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Monday, 27 August 2012

Is That a Pledge Pin On Your Uniform?

Posted on 02:30 by Unknown

by Arnie Fenner









The topics of art schools, higher education, degrees, and the price tag attached to them come up all the time. You have to go/you don't have to go. This school is great/that school sucks. They cost too much, they don't teach the fundamentals, the instructors are incompetent, they don't prepare students for a career that will pay a living wage, etc, etc, and etc.





The complaints aren't always wrong, of course. These days a Bachelor's Degree can saddle the recipient with a student loan debt of $100K to $200K, depending on the institution. For every inspiring, nurturing instructor there undoubtedly is an equal number who are intimidated by creativity in others and shouldn't be teaching at all. Because of shifts in the marketplace—largely attributable to changes in both technology and society—some schools have pushed the fundamentals of drawing and painting to the rear to emphasize computer skills. Does that frustrate some students? Absolutely. Are the schools wrong to take that direction? I guess it depends.





What does the student really want? Do they want to paint book covers or work in comics or enter the advertising field or design films or become a gallery artist? What do they aspire to? What are their goals? Sure, everyone wants to be the best they can be, but it's not enough to "want to create art." The questions have to be asked: for whom? How? What? And the biggest question, of course, is: who will pay you to draw or paint or sculpt or film?





Yeah, it boils down to dirty old dollars. If you don't make them...you don't have a place to live and you don't eat. If you can't figure out a way to make your art cover your bills, you're not going to have the time to create it—because much of your time will be spent working at a different sort of job that will. I don't think I have ever known a successful artist who could only devote their energy and attention to their art part time. It's the way of the world—and while we all surely know someone who floats through life on a wing and prayer with barely a nickel to their name but who seems to get along just "fine"...we all know that person is an anomaly, an exception to the norm, and not us. (An exception who eventually gets hit by the proverbial bus.)












Above: A Life Magazine photo of students at the University of Iowa painting a model in 1961.







So we go to school, any school, for a number of reasons, and shoulder the expense to prepare for a future in which we can take care of ourselves and earn a living. To achieve the credentials that help us be able to earn a living. And if some schools think that teaching you how to put things together in Illustrator or Photoshop is more important than teaching composition, color, and anatomy...well, that's appropriate for some artists. Just as it's not for others. (And, yes, if you want to function as a commercial artist today, you had better bet that you will need some computer chops.) That's why you pick and choose your educational options carefully. Thoughtfully. Deliberately.





The flip side of the coin is that for any class, any school, any experience to be worthwhile, the student has to invest themselves in it, to literally wring every last bit of knowledge and inspiration that they can from it. One of the most valuable aspects of college—or junior college or workshops—is the interaction with other artists. The friendships, the shared experiences, the dramas and silliness, the failures and the successes, all are as important to making the artist who they are. And those contacts and friendships can go on to help your career when it's least expected (and perhaps most needed).





Do you have to have a 4 year degree to be a freelance artist? Nope. You just need to be good. Real good—which means you have to work hard, learn everything you don't know, and work harder. The competition is stiff and the market is fickle: what's hot today isn't tomorrow and the artist has to be like a  sapling and bend in the wind, not break, then spring back with quality work that the market will respond to (and pay for).










Above: A Life Magazine photo of Thomas Hart Benton painting "Persephone"


at the Kansas City Art Institute in 1939.





If, on the other hand, you want to work as a staff artist for a corporation—Disney, Hallmark, Bernstein-Rein, National Geographic, et al—you need the degree. Skilled or not, without the paper Human Resources tends to toss your resumé in the round file. (Why work for such stiff-necks? Oh...money. Insurance. Security. Paid vacation. Educational opportunities. Retirement benefits. You know: dumb stuff like that.)





Freelance Vs Staff Artist is a topic for another day, but I think what I wanted to briefly touch on is that, regardless of your career path, if you want to be a successful artist you have to work at your craft and keep it fresh. Increasingly there are non-traditional avenues for artists to do so. And—here's the important thing—no matter if you're self-taught or have an MFA from Ringling, whether you're a novice or a pro of long-standing...





