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DIGITAL ART TIPS
From The List Server
Recently there was a great discussion about digital art on the list
server. Here are the basics. Don Dixon started with these
comments: "All right, then ... Here are some
hopefully helpful comments about digital art from a generally traditional
artist. Before anyone lays a finger on their mouse or graphics pad they
need to know how to draw, they need to know at least the rudiments of
perspective and they need to know how light and shadow works. While there
has been some extraordinary digital astronomical art--that of Don Davis
and Pat Rawlings comes immediately to mind--there has been at the same
time some extraordinarily awful digital astronomical art. The latter
primarily due to an apparent assumption by the artist that whatever the
computer does must be right. I can't think of how many times I've seen a
raw Bryce landscape with a sphere stuck in its sky presented as a finished
piece of artwork. If Don and Pat's work is successful it's because they've
realized that the computer is a tool, no more nor less than an airbrush
is, and not an end product in itself. The best digital artists among us
knew how to draw and paint expertly before they touched a computer. That
can be no coincidence." Pat Rawlings followed with
this: "Every time I get a commission for a new piece of art I agonize over
whether to produce it digitally or traditionally. It usually ends up being
digital for several reasons. In the case of space hardware art, I find it
much more interesting to spend my time designing detailed spacecraft as
computer models and then have the computer deal with the reflections and
shadows that I used to carefully mask and airbrush. The tedium of multiple
precise airbrushed friskets defining the geometry of a spacecraft is about
as far as you can get from one's right brain. After the computer does its
thing with the raytracing (shadows, highlights, reflections) I almost
always have to go back in and enhance or detail the image.
"I also usually have to deliver the image to the
publisher as quickly as possible and by doing the art digitally it cuts
out several day of shooting transparencies and scanning which can demolish
work if done poorly. You also do not have to worry about FedEx losing your
original in transit. "The digital approach is also
very helpful when you are dealing with a very professional art director,
like Ed Bell or one of his minions, at Scientific American, that want
everything to be just perfect and have a number of subtle changes that
turn a good piece of art into a great piece of art. The program that I
have used for 95% of my images, Strata Studio Pro, can now be downloaded
for free at: http://www.3d.com/flash4.html. This program is one of the
more intuitive 3D animation programs and has some high-end features such
as metaballs and inverse kinematics. "I also would
recommend to anyone wanting to paint directly on the computer with a
program like Adobe Photoshop or Metacreations Painter that you get a 6"x8"
Wacom lntuous Tablet. The cordiess stylus that is provided with this
tablet allows you to sketch or paint, or airbrush your images directly
into a scene on your computer." Paul Hoffman spoke up too: "I further
agree wholeheartedly about learning your craft by hand first. And
definitely do not rely on the computer to do 'it's thing 'without a great
deal of personal intervention. I can't emphasize too strongly the
usefulness of a tablet and stylus. Certainly a high-end drawing package is
essential - the product of choice being Photoshop or PaintShop Pro. A
consideration not to be lost in this conversation, is that 3-dimensional
computer-based art (using output from Strata Studio Pro, 3D Studio Max,
Bryce, etc.) relies also on the user's experience with photography and
lighting. Setting up lights and cameras is the secret to getting good
visual effects which are much harder to generatelrender after the fact in
Photoshop. "A Photoshop technique which might be a
bit unusual is to bring in an image and then use it simply as a guide to
paint over. The layering capabilities in Photoshop make it easy to take
elements and not only reposition them against a background, but to let
them be viewed or not viewed. In fact, with the varying transparency and
compositing techniques, you can paint over an object very broadly, and
then pull back in some of the detail from the underlying image.
"For artists just starting out in the digital
realm, there is definitely a learning curve involved. In fact, the first
skill to be mastered is simply the hand-eye coordination between moving a
mouse or digitizing stylus and seeing the results appear up in front of
you on the computer screen. "Color mixing might
throw you for a loop at the beginning, also. Artists who are used to
applying paint by brush might find it difficult to get effects similar to
what they're used to (for instance, it's hard to apply multiple tones at
once, which you might have been able to do with a broad brush on board or
canvas). "But then again, there are some things
which are *infinitely* easier (frisketing becomes a matter of either
separating things into different layers, or creating custom selection
areas.)" Chris Dawson also chimed in: "Digital is a
choice of media. Not an easy fix to, or work-around not knowing how to
draw, sculpt or paint. "With a very formal education in the Fine Arts, I
never thought that I would, ever, give up a paint brush. But in 1994 1
bought a computer and pursued digital painting at the behest of a VFX
colleague. I began compositing some of the many photos I had taken for
painting-reference purposes. None of them had been taken with lighting and
color in mind to be composited together later. So I quickly learned a few
things about how to digitally color correct. Matching shadows is another
thing. "My point is to echo what has been said here
that without basic drawing and form-rendering skills, the best CG programs
are glorified paint-by-numbers kits. "Digital
creation can save time and make for efficient workflow. That is a good
reason to use it, but maybe not the best for everyone. I use it only
because I seek to create an illusion of fictitious worlds in a
photorealistic manner as best I know how. Digital compositing of
photographic material allows me to do this, but I have to know how to
match lighting. The computer won't do it by itself. Objects that do not
exist are often needed and that's where 3D CG modeling comes in. But,
again, I have to know how to model and how to match lighting. I couldn't
do it, however well or realistic, without knowing light, shadow, and form.
Not to mention why we place shadows where we do for drama.
 Copyright © 2000 International Association of Astronomical
Artists
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