Rob Legato creates visual effects for big-budget movies.
(Video link) In this TED talk, he shares how he created effects sequences for Apollo 13, Titanic, and Hugo. In the first two cases, actual documentary film footage exists of some of the scenes he was visualizing. The real footage served as a reality check against the cinematic invention.
One of the surprising revelations is that our sense of what looks real is greatly influenced by the emotional processes of our memories, which reorder reality into a composite fiction.
That emotionally tinged version of reality is what moviemakers need to bring to life if they want to create convincing illusions. The same general principle applies to painting. Often it's necessary to go beyond optical or photographic realism in order to achieve psychological realism. It's the difference between mere accuracy and true believability.
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Rob Legato on TED: The Art of Creating Awe
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Blog: Gurney Journey (Login to Add to MyJacketFlap)
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To create the film illusion of an imaginary landscape or city, nowadays moviemakers create 3D digital environments, generally by replacing the greenscreen behind the action with a layered virtual environment.
But in the early days of film, the art of matte painting was the province of oil painters with traditional skills. Their scenic paintings had to seamlessly match the photographed action, but they also had to convey the emotional spirit of the scene.
(Video Link) One of the most remarkable pioneers in this field was a British-born painter named Peter Ellenshaw (1913-2007). In this video, he tells his story: how he started painting scene extensions for Thief of Baghdad (1940) and how he got some dream jobs for Walt Disney on Treasure Island, Mary Poppins, Twenty Thousand Leagues Under the Sea, and Darby O'Gill and the Little People.
The hour-long video is broken into six chunks of 10 minutes each.
Part 2
Part 3
Part 4
Part 5
Part 6
Previously on GJ:
Digital Matte Painting
Blending into the Background
Book: The Digital Matte Painting Handbook
Blog: Gurney Journey (Login to Add to MyJacketFlap)
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In Allentown, Pennsylvania last weekend, Schell gave a lecture about designing monsters for Hollywood movies. I'm an admirer of his work, so I sat up front and sketched him as he spoke about the things that scared him as a kid.
He started out by showing examples of weird animals in nature, then gave an overview of creature design in movies, and spotlighted some of his inspiration from the field of illustration, ending with examples of his own work.
Schell has done concept work for “Avatar”, “The Chronicles of Narnia: Prince Caspian”, “300”, “Hellboy”, “Aliens vs. Predator – Requiem” and many other films since he began in the field in 1987. He also makes props, masks, model kits, and effects — and he offers classes.
Jordu Schell website gallery
Video of a sculpture demo
Large gallery at Monster Brains
Blog: Gurney Journey (Login to Add to MyJacketFlap)
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The digital artists at WETA Digital’s creature department have breathed life into Gollum, King Kong (video below), and the District 9 aliens.
They are experts in anatomy. They build creatures from from the inside out: skeleton, muscles, skin and hair. Then they apply their knowledge of physics and acting to make their creatures move.
Digital creatures must share the stage with live-action actors. They have to perform every kind of movement from a subtle eye twitch to a deadly body slam.
Simon and Rachael Haupt of WETA’s digital creature department (click to enlarge) planned a fun New Year’s gift for their team: a set of 47 signed copies of Color and Light. They went outdoors yesterday in that fine New Zealand summer weather to take this group photo. These artists been living for weeks in the caves with the dragon Smaug so a little sunlight won’t hurt them.
Since they ordered such a big batch of books, and since I’m such a huge fan of WETA, I wanted to make the gift extra special. So I carved a unique rubber stamp using craft foam glued to a wood block.
Each book got the custom stamp, as well as a one-of-a-kind creature sketch that I made with pens and colored pencils. I imagined them as the “47 Creatures of Whangakokototoi Island,” —a tiny island off the coast of New Zealand that no one has discovered yet.
Here’s a sampling of the sketches, about one third of the whole set. Of course I didn’t know what each of the artists looked like, or what sorts of animals they liked, so I just guessed and drew the whatever popped into my head.
Simon and Rachael, I thank you. And WETA Creatures, I salute you!
