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ImagineFX_Issue_148_June_2017

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ip Bernie<br />

wrightson<br />

We pay tribute to the<br />

celebrated, supremely<br />

talented comic artist,<br />

whose stunning line art<br />

brought Swamp Thing<br />

and Frankenstein’s<br />

monster to life.<br />

Page 23<br />

drumming<br />

up Business<br />

Rodney Matthews’<br />

home studio contains<br />

a set of custom drums,<br />

based on those that<br />

have appeared in his<br />

art. We’d have asked<br />

for a life-sized dragon…<br />

Page 24<br />

smoke gets<br />

in your eyes<br />

Tan Hui Tian reveals<br />

how to paint smoke<br />

and then, like all our<br />

Q&A artists, goes<br />

above and beyond by<br />

creating a smokebased<br />

fantasy beast.<br />

Page 28<br />

Industry InsIght<br />

AnnA<br />

HollinrAke<br />

The video game concept artist<br />

talks about VR’s possibilities<br />

“I like painting traditionally so I’m used to<br />

manipulating colour as a substance. It’s<br />

great to find that feeling in VR,” says Carlos.<br />

As a concept artist, do you<br />

need to work differently<br />

when developing for VR?<br />

You’ve always got to be more<br />

conscious of how your asset or<br />

scene is going to be viewed –<br />

everything gets scrutinised from<br />

all angles and viewpoints! But<br />

that’s very much the case for<br />

working with games as a whole.<br />

Have you used apps like<br />

Oculus Quill to concept VR<br />

games and entertainment?<br />

I haven’t commercially but in the<br />

time I have spent in them I see<br />

enormous potential for creativity<br />

with tangible 3D space. There’s an<br />

element of fluidity and dance that<br />

I see transferring over to gestures<br />

within the medium, not to<br />

mention the benefits of not being<br />

sat down all the time!<br />

What opportunities does VR<br />

hold for digital artists?<br />

VR is at the forefront of new<br />

technology, and that’s always an<br />

exciting place to be. Everyone is<br />

figuring out the best approaches<br />

together, not to mention problem<br />

solving new challenges.<br />

world that you’re creating. It took me a<br />

few days to fully understand and utilise<br />

the third dimension, but now it’s<br />

difficult for me to go back to a<br />

standard 2D canvas.”<br />

When you first start painting in VR<br />

there’s a learning curve. Goro says<br />

that the biggest challenge is to learn<br />

the third dimension, and understand<br />

where your hands are, because the<br />

Ric tells us how he got<br />

started: “Oculus Story<br />

Studio commissioned<br />

me to do an illustration<br />

for them and I wouldn’t<br />

let them stop letting me<br />

use Quill since.”<br />

Oculus Touch controllers enable you<br />

to manipulate objects in the VR<br />

space. “A lot of people, including me,<br />

had trouble with that in the beginning<br />

but it doesn’t take long for people to<br />

get used to it,” he says.<br />

“The tool itself is intuitive and easy<br />

to understand, but having basic<br />

understanding of shape and volume is<br />

definitely a plus,” he continues.<br />

If you could offer one piece of<br />

advice to artists considering<br />

taking up developing for VR,<br />

what would it be?<br />

Spend time working out which<br />

platform appeals to you. Each one<br />

has different benefits, and there’s<br />

a considerable financial outlay<br />

depending on which headset you<br />

go for. Define your goals early so<br />

you don’t overwhelm yourself<br />

with new tech!<br />

Anna works at Climax Studios<br />

based in England. She’s also<br />

created concepts for short<br />

films and board games.<br />

www.annahollinrake.com<br />

<strong>June</strong> <strong>2017</strong><br />

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