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Friday, 6 July 2012

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

Posted on 23:00 by Unknown
-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.



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Interview with Ian mcQue

Posted on 01:37 by Unknown
-By Serge Birault




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


Links:
http://mcqueconcept.blogspot.com/
http://ian_mcque.cghub.com/


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 ?
Link : http://mcqueconcept.blogspot.fr/2011/01/ipad-sketch.html
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 ?
Link : http://industriamechanika.com/blog/shop-industria-mechanika/ian-mcques-remora-preorder/
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.


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Wednesday, 4 July 2012

ARC Awards

Posted on 23:00 by Unknown
The International 2011-2012 ARC Salon Award Winners were just announced, and there was a very strong showing of Science Fiction/Fantasy illustrators this year. In fact, many of them took home prizes.



The word 'illustration' is often thought of a dirty word in the fine art scene, which I've always found perplexing. To me, commercial illustrators are some of the most talented artists in the world. So it's very nice to see high fantasy art (complete with dragons in some cases!), receive such notoriety along side traditional portraiture and still lives.



I have no doubt I'll miss a few, but just some of the Illustrators to take home awards include:



Donato Giancola
1st Place: Most Ambitious Work




Julie Bell
1st Place: Animal Category




Sam Burley
Most Creative Work




David Palumbo
Finalist: Figure Category




Don Maitz
Finalist: Figure Category




Howard Lyon
Finalist: Figure Category




Heather Theurer
Finalist: Figure Category




Patrick Jones
Finalist: Figure Category




Thomas Kuebler
Finalist: Sculpture Category




James Gurney
Finalist: Animal Category


There are, of course, a TON of other amazing and well deserving works. I highly recommend you go take a look at them at The Art Renewal Center's website. Be sure to click on each piece, as most of them have extremely hi-rez scans for your perusal.
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Harbor Bandit

Posted on 07:10 by Unknown
- By Jesper Ejsing






This is a Magic card that just got released. It is published in the M13 Core set of Magic: the Gathering.

I sketched 2 versions and sent both off, since I couldn't decide which one I though was the best. I liked the one with the old gnarled thief hanging upside down, but was afraid how the image would read at card size. The other one is more like a Batman silhouette and I kind of knew it would be pretty clear. Jeremy Jarvis, the art director, chose the "Batman" one and I went for that.





When sketching it and transferring it to board i enjoyed giving him a bit of character by making him really messed up in the face, ugly as hell. I imagined he had always been the ugliest kid around and that he was teased an bullied by the other kids. the life of an outcast has lead him to become the Master Thief and now he is getting back at the world. he should be as ugly as his deeds. Well; it is a lot of thought for a Thief illustration, but making stories up like that, helps me add mood and character to the figure.

Unfortunately he ended up being too ugly. The Art Director asked me to submit a "hero" version that would make the players want to be the figure instead of being repulsed by him.





So I painted another face on top. I should have done it on a separate paper, or digitally or whatever to keep my original face intact, but I have found out I can better do it this way. When I spread an illustration out over several sheets of paper and the final is a collage of all, I lose focus and make a weaker painting. 





color roughs
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Happy 4th!

Posted on 05:43 by Unknown


Have a happy and safe Independence Day, from the Muddy Colors Crew! (Art by Andrew Bawidamann!)
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Monday, 2 July 2012

2012 IlluXcon Scholarship

Posted on 21:11 by Unknown


I'm going to assume that everyone that reads this blog knows by now what IlluXcon is. If not, you can read about it HERE, HERE, and HERE. Long story short... If you like SFF art, this con is a must.



In addition to being committed to the advancement of Science Fiction/Fantasy art, IlluXcon is equally committed to art education. Not only do they offer student pricing on their tickets, but they also hold a student scholarship competition, for which the winners (yes, thats plural) receive all expense paid trips to the event. That competition, just went live.



The competition is open to all students - high school, college, atelier, etc, regardless of accreditation.



The deadline for submission is AUGUST 1st, 2012.



This year's judges are:

Lauren Panepinto (Art Director, Orbit Books)

Dave Palumbo (Artist and Art Director, Night Shade Books)

John Jude Palencar (Artist)

Greg Hildebrandt (Artist)

Jean Scrocco (Agent and owner of Spiderwebart Gallery)

Jim Burns (Artist)



More info, as well as the entry form, can be found HERE.
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Summer Vacation

Posted on 02:30 by Unknown

-By Arnie Fenner







There are a number of art destinations for vacationers with discriminating taste this summer so I'll just list a few. The first being a major show devoted to Alphonse Mucha at the National Czech & Slovak Museum & Library, in Cedar Rapids, IA. Opening July 14, Alphonse Mucha: Inspirations of Art Nouveau will feature 230+ paintings, pieces of jewelry, sculptures, and lithographs.







Next up I'd suggest taking in Howard Pyle: American Master Rediscovered at the Norman Rockwell Museum. Jim Gurney will be giving a lecture, "Howard Pyle as a Picturemaker," on July 12.







The Fenimore Art Museum is hosting American Impressionism: Paintings of Light and Life, featuring works by William Merritt Chase, Mary Cassatt, Theodore Robinson, John Henry Twachtman, and many others from 1881-1942.







Kansas City's Nelson Atkin's Museum has an invaluable show for artists with a retro-futurist (or Steampunk) bent who might need some research: Inventing the Modern World: Decorative Arts at the World's Fairs, 1851-1939.







And, of course, in less than two weeks one of the best exhibitions of, hmmm, stuff will take place at Comic Con International in San Diego. Art, actors, comics, toys, and fans wearing great costumes and fans wearing costumes who definitely should have been prevented from doing so. (Spandex is not forgiving.) If you don't have a membership already, well, they're sold out. If you DO have a membership, swing by Booth 4503 to meet MC's Donato Giancola (and Stephan Martiniere!). Also drop by Dave Seeley's and John Pcacio's booth (#4600) to preview items in the benefit auction for Cyril Van Der Haegen.
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