I have been itching to do some traditional art for a change to my usual digital Art, spurred from painting and drawing with my nieces and nephew during the Christmas break. Here is some initial paintings using gouache, The first two being concept art pieces from the Game Firewatch which I haven’t played and don’t really play games anymore, but loving the colourful art from this game I gave it a bash. The last image being a quick one of birch trees before I washed away the drying leftover paint. I choose Gouache as the medium because I like that its similar to watercolour but much more pigmented and having never used it before it is a learning curve in which I am really enjoying the process, with landscapes always being my favourite subjects to paint.
I think it is good to switch things up and try new approaches and although I find it harder with traditional art to simply let go and loosing up, I think with practice I will get to a point where things are hinted at and more gestural with blocky colours and suggestive brush strokes, The last image of the birch trees was very enjoyable because it was in the wee hours of the morning, I was tired and just wanted to get rid of the paint so it was very quick and gestural. Eventually I would like to make prints and use the many inspiring photos I took as reference while back in Ireland and here’s hoping I will make prints of those photo’s too! I think we live in a time for creatives where you might need to get thrifty and monetise your hobbies to help make ends meet, So we’ll see…
I have always wanted to learn how to use cinema 4D as its stylistic animation possibilities seem endless, so I made these cute little houses as a starting off point and couldn’t help but turn them into sims houses with the famous green plumbob and using the parallel camera to render.
Another render from the Green Glider animated short, this time of the lagoon where our protagonist Ash will float in the blissful crystal clear water before he has a sudden epiphany. I wouldn’t mind quarantining here…
I was watching the very beginning series of Tom and Jerry with my niece and was completely blown away by the gorgeous watercolour background paintings while Tom and Jerry run amok in their usual debauchery. So inspired by the paintings I have decided to adopt a similar more analogue and painterly approach, I think bringing down the complexity of many previous attempts of skies that I painted brings more attention and focus to the foreground elements and works better, that same yellow and pink that Tom and Jerry adopted works well for the Meadow scene, which is a pinnacle part of the film and where the beauty of nature of this world needs to really hit home.
This weeks Kick about was Inspired by Ernst Haeckel and his botanical illustrations showing the intricate microscopic organic matter within nature that might otherwise go amiss. I have always felt sensitive to textures and colours but this year I actually had a camera to capture it with rural Ireland really ramping up my perception towards it. The merging of colours within a few feet of land can completely counteract the next a few feet further and always makes for interesting forms.
I love relishing in the patterns and forms that bloom on a log or that is sandwiched between the trenches of rich brown peat, losing a shoe in the quicksand esque mud with shite up to my knee to get some of these pictures is all part of the pleasure.
Witches broom deformities resembling sea urchins, little pastel snail shells with their inhabitants no more and reindeer moss resembling bleached coral reef all part of the treasures that are nestled within the designs resembling Haeckel’s pieces. Sometimes I would lie on the ground and aim up to the sky to get a certain shot of a branch, plant or twig without it being nestled with its family of flora so that it would be easier to edit and isolate the flora against a clean slate of sky.
A lot of the elements within my designs for this kick about were cut and pasted out of images like the ones above, then significantly editing them by changing the colour and then when all the elements came together I merged them as one and erased half of the image and then copied it one more time to then flip horizontally so they were in exact symmetry.
I was spoiled for choice with this kick about with rural Ireland having a bountiful abundance of botany with textures, colours and shapes of all the flora and vegetation, feeling like an endless pick’n’mix. I always find myself thinking about the intricate patterns and shapes as I snap away, mint green reindeer moss looking like bleached coral under a microscopic macro lens and the swirling and meandering of ice a jigsaw of frozen motion, while twigs, branches and petals looking like spores after some careful manipulation. suffice to say I loved this kick about and loved editing, warping and colour correcting a surplus of photos from recent adventures around Ireland to get a photomontage and mimic Ernst Haeckel’s inspiring Illustrations. I have a real hankering to go on and on with creating more designs like this.
This kick-about prompt by Fernand Leger felt very homely; an abundance of food reminds me of home, so I painted a kitchen illustration of a section of our kitchen, mimicking the colour and skewed perspective of Leger’s piece.
What if Metropolis was my second project in university and the first project where I really dived into 3D. All the students had to dip their hands into a box and pluck an artists name and deriving from that artist – create a city in response. Using the artists techniques to apply that to a 3D universe meant that it was quintessential to the project to not just model a city looking like one of the artists paintings, but learn and apply the reason for the artists techniques and fashion that around a sprawling metropolis.
