them through the process, from concept to final renders.
I was born in Melbourne, Australia. Received my BA in Photography with distinction at RMIT in 1994 and started my professional art career matte painting on The Fifth Element and Red Corner at Digital Domain in 1996. I have matte painted for Farscape the TV series, The Lord of the Rings films 1 & 2 and most recently completed concept art for the films, The Wolverine, Maze Runner, Unbroken, Gods of Egypt and Alien: Covenant. My real passion is painting science fiction in traditional oil paint however.
Everything I’ve learned in the film industry I’m now applying to my own vision which is very exciting. I’d be happier if my painting skills could catch up to that vision though! My current SF oil paintings reflect the desire I had to paint traditional matte paintings which I never got the chance to do professionally. Oil painting now allows me to extend beyond just the environment imagery and begin to tell stories set in these worlds.
CG Society | CG Spectrum | Rebus Farm | Autodesk | Chaos Group |CGMA
- Gallery Autodesk | The AREA CG Gallery showcases CG artist’s best work using Autodesk software, including 3ds Max, Maya, Maya LT and Mudbox. Upload and share your work in the AREA community.
- A DAY IN THE LIFE OF A TECH LEAD AT NAUGHTY DOG, with CHRISTOPHE DESSE
- A Whole New World: Themed Environment Design with Luc Steadman
- Art Wanted! Featuring Momentum
- ARTIST INSIGHT: YINXUAN LI DEZARMENIEN
- ASHLEY WOOD
- ARIF PRIBADI
- ASK AN ART DIRECTOR
- THE ART OF BLACK PANTHER BY CGMA INSTRUCTORS
- AN INTERVIEW WITH MATT RHODES, LEAD CONCEPT ARTIST AT BIOWARE
- AN INTERVIEW WITH DESIGNER & DIRECTOR ASH THORP
- A JOURNEY THROUGH THE COLORFUL CONCEPTS OF GEOFFREY ERNAULT
- Art Wanted! Featuring Guave Motion
- Art Wanted! Featuring Peter Boardman
- Art Wanted! Featuring Wacław Kłos
- Art Wanted! Featuring Alexandr Melentiev
- Art Wanted! Featuring Peter Oldorf
- Art from the Heart
- Artists or Engineer – Iron Man Gauntlet
- Art of Avengers Endgame
- Art Directors Guild Honor Syd Mead
- THE BEGINNING STAGES OF BLACKBEARD, WITH PETER ZOPPI
- BEING A CHARACTER ARTIST IN THE AAA GAMES INDUSTRY, WITH HONG CHAN LIM
- BTS Concept Art: The Mandalorian
- Ben Mauro- Huxley
- The city of Novosibirsk in Siberia, Russia. Meet Stas Vergasov
- Concept Art Breakdown by Kamila Szutenberg
- CG Cookie: THE IMPORTANCE OF REFERENCE
- CREATING CHARACTERS for AAA GAMES, with RENAUD GALAND
- CREATING AND DEVELOPING AS A LEAD ASSET ARTIST AT THE MILL WITH KRYSTAL SAE EUA
- CONCEPT DESIGNING IN 3D WITH EDON GURAZIU
- CREATING 3D MECHANICAL DESIGNS: QUICK TIPS FOR DESIGNING AWESOME ROBOTS, WITH CHRISTOPHE LACAUX
- CRAFTING INTRICATE CONCEPTS: A CONVERSATION WITH ELIJAH MCNEAL
