ImagineFX_Issue_148_June_2017
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Artist news, software & events<br />
Carlos describes his Quill workflow: “I make a line<br />
sketch in VR, to make sure characters are expressive<br />
and environments support the illustration. Staging,<br />
scale and space are my primary considerations.”<br />
not being confined by a rectangular<br />
frame, the usual tools for composition<br />
don’t work in the same way<br />
image, but it offers unexpected<br />
possibilities as well! It feels more akin<br />
to designing an installation space. This<br />
is the most significant way in which my<br />
working process has changed.”<br />
Some of the artists we spoke to like<br />
to paint directly into Quill. Goro, for<br />
example, does daily warm-up<br />
“Quillustrations” set against a time<br />
limit of 30 minutes to test his creativity.<br />
Carlos on the other hand takes a more<br />
measured approach, preferring to plan<br />
and sketch on paper before donning<br />
the VR headset and entering VR.<br />
These artists clearly find VR a<br />
creative space to work in, and one that<br />
doesn’t feel too dissimilar to their<br />
Goro’s Worlds in<br />
Worlds embraces<br />
Quill’s scope: “Quill has<br />
an infinite canvas and<br />
I wanted to put it to<br />
the test. It worked<br />
beautifully,” he says.<br />
traditional spaces. “Working in Quill is<br />
like having a personal art studio,” says<br />
Ric. “You shut the door, pull out your<br />
favourite brushes, start drawing and<br />
just focus. That place where you go to<br />
when you’re really into an idea and<br />
want to realise it. Quill is just like that<br />
space but even better, because you’re<br />
standing in the middle of that idea and<br />
there are no edges to the paper.”<br />
staying true to a concept<br />
Using apps like Quill can also speed up<br />
the artistic process, particularly as film,<br />
video games and animation begin to<br />
embrace a fuller 3D workflow. Being<br />
able to create complex 3D<br />
environments and characters as<br />
intuitively as drawing, in a 3D space,<br />
removes many of the development<br />
steps and ensures the final production<br />
drawing or model is closer to the<br />
artist’s original concept.<br />
Goro explains: “I believe that Quill<br />
will become a key element for VR<br />
productions. Early on we realised that<br />
if you design for VR then you have to<br />
design in VR. Quill enables the artists<br />
to do exactly that.”<br />
But will VR replace traditional ways<br />
of working? “I don’t think so, nor would<br />
I wish for it to replace other mediums,”<br />
argues Carlos. “But it’s definitely a tool<br />
that can complement them.”<br />
Goro agrees: “I don’t believe that<br />
Quill or VR painting tools in general will<br />
ever replace other mediums. In the end,<br />
it’s another tool for artists and it will<br />
co-exist among other creation tools.”<br />
Putting everything into context, Rico<br />
views VR as a new, infant tool from a<br />
creative standpoint. Artists, including<br />
those at the cutting edge of the<br />
technology, are still discovering how<br />
VR art and animation can be created.<br />
The rules of the game are still being set.<br />
“I’d say that VR is just the next<br />
stage in the evolution of animation,”<br />
says Rico. “VR won’t replace 3D just<br />
as 3D computer animation didn’t<br />
eradicate 2D. Animation is, I believe,<br />
the purest art form and VR will just<br />
help influence and further inspire all of<br />
the animation landscape.”<br />
<strong>June</strong> <strong>2017</strong><br />
21