Saturday, August 9, 2014

That Higher Branch


Hello again, friends.

Apologies that it has been another long while since you've heard a peep out of me. I have been debating whether I should publish this post after writing it out for about a week now due to the fear that readers may misinterpret some of the content. However, I've decided that it doesn't really matter to me how you interpret it, therefore, here it is.

So...in the mood for another long, sappy, soapy blog post for the weekend? Read on.  :)




* * * Blog has been moved to my website * * *

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Friday, June 13, 2014

Million Dollar MayhAm


Hello again, good people of the world wide web. It has been a long while since I have posted a blog entry (or much of anything for that matter), but rest assured — I still exist. :)


Spring semester ended about a month ago today at my university, and it became nearly impossible to invest any time into my personal projects (such as this blog) with the so-called schedule, so-called life that I attempted to make work for me.




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Free Creative Software


Two weeks ago, I wrote about a few great resources for free art tutorials. A lot of what these resources have to offer gravitates towards the realm of digital art, which in turn also gravitated towards the use of proprietary software (such as Adobe Photoshop) that you would need to pay a great deal of money for.


But fear not, there are many free and/or open source alternatives to such creative software that are usually (for all practical purposes) just as good if not better than the ones you would have to pay for.



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Monday, March 10, 2014

3 Free Art Tutorial Resources


Long ago, in a galaxy far far away...


Okay, so it wasn't that long ago, but last October I wrote a tremendously long-winded blog post about my thoughts on whether or not an artist should bother going to college. Read that (if you dare) here.

In the end, I felt that the short answer was no.



Again, read the post for all of my thoughts on the matter, but the main reason is the tremendous financial costs and unnecessary amount of time that it takes. In the creative world, hiring professionals simply do not care if you have a piece of paper that says you studied art for 4+ years. They want to see results. Not a curriculum vitae.

As many of you may know, the internet contains a wealth of free information on just about anything. In the case of art--it is no different.

While there are certainly great paid resources on the web (usually costing far less than college), today I want to just point you to some free ones.

Everybody likes free stuff right?


So without further ado...



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Monday, March 3, 2014

//reBOOT: Who am I? (Part 1)


















Hello, fine sirs and madams of the internet.



Long time no-see.

For those of you who don't know, this is my first blog post since the end of October. Shame on me, I know. Why did I stop posting all of the sudden for an extensive period of time?

Well...




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Monday, October 21, 2013

College: Should an Artist Go?



Last week I had to skip my weekly blog post in favor of completing a rather substantial assignment from my baseline video production class on time. Rather disconcerting, however, was the moment late in the evening of Tuesday when I was putting the finishing touches on my video that would be due in the morning, I received an email from my professor that class is cancelled and the due date would be extended until the next class period five days later (tomorrow, at the time of my writing). Normally I take smug pride in the fact that I can pull-off a pretty nice completed project at the 'last minute'. But this time, the joke was on me.  It was nice to know that it was finished, and I wouldn't have to stress about it anymore, but I still felt somewhat slighted for having to rush and crunch on my so-called four-day weekend.

But this makes for a nice segway into my chosen topic for this week: should you, as an aspiring artist, go to college?

I am still struggling with this question myself. Everyday.

No doubt many of you are already past the point in which you'll be making this decision, but here are my thoughts and insights as someone who has already spent more than two years of his life in college. If you are someone who is confronted with this decision, or is already in college and questioning the decision like me, or even if you are someone who has already either graduated or skipped the whole college experience and is looking for external affirmation for why they made the decision that they did--read on.

DISCLAIMER: major soapbox-standing ahead.

Reasons to Go

Learning

This is the number-one reason, as an artist, that I chose to go to college. Before going to college, I quickly found in my preliminary research that rarely do artists get hired in the professional world because of a degree listed on their résumé. Employers may not even bother looking at your résumé at all. What they really care about is your portfolio. Your portfolio, and your work ethic.

I didn't begin college as a an artist of innate prodigal talent. Whatever measure of skill that I have today is the result of a lot of practice from 'ground zero' that only started flourishing in my first drawing class of my very first semester of college.

Maybe you have raw talent.  The need for an education still applies to you.  Sure, you can pretty much "Google" any information that you could get in a college setting.  But that doesn't mean you will Google it.  The only reason people search for information is because they see the need to do so, for whatever reason.  What you learn in your college courses is a curriculum created by educators for a reason.