You should never pass up an opportunity to learn. You must never pass up an opportunity to get better. You never close yourself off from new experiences and influences and opportunities.





Independent schools and workshops have taken a firm hold on the illustration community, particularly in the last decade; their focus and structure can be invaluable to artists of all ages, stripes, and sensibilities. They can and do provide life-altering learning experiences at a cost significantly less than what is available at most institutions of higher education.





Being an artist means you're on an unending journey of discovery. You never learn it all. You never know it all. Your education never stops. And you should never be satisfied. That's why taking advantage of classes like the following...is something worth serious consideration.


















The Art Department in Kansas City is headed by John English and features a stellar list of instructors including Jon Foster, Anita Kunz, Sterling Hundley, Jason Manley, Gary Kelley, C.F. Payne and the legendary Mark English.

















The TLC Workshops in Bothell, WA got off to a rousing start this year with intimate, hands-on classes conducted by Justin Gerard, Brom and Iain McCaig [above], Terese Nielsen, and, this Fall, Gregory Manchess.

















Rebecca Guay's The Illustration Master Class in Amherst, MA boasts an intensive week of instruction by such masters James Gurney, Boris Vallejo, Julie Ball, Greg Manchess, Dan Dos Santos, Irene Gallo, Iain McCaig, Brom and more.





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Sunday, 26 August 2012

ParaNorman Behind the Scenes

Posted on 09:00 by Unknown
Ain't it Cool News did a great write up on the making of ParaNorman. The pictures are absolutely awesome! Read the article HERE, and check out some videos HERE







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Saturday, 25 August 2012

The Christmas Carol Collection

Posted on 00:00 by Unknown
-By Tim Bruckner


I’ve read Dickens A Christmas Carol nearly every year since my early teens. And as familiar as I am with the story, I still find it inspiring, revealing and reaffirming. It’s said that every generation gets the Christmas Carol they deserve. Looking over the many interpretations of this classic tale, I’m inclined to believe it’s true.



I’d thought about doing a set of figures based on the book for years. The “how” has gone through as many alterations as Scrooge’s “reclamation”. My first attempt was a full figure of Marley (1982). After I’d finished it, I realized there was something missing. Damned if I knew what. Could have been that I hadn’t really thought about how to work in the other figures, or how to hold them together as a group. So, I left it be for a few years.





I had a window of down time in 2007 and wanted to revisit the idea of a Christmas Carol collection. I reread the book, bought a couple of CD versions of it and immersed myself in the story and its characters. And, as I’ve freely admitted before, studied Rockwell, a lot.



I started with Scrooge. I knew once I had him, he’d lead me to the others. Of all the times I’ve read this story I don’t know why him having chin whiskers, or a “wiry chin” didn’t register. If I’d overlooked that, what else had I not picked up on? Aside from the physicality of the man, how was I going to revel his nature as being “a tight-fisted hand at the grind-stone. A squeezing, wrenching, grasping, scraping, clutching, covetous, old sinner!”



I played with a couple of clay studies until I found what I was looking for. Made a waste mold to wax and started the finish work.





There was a lot I wanted to include but hadn’t resolved how to do it. In one of those all too rare flashes of inspiration, the double sided base with the book ornament presented itself. With the two sided base, the three-sixty pivot just made sense.



The front of the base is an old style table-top book stand. The stand holds a sculpture of an open book, which can be removed and hung as an ornament. Since everything is tied to the book, I wanted it to play a significant role in the design of the line. Each ornament carries text from the book that applies directly to the character. The cover of the book is my interpretation of the 1843 first edition.



The back of the base is a set of stylized, parted bed curtains. Scrooge’s bed and bed curtains play a big part in the story’s unfolding. They were also designed to look like theater curtains, pulled back to reveal something relevant to the character the base supports. For Scrooge, Marley’s head glows like “a bad lobster in a dark cellar”.







I worked on Tiny Tim next. Same process as Scrooge; rough clay to waste mold to wax. Being at the end of the hand-me-down line, nothing of Tim’s outfit fits quite right or matches. The back of his base shows his crutch and leg brace, which is often overlooked in interpretations of his character. A big shout to Norm in helping me with Tim’s design.