If YOU, dear blog reader, are part of a large game company, movie studio, or art school, maybe you can get your department head or club organizer to put together a group purchase of Color and Light or Imaginative Realism. If there are more than 30 books in a single order, I’ll do a some sort of special design for you. Also, with a big order, I can ship internationally.
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Color and Light signed from the Dinotopia Store
Questions about group ordering: jgurneyart
This photo panorama stitches together the north campus (PDI DreamWorks) and the south campus (DreamWorks Animation SKG) of the DreamWorks concept art team, the masterminds behind Megamind and many other films. (Click to enlarge.)
In the left picture, I’m holding an advance copy of “Moonshine: DreamWorks Artists After Dark,” which showcases the private artwork of each of the concept artists.
The book has over 150 color illustrations by 47 artists. Images include wonderful characters, real and imagined creatures, moody cityscapes, and dreamlike wild lands. The artists at DreamWorks are equally at home in many different media: ink, charcoal, pastel, watercolor, acrylic, oil, and digital. Most switch comfortably back and forth between digital and traditional.
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Moonshine: DreamWorks Artists After Dark
The Art of Megamind
Paul Lasaine's blog post "Traditional vs. Digital"
Previously on GJ: DreamWorks Dream Team
DreamWorks Animation has an elite group concept artists divided between its two campuses in California. I visited with the dream team at the Redwood City campus to share my presentation about color and light---and to show the panda a few kung fu moves.
We then went upstairs to their very inspiring creative habitat. When they're not working on new character designs and environments for movies like Puss in Boots, The Croods, Kung Fu Panda: The Kaboom of Doom and Megamind, they have an art room for free figure drawing classes.
Ruben Perez is holding a demo sketch I did of him using water-soluble colored pencils. And we're holding each others' one-of-a-kind advance copies of upcoming books: Color and Light: A Guide for the Realist Painter, and Moonshine: DreamWorks Artists...After Dark.
That "Moonshine" book, which should arrive in stores soon, showcases the personal work, done after hours, by each member of DreamWorks's creative crew.
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DreamWorks Animation SKG
Moonshine at Amazon
Thanks, Angela, Katie, and the awesome DW Team!
Last October I gave three different hour-long lectures to the senior concept artists at Blizzard Entertainment—the company that creates World of Warcraft, Starcraft, and Diablo online games.
It took a while to get past the rather tight security at the headquarters in Irvine, California. The sleek white buildings inside contain most of the company’s 4600 employees.
The public areas of buildings are decorated with impressive sculptures of horned warriors, dangerous females, and loathsome monsters.
The guys in the art department have a pretty well developed sense of fun, like chopping up visiting artists into sausage bits. That’s senior art director Jeremy Cranford on the left.
I drew a portrait of Jeremy after the lectures. I asked him what advice he’d give to a young artist who dreams of working at a place like Blizzard. “Everyone wants to be a character designer,” he said. But portfolios that show other skills are more likely hires. Get good at environments, backgrounds, props, and vehicles. A generalist who can draw and think well is always valuable.
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Official Blizzard website
Wikipedia on Blizzard
Career opportunities at Blizzard
James, what do you think of this line? When an artist creates a plein air study he paints what his EYES see. When an artist creates a work of art he paints what his SOUL sees.
I may have heard that line from you at some point.
profound statement at the end:
"(successful) ...because no-one knows you had anything to do with it."
IGNORE THE MAN BEHIND THE CURTAIN
(Correcting terrible typo and adding additional commentary)
Having worked in visual effects for six years (albeit as a techie rather than an artist), here's something to balance out this post as to what it's actually like working in the visual effects industry:
http://vfxsoldier.wordpress.com/
VFX is VERY labour intensive despite all the technical jiggery pokery behind it, and it's a damn shame that the bigger Hollywood studios are exploiting artists trying to make a living from it.
Martyn, thanks for that link. I had read about some of the problems in the VFX industry in Variety, and it's pretty upsetting, especially in a time when FX-heavy films are doing so well.
John Keats: "a fact is not a truth until you love it."
Happy Labor Day :( RQ