The artist I plucked from the box was the cubist and fauvism painter George Braque. Braque being one of the founders of cubism alongside the wider known Picasso with cubism being birthed around the notion of observing and painting structures or people from different angles and breaking that object up into different perspectives to have them collate together and belong as one, resulting in unique art with a fresh view that resonated many post art movements.
Utilising Braque’s techniques of multiple views and angles I was heavily inspired by the shapes, structures and contours of brutalist architecture, where I always would imagine brutalist architecture structures moving and slotting into place to then move to a different and new structure once it’s inhabitants were sleeping. I feel like many of Braque’s pieces are puzzles; where you hold your gaze shows one thing with the slight change of eye showing another.
With Braque and cubism in mind I created the city that I thought Braque would have envisioned. A lot of Braque’s paintings feature warming colour pallets of yellows, burnt umbers and terracotta’s so I used a reminiscent warm colour pallet. To make the colour pop, it was decided a night scene brimming of moon blues and sea green rim lighting would materialise the oranges as more vivid.
I wanted to create something that felt romantic – a place of refuge away from the mundane, where the sax was heard from the jazz bar on the right in the foreground and where you could get a bite to eat at the restaurant on the left with museums and art galleries making up the background matte painting as the moon lights the little divots in the cobbled streets.
I have had this post in draft mode for a while but nowadays I can’t help feel a tinge of reminiscence to real world lands of equally warming colour pallets, particular to our first year course trip to Rome where I was mesmerised by the grandeur of the structures, those lit up colosseums plumbing with culture and history and the mild nights all which do feel like a worlds away at the moment and one that I really long for. I will have to look into the archives of one of my many external hard drives to see if I can dig up some of those captured memories.
I have been working on trying to achieve a more painterly style with the Oasis world of The Green Glider animated short. To achieve these current renders I collated together many bunches of the 3D trees and plants and rendered them out, I then brought the renders into photoshop and painted over them in three different versions, 1 being the original scratchy and more defined version with clearer visible brush strokes. The second and third iterations blurring them out so they could plop nicely in the background to add more depth. I also made cooler and warmer versions of each painted tree mound and painted some shapes to act as leaves to bulk out areas as seen below.
〰️The Oasis Painted Tress – Clear〰️
〰️The Oasis Painted Tress – Blurry〰️
I then brought those renders back into Maya as alpha maps and situated them accordingly within the scene and added in some of the original 3D trees for the foreground so that it gave more depth of field. To give me more control I used render layers where I added the elements in different collections and rendered them separately – so a render collection for the furthermost elements and a collection for the foregrounds and so on, it means I can have a lot more control in post production if I think something could be blurred further or possibly blend more with the sky colour to give more atmospheric perspective.
There was one caveat – previously all the grass was done with alpha maps which was causing a problem where the scene was so populated with alpha maps that light couldn’t render through them and meant that they were rendering black, I found out I had to dial up the render settings to offset this – the ray depth to be specific which resulted in ridiculous render times! So using what I learned about my Boogie Woogie Jive film and the ongoing Ersilia film, I had a muck about with using Maya’s ancient paint effects which worked wonderfully. Within the many keyframe achievable paint effects parameters there is the possibility to animate a slight breeze to the grass, I will definitely be giving that a whirl and see how to looks. I think with these many trial and errors the Oasis is starting to come to fruition, things can be pushed more but I think I am heading in the right direction.
I have been playing about with trying to achieve a more painterly, soft feel for the Oasis with inspiration drawing from impressionist paintings where colour and light play a massive part in showing nature and landscapes. A lot of trial and error has gone into these tests, mainly because of the colour as a lot of impressionist paintings are influenced by vivid fauvism. I attempted to adopt and get into the headspace of an impressionist, by painting with quick brush strokes of light flickering the water, moving clouds and how the colours would merge together with incessantly moving light, always in a state of flux.
I decided to paint over the render to get the feel before I mend Maya to give me similar results, a lot of which will be achieved by rendering out chunks of trees then softening, blurring and painting over them and turning them into alpha maps that I can plop in place; some of which will be a lot more softened or more crisp to draw the eye to where it needs. I am still a bit unsure of the colour just yet, I don’t know if it’s too much so as always feedback is appreciated.