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 />
19