- CGMA 2018 Fall Student Gallery
- Creating Believable Characters with Pete Zoppi
- Creating Stylized Game Assets with Ashleigh Warner
- DARK BEAUTY BY BILLELIS
- DESIGNING KING KONG: SKULL ISLAND WITH EDDIE DEL RIO
- Assassins Creed Valhalla
- DYNAMIC LIGHTING | A HOW-TO BY IGOR BRAULIO
- Dennis Iversholt September 2018 Artist of the Month
- DIGITAL DOMAIN ON THANOS: THE DEVIL IS IN THE DETAIL
- EXPLORING THE WORLD OF EN, WITH OLIVIER TOSSAN
- THE EVOLVING ARTIST | ARI RUBENSTEIN INTERVIEW, PART ONE
- EXPOSÉ – THE PAST, THE PRESENT AND THE FUTURE
- EDDIE DEL RIO ON THE REALITIES OF BEING A CONCEPT ARTISTFeaturing Amir Cherni
- Featuring Arnaud Imobersteg
- Fred Pirat : The Making of ‘Paperless’
- FILMS, GAMES AND EDUCATION WITH JERAD MARANTZ
- FANTASTIC BEASTS: THE CRIMES OF GRINDELWALD – BACK TO HOGWARTS FEATURETTE
- Framestore brings the unfathomable to life for HBO’s Lovecraft Country
- Featuring Jörg Patrias
- Featuring José Santos
- The Foundry Session: It’s Not Rocket Science – link
- Great Talks About Photo Realism with Bogdan Sasu
- HOW ‘THE JUNGLE BOOK’ BROKE GROUND AT MPC AND HOW IT HINTS AT FUTURE ROLE OF ANIMATOR
- HANZO- AN INTERVIEW WITH 3D ARTIST, YINGBIAO HAN
- The Importance of Visual Storytelling | Arem Kim Interview
- IMPORTANT LOOKING PIRATES on WESTWORLD
- INTERPRETING 2D CONCEPTS INTO 3D DESIGNS, WITH CLAUDIO SAAVEDRA
- JOY LEA — CG ART DIRECTOR, ARWALL
- Kilograph + Michael Graves VR Watercolor Experience
- METHOD SETS WAKANDAN SHOWDOWN IN ‘BLACK PANTHER’
- MikhailBuleyko, our 3D Artist of the Year 2018. He convinced our jury with his very detailed and astonishing ‘Rusty Skies’.
- The Making of “Game of Thrones” Credits
- MIKE CORRIERO SHARES HIS EXPERIENCE AS A FREELANCE CONCEPT ARTIST
- Milica Martic | Digital Portrait of a 3D fashion designer
- Milivoj Popovic
- Mickael Riciotti
- Maxx Burman: Terminator Dark Fate
- PHOTOREALISM AND 3D PORTRAITURE, A CONVERSATION WITH IAN SPRIGGS
- PORTFOLIO HIGHLIGHTS WITH NICK HIATT
- Portrait of Neill Blomkamp | An Interview with Ian Spriggs
- “Raising Kratos” – Behind the Scenes of “God of War”
- Serkan Çelik February 2019 Artist of the Month
- Sergey Buravtsov
- SPECULUM lands in Seoul: Artistic collective SMACK offers contemporary take on Hieronymus Bosch’s masterpiece
- 6 Steps to Master Illustration Composition: From Apartment Scenes to Ghoulish Posters
- UE4 Tessellation with Joe Garth
- Vitaly Varna, talented 3D environment artist from Lithuania
- WINNERS of the Ring of Elysium 2D & 3D Challenge
- Working With The Five Basic Types of Concept Artist
- World Machine to UE4 with Srinivas Jalakam
- Warrior’s Pilgrimage Breakdown by Arif Pribadi
- Working With the Five Basic Types of Concept Artists.
