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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

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