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Re: For the artists: RIP
Colin McHenry wrote:
1. you need a huge team of artists to get everything right; a scupltor
to get the initial shape of the animal, then various 3d digital artists
to do the fine details, rendering, etc. Then the thing has to be posed
/ animated, and the background and lighting need to be worked out (plus
whatever other critters are in the scene with the main subject). In
short, there are a lot of people in between the scientific information
at the start and the art director at the finish. It is inevitable that
most of the people in that sequence will understand very little of the
basics about what they are dealing with (for the sea monsters, apart
from the basic anatomy, this means things such as; how animals move in
water, how light behaves in water, that sort of thing) So there will
inevitably be lots of mistakes.
One the other hand, when you (as a palaeontologist) are working directly
with one artist it's a lot easier to make sure that basic things that
are going to make it look realistic don't fall through the gaps.
Also, I might add, a single, consistent theory of biomechanics
(hopefully); rather than a hodge-podge of committee compromises. One
palaeontologist working with one artist can produce some pretty
thought-provoking images. A herd of palaeontologists working with a
flock of artists results in watered-down science and bland imagery.
For example, one of the main problems with the animals in the NG spread
is that they are all swimming around with their mouths open. While it's
ok (if a little repetative) to show a carnosaur showing off its dental
work, for a marine animal this is a no-no. You open the jaws on
something like a pliosaur, and there's only going to be one result - the
animal's going to come to a pretty rapid halt (that big maw makes a
really effective water brake). So 20 pages of close ups of various
marine reptiles swimming around with their mouths wide open is, apart
from being a tedious compositional cliche, just plain stupid.
Yeah but Col, they just look cooler with their mouths open. Geez, how
else could you tell that they were terrifying bloodthirsty monsters???
I reckon they'd if they'd used people like Dan and John (to pull a
couple of names out the air!) they'd have saved themselves a heap, got a
better result, and given a couple of palaeoartists a decent lifestyle
for a month or two....
Well, I was used (briefly) along with Jim Cunningham as a consultant on
the _Pterodactylus_ in the cover image. The problem was that the
turnaround time was slow, and there just wasn't time for more than a
single revision.
2. For all the amazing resources they poured into this, I frankly (and
this is just a personal, subjective, I-don't-like-that-sort-of-art type
opinion) don't think the result looked that great. For mine, the images
lack life - they are very flat. Compare this with the depth that Dan
gets into his underwater stuff (yes, its ironic that the 2D techniques
and the 3D techniques have opposed results...).
It is curious that. 3D palaeoart has been surprisingly bland I think.
--
"Do I contradict myself? Very well, then I contradict myself, I am
large, I contain multitudes." - Walt Whitman
http://jconway.co.uk
[ Palaeo: http://palaeo.jconway.co.uk ]
[ Vector: http://nycto.jconway.co.uk ]