- Why 3D Artists Want to Learn 2D
- 5 years with Ben Mauro
- 5 Tips For Bringing a Fantasy World to Life with Color, with Ryan Lee
- 3 Techniques to Apply to your Creature Designs, with Brynn Metheney
- 3 ESSENTIAL TIPS FOR DIGITAL PAINTING OF A FANTASY SCENE, WITH DONGJUN LU
- 4 TIPS FOR IMPROVING YOUR MYTHICAL CREATURE DESIGNS, WITH SAM SANTALA
- 3D Artist of the Month October 2018: Fabrizio Meli
- 3D Artist of the Month November 2018: Mikhail Buleyko
- 3D Artist of the Month January 2019: Andrea Bertaccini
- 3D Artist of the Month February 2019: Virginlemon
- 3D Artist of the Month March 2019: Valentin Erbuke
- 3D Artist of the Month April 2019: Angela Rico
- 3D Artist of the Month June 2019: Konstantin Gdalevich
- 3D Artist of the Month May 2019: Stas Vergasov
- 3D Artist of the Month July 2019: Vinicius Favero
- 3D Artist of the Month August 2019: Massimo Righi
- 3D Artist of the Month September 2019: Mojtaba Hatami
- 3D Artist of the Month November 2019: Jeffry Quiambao
- 3D Artist of the Month December 2019: Pablo Tabarez
- 3D Artist of the Month January 2020: Yuriy Dulich
- 3D Artist of the Month February 2020: Alexandre Mougenot
- 3D Artist of the Month March 2020: Chen Jiangtao
- 3D Artist of the Month April 2020: Jared Fischler
- 3D Artist of the Month May 2020: Santiago Vilaseca
- 3D Artist of the Month June 2020: Constantin Vilsmeier
- 3D Artist of the Month July 2020: Paul Birman
- 3D Artist of the Month August 2020: Sarah Petruzzi
- 3D Artist of the Month September 2020: Artur Tamiola
- 3D Artist of the Month October 2020: Kasita Wonowidjojo
- 3D Artist of the Month November 2020: Javier Pedreño
- Artist Spotlight: Marcin Sowiński’s “John Wick”
- 3D Artist of the Month December 2020: Alexander Alojants
- 3D Artist of the Month January 2021: Hossein Yadollahpour
- 3D Artist of the Month February 2021: Alexey Ryabov
- 3D Artist of the Month March 2021: Alfa Smyrna
- 3D Artist of the Month October 2017: Miloš Belanec
- 3D Artist of the Month April 2021: Jack Malone
- Featuring Lucas Baylongue
- Splinters become skyscrapers in this ad for conservation group Robin Wood. Discover how 3D Artist Christian Sturm used V-Ray for 3ds Max to create the scene.
- 3D Artist of the Month May 2021: Fadi Alsharif
The Golden Key by Jonathan Quintin
The Gestalt theorists were the first group of psychologists to systematcially study perceptual organisation around the 1920’s, in Germany. They were Johann Wolfgang von Goethe, Ernst Mach, and particularly of Christian von Ehrenfels and the research work of Max Wertheimer, Wolfgang Köhler, Kurt Koffka, and Kurt Lewin.
A powerful cognitive illusion that causes approximately 98 per cent of people to judge an object to be heavier than another object of the same weight but much larger size when the two are lifted by hand.
Optical illusions, more appropriately known as visual illusions, involve visual deception. Due to the arrangement of images, the effect of colors, the impact of the light source, or other variables, a wide range of misleading visual effects can be seen.
Living in harmony with the environment through application of the art of placement. Being aware of the rhythms of nature, our world, the universe having knowledge of and respect for natural cycles, unseen forces and energy flows. The environment refers to our physical surroundings, it is the place, people and things we find ourselves involved with and part of at any time in our lives. Feng Shui is a philosophy concerned with the interconnection of people and their environment and the effects on their wellbeing.
Feng Shui is a system for arranging your surroundings in harmony and balance with the natural world around you. In Chinese, the words Feng Shui mean “wind and water.” Feng Shui For Real Life is a contemporary, practical approach that allows you to use what you already have and what you want to acquire to bring good things into your life.
Chi ‘breath’ or ‘air’, is a fundamental concept in Feng Shui and Chinese philosophy, a universal energy which adds vitality. The Chi states of Heaven Chi which is concerned with the planets and the weather. Human Chi which has an effect on your health, personality, memories, ideas and sensitivity. Earth Chi comes from the natural and manufactured environments such as external environment such as buildings, bridges and roads and internal environments of a room or a desk. It includes things like light, colour, sound, proportions and design. Chi moves in cycles, flowing into a building or a room aiming for a favourable flow and it is associated with the seasons going through its own seasonal changes.
According to Taoists, everything in our universe can be divided into ‘heaven’ and ‘creation’. From the Supreme Ultimate comes the Tao, from the Tao comes Yin and Yang which are used to represent the opposites found in everything but, more importantly, the balance and harmony that are at the centre of all things and at the heart of the Supreme Ultimate. From Yin and Yang come opposites and the basis for the eight trigrams used to form the basis of many Feng Shui creeds, such as the Pa Kua. Feng Shui always works toward harmony which is the perfect balance of Yin and Yang.
Eight trigrams form the basis of the various forms, the octagonal Pa Kua or Great Symbol or Heaven Sequence on whihc the practical Feng Shui compass is based. Yin, broken line, north, winter. Yang, unbroken line, south, summer. Trigrams are read from the bottom up, bottom line representing people, the middle line the four seasons and cardinal points of the compass and the top line representing heaven and creation.