The Ghost of Christmas Present was next. He’s’ described as being a “jolly giant” He’s the largest of the characters in the line and I had intended to make him larger still, but scaled him back a bit out of concern for context. The back of his base, “From the foldings of its robe, it brought two children; wretched, abject, frightful, hideous miserable. They knelt down at its feet, and clung upon the outside of its garment. “This boy is Ignorance. This girl is Want. Beware them both, and all of their degree, but most of all beware this boy, for on his brow I see that written which is Doom.”





What I’d missed in the first Marley was the movement of his clothes and hair “for though the Ghost sat perfectly motionless, its hair, and skirts, and tassels, were still agitated as by the hot vapour from an oven.” In the rough clay I had his left hand pointing, palm down. My good friend and master sculptor, Tony Cipriano, suggested I open his hand and turn it palm up to show the duality of his mission to Scrooge. Great call, Tony. Thanks!





One of the most enjoyable things about sculpting Marley was getting to do his alternate head after he removed the “folded kerchief bound about its head and chin” so “its lower jaw dropped down upon its breast!” The back of Marley’s base shows the ringing bell that announces his visit.





The line has been close to being manufactured several times. When I first posted pictures of it in 2007, I’ve gotten, on average, a handful of emails each month asking when/if the line with be available. Well, it looks like 2013 will see The Christmas Carol Collection come to market, manufactured and distributed by Diamond Comic Distributors. To paraphrase Tiny Tim, “God bless them, everyone!”





Next up…


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Thursday, 23 August 2012

Duotone Illustrations

Posted on 21:44 by Unknown
-By Dan dos Santos


Duotone is a printing process by which an image is created using just two colors. Traditionally, it is created by applying a single color halftone (usually blue, red or yellow) over a black halftone. Whites are achieved through the use of the paper's surface. The printing process is very simple, and extremely cost effective, making it a popular choice for projects where budget is a major concern, like newspapers and classic pulp magazines.



Golden Age Illustrators, commonly had to paint their illustrations with these printing restrictions in mind, limiting their palettes to just black, white, and a single other color.



So just how much can you achieve with only two colors? A surprising amount!



Take a look at a few of the following duotone illustrations, and pay careful attention to how much tonal and temperature variation the artists achieved. And remember, these artists weren't even able to use a complimentary color in order to dull out the chosen color. They had to reduce saturation levels using just black and white. Truly astounding work.






Maed Schaeffer using only Viridian Green.



Dean Cornwell using only Cadmium Orange.



Harold Von Shmidt using only Ultramarine Blue.
Duotone illustrations weren't just for the Golden Age guys, though. The process was still quite popular right up to the 1970's, and is still in use today.



One of my favorite Illustrators is Mort Kunstler, who did a lot of pulp/adventure magazine illustrations. One of the things I find most impressive about Mort's work, is his able to imply a wide range of lighting effects with just about any color. He didn't always use the obvious choice of blues for cold settings or night scenes, and reds for day time or hot climates. In fact, he would often choose the exact opposite color one would expect for a given scenario.













So the next time you're struggling with color, remember what you've seen here. Value and temperature always take precedence over hue. You can imply a surprising amount color with very little, provided you are careful to control your saturation levels. If your color scheme is giving you trouble, try removing colors. It will force you to pay better attention to what really matters.
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'Acquisition' Painting Demo

Posted on 09:00 by Unknown
-By Eric Fortune


Eric Fortune has just uploaded a new video, showing his process for an upcoming piece called 'Acquisition'. Using thinned out acrylic paint on Arches 240lb hotpress paper, Eric goes over some basic painting techniques, and then shows how he implements them in his work.



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Wednesday, 22 August 2012

Worst Restoration Ever?

Posted on 21:00 by Unknown
In the Spanish city of Borja, an unnamed elderly woman who was distraught by the continued deterioration of a local fresco painting, decided to take matters in to her own hands.



Below is 'Ecco Homo', painted by Elias Garcia Martinez, and the same fresco after the unauthorized restoration.





Coincidentally, the local centre that works to preserve artworks had just received a donation days before from the original painter's granddaughter which they had planned to use to restore the original fresco.



Experts have been scheduled to examine the piece to see if the woman's work can be undone.



