| Yazan: Administrator,
Tarih: 30-03-2008 19:29
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Okunma Sayısı : 162 |
Beğenilme : 20 |
Yayınlama yeri : News, NewsArticles |
An article i ve read on cbc,written by Denise Deveau about "Techniques of the Old Masters colour digital thinking"
When digital artist Joel Mongeon wants to hone his skills, computers
and software are the last things on his mind. Instead, he finds his
inspiration in a place that's the farthest thing from the digital
world.
When in full "training" mode, Mongeon spends up to 25 hours a
week sketching and painting at the Academy of Realist Art in Toronto —
a unique studio that applies Old Masters-style training techniques
dating back to the time of Michelangelo and Da Vinci.
Despite his success in his field, Mongeon believes that
expanding his boundaries in this way is a matter of creative necessity
in a world where digital arts technology continues to progress by leaps
and bounds.
"Films like Lord of the Rings have raised the bar so
much, being purely a technician is not enough," he explains. "The
better a fine artist you can be, the better your [digital] work."
This is not news to Henry Schmidt, director of product art for
Fisher-Price Inc. in East Aurora, N.Y. He has spent more than 10 years
promoting fine art as a creative outlet for his computer-bound team of
designers.
Unlike your typical workshop schedule, in any given year the
Fisher-Price calendar could include life drawing, wildlife sketching,
sculpting, bronze casting and bookbinding, led by art instructors from
the Canada and the U.S.
The company also keeps an open studio where workers can indulge in figure drawing and other art forms during their leisure time.
"The company is a strong supporter of creativity and
collaboration and art is a perfect vehicle for that," says Schmidt. "In
a corporate world, the lone-wolf-genius idea simply doesn't hold true.
Fine art allows people to engage in a creative activity that feeds back
into their work and reinforces innovation."
The beauty of academic style art in particular, he says, is
that it takes people away from the world of on-screen graphics and
really focuses on the power of observation.
"It removes pre-conceived ideas and filters, and heightens visual perception."
Progressive artists embrace the past
While Schmidt may have been ahead of the curve when he saw fine art
training as an added creative tool for digital design teams, other
entities — from schools to big-name studios — have since come to the
same conclusion.
The Visual and Digital Arts Program at Humber College in
Toronto is now one of the few in the country that devotes an entire
year of its curriculum to fine art training, which includes life
drawing, perspective, colour theory, anatomy and still life.
"There has been a significant disconnect between art principles
and their application in digital art," says program co-ordinator, Gary
Richardson. "We believe that fine art is really the missing link that
allows [digital artists] to connect the dots."
Richardson has observed in his many years of teaching that,
"People who come into the program with strong traditional art skills
are always far beyond the others."
Kalene Dunsmoor, 25, is the perfect case in point. With only a
year of digital training under her belt, it was the life drawing skills
she learned as a student at the Academy of Realist Art that clinched an
entry level job with Lucasfilm Animation Co. in Singapore ahead of
thousands of other hopefuls.
Talent versus computer skills
While good old-fashioned hands-on artistic skills may not have been
an issue in the early days of digital animation, all that has changed
says Richardson.
"The technology can give sophisticated results that are lacking in
aesthetic principles — and even audiences without artistic training can
see the difference."
"The power of the platforms today gives us lots of space to
maximize the capacity of visuals and demands the highest quality
skills," confirms Cédric Orvoine, director of external communications
and public relations for video game developer and publisher Ubisoft
Montreal. "If the raw [artistic] talent is not good, neither is the 3D
rendering."
He adds that while computer skills are definitely bankable, companies are now looking for much more from entrants to the field.
"The most important thing we look for today is raw talent,
whether that's in art, engineering or storytelling," Orvoine says.
"While we also expect a basic knowledge of [computer] tools, these can
be learned."
"We will often consider people with less hands-on [technology]
experience if they show exceptional raw talent and passion," agrees
Stephane D'Astous, general manager for gaming company EIDOS Montreal.
"The video game industry today has to go outside the usual pool of
talent and take more risks when recruiting — and that's a good sign."
"Hollywood [and gaming] technology has finally caught on to
what creative people have always done on paper," notes Academy of
Realist Art co-owner Fernando Freitas, who professes to be a lifelong
devotee of comic book art and movie animation in spite of his
commitment to teaching Old Masters techniques.
"Films such as Sin City and 300 broke the mould
and brought fine art to the forefront once again. We're finding more
and more digital arts students are coming here to study."
If one thinks about it says Schmidt, the connection between
technology and hands-on artistic skills is hardly new. One only has to
remember that Michelangelo and Da Vinci were equally proficient in
architectural and engineering skills as they were at drawing and
painting.
As Schmidt points out, many of the greatest masterpieces have
been an ideal marriage of science and art. For example, it has been
discovered that Michelangelo created 3D clay and wax miniature
renderings of elements of the Sistine Chapel fresco figures in order to
study perspective more accurately before executing the painting.
"From a production standpoint, you could say it was the Lord of the Rings of its day."
Son Güncelleme : 30-03-2008 19:29
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