The Chinese believe there are Five Elements or Five Agencies which describe every nuance in nature: Wood, Fire, Earth, Metal and Water. They effectively coexist with planets (Jupiter, Mars, Saturn, Venus, Mercury), seasons (Spring, Summer, Autumn, Winter), compass points (South, Centre West, North) and colours (Green, Red, Yellow, White, Black).
The Five Elements influence each other in ways that depend on the order in which they occur. It is from the Generation Sequence and Destruction Sequence of the Five Elements that Feng Shui determines whether the influence of the environment is favourable or unfavourable. A controlling element either destroys the threatening Element or regenerates it.
The Pa Kua (Ba Gua or Bagwa) is one of the primary tools, it forms a compass based on the eight trigrams of the I Ching (The Changes). It is a derivative of the Lo Map or ‘Heaven Sequence”. In the Pa Kua, trigrams are drawn to be read from top to bottom. But, when reproduced alone, they are designed to be read from the bottom up. The exact origin of the trigrams is unclear, they were probably discovered and named by the legendary age Fu Hai, who apparently saw them in the markings on the back of a turtle. Confucius finally made them accessible to so-called ordinary scholars and actually named them, collectively, a the I Ching.
Pa Kua Compas has nine segments, most often represented by nine equal squares contained within a larger square. This grid then acts as a compass guiding you to the pars of teh Pa Kua that are found in the different parts of your land, rooms and areas of your home. Colours and lighting inexorably related in Feng Shui and have the power to significantly influence harmony and comfort.
The magic square is applied to Feng Shui and is the basis for the trigrams, the Yin and Yang concept, the Five Elements theory, the Pa Kua, Later Heaven Sequence, Chinese Astrology and the Luopan. The numbers are central to Chinese numerology, astrology and the I Ching.
- Design Tips for 6 Common Marketing Projects for logos, stationery, broachers, flyers, social media graphics and infographics.
- Jumpstart Your Next Project with Guided Templates for projects like invitations and promotional material.
- Browse Bechance, Be Inspired inspirational work by top designers and artists on Bechance, the world’s largest creative community.
- Create Flyers That Stand Out
- Start a flyer design from scratch
- What’s in a Font? How Fonts Can Define Your Design
- HIDDEN TREASURES: RECONSTRUCTING LOST BAUHAUS TYPEFACES
Founded as a German art school in 1919, Staatliches Bauhaus—commonly known simply as Bauhaus—would remain in operation for only 14 years before closing under pressure from Germany’s Nazi regime. Nonetheless, the school’s ideology and founding principles lived on in the Bauhaus movement, which had a monumental impact on art across a spectrum of disciplines, from architecture to graphic design to typography. And now, in 2018, working at one of the original Bauhaus school buildings in Dessau, Germany, renowned typographer Erik Spiekermann and a team of design students have created digital typefaces based on type sketches and fragments that were hand-drawn at the school in the 1920s and 1930s—and these typefaces are coming to Adobe Typekit.
GRAPHIC DESIGNER GOO-RYONG KANG: FINDING THE LOST MEANING OF LETTERS The South Korean designer Goo-Ryong Kang is fascinated by letterforms—primarily the letters of Hangeul, the Korean alphabet, though he often works with other alphabets—and in his designs, letters and images are combined in unique, expressive ways. We met up with Kang at Seoul’s National Hangeul Museum. On the third floor, a special exhibition introducing Kang’s works, titled Hangeul Design: Prototypes and Future of the Korean Alphabet, was underway.