You can read the full article HERE.
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10 Things...About Planning Pictures

Posted on 03:00 by Unknown
Gregory Manchess




Start small. 

Thumbnails. Learn to draw them. Learn to use them. Learn to love them. What you design small will always blow up proportionately. Starting out large will not always work. Use the small size of thumbnails to structure your painting quickly, expediently. You can cover greater ground in a small size. Thumbs will teach you how to draw better, and how to design better.



Don’t think they will? You’ll discover the contrary all too quickly, while others speed beyond you. 



Think inside the box.

I always start with a perimeter, a box, to contain my design. There really aren’t any spaces that don’t demand balance, even a vignette. It must always balance. So I design within a rectangle, like a book cover, to get my composition. Design the entire space from side to side, top to bottom, front to back. Everything on the page must be there for a purpose, even if enigmatic and weird, it still must balance.



This is the time when ‘thinking outside the box’ is not appropriate.



Look for a better pov.

I strive to look for a better angle, a better point of view to express my narrative picture. I can’t stand how often artists choose the same design: one figure, smack in the middle of the painting, at noon. I want to get pulled in to a piece, to learn more or to spur my sense of wonder. That’s what makes the viewer linger and think. Search for the interesting points. There’s always too many, so pick a good interesting one.



Research. 

If I'm going to paint metal, then I think about how metal looks. Try to feel it. Then I go get some metal to study, or reference of metal to look at. Or flesh. Or water. Or mountains...



What’s so hard about this? No one wants to get the right reference to help themselves. Probably still suffering from thinking we paint from our heads. We don’t. Research your materials.



Lighting decision.

Right off, I decide what time of day or night the picture lives in. Decide if it’s stage lighting or natural light. Overcast day or sunny? Moonlit night, or man-made night light? This is the very first thing I must do to get ahold of my value structure. I can always change, but I start right here with light.



Value control. 

Along with lighting, I think about contrasts. How will my figure contrast against the background, or the sky, or the landscape, or interior? Is it dark and moody, or a bright daylight piece? Decide. Early. Then blend and adjust shadows and lighting so that it works as a whole, using light, silhouette, shape, and mood to control your values. I study great black and white art and photography. I watch noir films. Study comics. I live in a b/w world for a while.



Overlap stuff.

When we create characters we want to know all about them so we tend to draw them completely. The same for the next character, and so on. We keep them all separate, so we can see them. But this makes the most boring design ever. Things don’t look like that in life, so avoid it. Elements overlap, always. Things get hidden.



I DESIGN my paintings so that figures overlap. It mimics life and creates tension and depth. Just like we see things.



Clump elements.

Did I mention I overlap figures? Mountains? Trees? Animals? Buildings? Colors? Objects? Yeah, well....when I overlap elements, I design them so that they tell a story in clumps, patterns, groupings. Ya don’t paint every cow leg in a field. Most of them overlap the cow next to them. Same for trees. Same for people. Same for.....



Put them in groups, or clumps, so that it breaks the monotony.



Lead with line.

Don’t go crazy with this. The lines I’m talking about are simple and direct. They lead the eye to the primary viewing spots of a painting, AND THAT’S ALL. They don’t spin the eye, rotate the eye, they don’t mimic repeating shapes, and they never cause the eye to “leave the canvas” or even “reenter the picture.” This is all bunk.



The line I’m talking about is something where a figure or an arm leads your eye to the center of attraction. Other lines help to lead to the same spot. AND THAT’S ALL. (see points on balance above if you have questions about this.)



Foreground, middle ground, background. 

That’s what I meant by front to back above. I think of my painting as a stage. Build the stage. Put figures on the stage. Costume the characters. Light the stage. Now pick where the camera (eye) is going to look at that stage.



At this point it has depth. I have to move stage characters around (called blocking) so that I can see them, keep them overlapped, and still tell the story of the picture, which is now a slice of time. 



Keep it simple. Am I being obtuse? What’s so hard about this? So many want to reject it. It’s been this way for a couple hundred years. Classic stuff. Gotta learn it before you can modify it.



I know, I know. You can modify things as you learn them, but you’ll always end up returning to these basic principles. Promise.
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