Going digital : the practice and vision of digital artists
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This isn't a new concept in preparing for a career in entertainment; it's universally acknowledged, as shown in this excerpt from Pixar's Web site with some bold type added for emphasis:. In choosing an animation-related school, look for one that focuses on traditional skills, drawing, painting, sculpture, cinematography Look for a school that has not substituted electronic arts for traditional or vice versa To put a finer point on the concept, Ed Catmull, executive vice president and chief technology officer at Pixar, was asked what the most important skills for professional artists and animators to possess in the coming decade would be.
His answer was this:. Fundamental art and science skills: drawing, color, composition, lighting, study of motion. Every studio encounters people who think they can become an artist without developing those skills.
- Electronic Devices for Analog Signal Processing.
- Going Digital: The Practice and Vision of Digital Artists / Edition 1.
- 01. Sketch regularly.
Excerpt from an article by author Ted Greenwald, January 3D magazine. It is very clear that the successful digital artist must have an intense and abiding devotion to the mastery of traditional skills.
So, You Want to Be a Digital Artist
Be an artist first and realize that the digital arts are nothing more than another set of tools to express yourself as you pursue the artist's way. Don't rely on the power of your computer tools to compensate for a deficiency of fundamental artistic ability. It is indeed important to be a traditional artist first, but traditional artists have also always been technologists, inventing and creating new techniques and processes to achieve their artistic vision. Digital artists are no exception. In addition to traditional skills, you must understand and, in some cases, master the technology behind the tools that you'll be using.
Combining the traditional skills of design, painting, sculpture, cinematography, and so on with the technology and science of computer programming creates a powerful foundation for your work as a digital artist. Finding a course of study that formally acknowledges this might be difficult. But if your school doesn't include computer science in your program, you can always take the classes on your own.
The same holds true for classes in cinematography, acting, costume design, sound design and so forth—all are core skills that you'll be using in your work as a digital artist. It's the end visual result that ultimately counts, and the process to achieve it is relying increasingly on computer science tools. From time to time, I've been asked to talk to young people contemplating their future in digital art.
They are usually surprised and often disappointed when I ask them how their math and science classes are going. Creating believable digital content requires that you understand the properties and effects of gravity, momentum, inertia, friction, fluid dynamics, and so on. Knowledge of mechanical engineering principles and a thorough understanding of physics and mathematics are absolutely necessary. For example, the more you understand about mechanical linkage, sliding and rotational joints, power transmission, and so forth, the more realistic your machines will be.
The same holds true for the anatomy and kinesiology of humans and animals. It's not necessary to be a master of all these fields of scientific endeavor. However, a thorough understanding of the concepts, principles, and vocabulary will provide you with a sold foundation to build on. Some resemble video installations, particularly large scale works involving projections and live video capture.
By using projection techniques that enhance an audience's impression of sensory envelopment, many digital installations attempt to create immersive environments. Others go even further and attempt to facilitate a complete immersion in virtual realms.
This type of installation is generally site-specific , scalable , and without fixed dimensionality , meaning it can be reconfigured to accommodate different presentation spaces. Noah Wardrip-Fruin 's "Screen" is an example of digital installation art which makes use of a Cave Automatic Virtual Environment to create an interactive experience. From Wikipedia, the free encyclopedia. Collective term for art that is generated digitally with the computer. See also: Computer art. Main article: 3D computer graphics. Main article: Computer-generated imagery. See also: Computer animation. See also: interactive art.
Digital Art , pp. Digital Art. Langenscheidt: h. The soulless usurper: Reception and criticism of early computer art. Kahn Eds. Art of the Digital Age , pp. Retrieved June 10, Digital Art , pp Fractal software. Digital art Graphics software Fractal art. Bryce Chaotica Maple Wolfram Mathematica. Ultra Fractal VisSim.
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