Design Principles: Smashing Magazine
Smashing Magazine: Design Principles
SOME RECOMMENDED BOOKS
- Simplified Drawing for Planning Animation – Wayne Gilbert
- Dynamic Figure Drawing – Burne Hogarth
- Basic Principles of Design – Manfred Maier
- The Natural Way to Draw – Kimon Niclolaides
- The Art of Perspective Drawing – The Grumbacher Library
- Judith Baker Author The Oo in Uluru is a fun Australian themed phoneme story that teaches young readers about the long vowel Oo and where they can find it in different words. Set in the Uluru-Kata-Tjuta National Park, a young girl explores the spectacular wildlife and nature of the Anangu. Beautifully illustrated by Janie Frith the rich colours and vibrant use of multi-media enhance the magical experience of Uluru
Thomas Campi MACARONI! “The touching story of a child, Romeo, getting to know his grandfather, Ottavio, an Italian immigrant living in Belgium. But there are some surprises in store for Romeo during his visit. Ottavio , beneath his old, grouchy exterior, conceals the hard life he has led, full of suffering and sacrifice. It started off as just a short holiday to a grey Belgian town. But this holiday turns into an opportunity for three generations of men to lift the silence that surrounds them. A touching story about Italian immigration, coal mining, communication between the generations and the difficultly in talking when you’ve spent your whole life in silence.” http://www.dupuis.com/macaroni/bd/macaroni-macaroni/63978
John Berger / Ways of Seeing , Episode 1 (1972)
John Berger and Susan Sontag / To Tell A Story (1983)
John Berger About Time
Hung in Time: John Berger draws Tilda Swinton
Rear Window – JOHN BERGER WRITER, PAINTER, ART CRITIC
Blotted Line Lesson from The Andy Warhol Museum
Alan Watts & David Lindberg – Why Your Life Is Not A Journey
Nephtali » by Glen Keane
Painting Rajah from “Aladdin” in Photoshop
Introducing: Marmoset Hexels
Glen Keane – Step into the Page
Ira Glass on the Creative Process (www.getoutthebox.org)
The NeoLucida is a drawing aid and a modern reinterpretation of the camera lucida, trace what you see.
John Berkey – Sci-Fi Artist
Edge of Tomorrow – End Credits: Preview (2014) | SD
The Artist: Josh Ellingson
Bill Shannon Wearable Video Mask
One of my favourite areas of exploration and often a collaboration between artists and science and industry which can range from voice activated works, audience interaction, touch, voltage sensors, lasers and others.
Artificial neural networks (ANN) or connectionist systems are computing systems vaguely inspired by the biological neural networks that constitute animal brains. The data structures and functionality of neural nets are designed to simulate associative memory
Experimenta is Australia’s leading organisation dedicated to commissioning, exhibiting and touring contemporary art driven by technology.
We commission some of the world’s most adventurous contemporary artists working with technology in unexpected and unconventional ways. We champion new ideas about technology, explore the creative possibilities and unearth emerging artforms.
Experimenta’s programs are quite unlike anything else and redefine what art can be, including bio art, creative coding, robotics, data-driven works, virtual and augmented reality. We work with established and emerging artists and provide a vital platform for them to collaborate with experts in other fields (scientists, researchers, engineers, architects and technologists), to realise ambitious, daring and complex projects. We are not bound by traditional artforms and we bring very different people into arts practice.
Since its inception in 1986, Experimenta has developed a worldwide reputation for fostering creativity that extends the aesthetic, conceptual and experiential potential of new art forms. As an organisation that continues to support new and emerging forms of contemporary practice, Experimenta is recognised as a leading hub of experimental art in Australia.
The Prototyping User Experience articles are an overview of selected lectures on the topics of prototyping, interaction design, and UX. The concepts here borrow from my time at Stanford’s d.school, and were developed further while teaching at California College of the Arts, and Art Center College of Art & Design. Each article looks at different core elements of understanding and prototyping experiences. These articles do not focus on software tools, but rather look at how the experience itself can be understood, pushed, pulled, and prototyped. After all, every good human-machine interaction is built on top of a solid human-human interaction.
This research program explores structural and theoretical models for interactive narrative animation, Interactive narrative animation is a relatively new medium which can now be found within many different formats. A non-conclusive
Chris Henschke is an artist who works with digital and analogue media, sound and light, and high-energy physics. Since the end of the 20th Century, he has been exhibiting around Australia and internationally. A key component of his practice is in interdisciplinary and collaborative projects, and he has undertaken a variety of art residencies, including an online artist residency at the National Gallery of Australia, 2004, an Asialink residency, 2007, and two residencies at the Australian Synchrotron, supported by an Arts Victoria Arts Innovation grant, 2007, and the Australia Council for the Arts Synapse program, 2010.
OTHER DESIGN AREAS
ZANOTTA Product Design