Here is an excellent example that I can personally attest to: art history. I can't stand studying history. I find it unfathomably boring. I tell myself, "Why on earth do I need to go through two courses in art history as someone studying illustration for conceptual design in the entertainment industry?"

The answer became more and more apparent as I progressed in my coursework: I learned a lot. I learned a lot about architecture, sculpture, and more that created the distinctive identity of past cultures and civilizations. This is information that will inspire and be infused in my work for the rest of my life.

Learning about things that you may not see as important will make you a far more well-rounded individual, and artist. All of your 'generals' or liberal arts courses will have an unforeseen influence on your creative work. Even math.  ;)

Self-Discovery

This is for many, this is the main reason for going to college in the first place. If you aren't sure what you want to do as a career path, college can be an excellent place to start. But I would caution that this is only taken so far as the reason for being in college. Of you go into college not knowing what career path you want to follow, your immediate duty is finding that out right away. To do this, take a diverse variety of subjects in your first two semesters. Find out what you truly enjoy, and pursue it with vigorous passion. You might change your mind after not too long--I have.

One of the most-asked questions that get thrown at you before and during your college life is "What is your major?" For me, I would initially just answer: "Uh...Art."

After not too-long I started to specify illustration/concept art as my field of study. For my first two years of college, I would generally give this answer while I would take my generals and art electives towards an Associate in Arts degree at a community college with plans of afterwards transferring into a four-year college/university. When the time came to choose a transfer-college, I found myself looking for a college that had affordable tuition that offered a bachelor's degree in illustration...and film production.

That's right, film production. Why? I still answer that question like this: "I just want to get into the entertainment industry." This is my broad goal. My immediate objective is to be a concept artist for a film or video game studio. From there, perhaps move up to an art director position or what have you. I want to work in the entertainment industry because that is what love to do. And that is the primary criteria that I would recommend anyone use when deciding on a career--not money, or job availability. Do what you love. But that's another blog post.

Key point being, college is a great place to discover the specifics of what you love doing, but if you never progress beyond that you may become what some call a "professional student"--someone who is in college for an unduly amount of years, acquiring many degrees, always changing their minds, never moving on.

I would not recommend being that guy/gal. I think that it would be very unfulfilling in the end. Plus, college is really expensive, so unless you're rich--you'd be looking at astronomical debt.  And for what? But I digress.

The Experience

The college experience. Highly coveted and highly glamorized, but also somewhat overrated.  So why am I listing it under reasons to go to college?

I'd call this the "invisible education" or "the invisible hand" (similar, but unrelated to Adam Smith's economic principle) that guides you through that point in your life.

Whatever do I mean? Well, during the typical age that one attends college--those years are the most important years in forming your identity as an adult, as a professional, and as an individual. What you do in college will arguably form you as a person stronger than any point in your life. In my opinion, even more than adolescence.

This includes the people that you choose to associate with (friends, faculty/staff, etc.), the activities that you choose to participate in (sports, student organizations, jobs, volunteer work, etc.), courses you take (as stated earlier) and when you take them, financial decisions, life choices, and much much more.

Choose wisely, but step outside your comfort zone. Take risks, but be smart about it. If you don't like the atmosphere you've created or got attached to--shake things up. Do what is right, no matter how painful.

Networking

College can be an excellent conduit for networking. Most faculty, staff, and administration a college/university are connected with professional resources that could land you an internship, which can lead to an entry-level position, and beyond.

In this way going to college is a sort of "old-boy" network. Sometimes it may be that an instructor knows somebody who knows somebody who knows somebody who might be able to find you an internship, freelance work, or a position within a company.

You never know.

But whether you go to college or not, making yourself visible to potential employers is hugely important. Tap into social media, go to networking parties, and self-promote whenever and wherever possible. And do so with tact.

Reasons Not to Go

Cost

By cost, I'm referring to the costs of time, effort, and monetary expense.

I think everyone knows that college costs a great deal amount of money, and for the average person this requires a mountain of student loan debt. Especially private art schools, which can run well over $30,000 per year for tuition alone--not counting hidden fees (which are many, mind you), living expenses, travelling expenses, textbooks, other supplies, etc.

As jobs in the creative field don't typically pay very well (a huge societal flaw), I would boldly say that the financial costs of college, for an artist, are not worth it. Especially the astronomical rates of a private institution.

It would literally take you a lifetime, as we know it, to pay-off that kind of debt.

As mentioned earlier, employers rarely care about your education in the creative field. Your portfolio and work ethic sell you to clients--not a piece of paper that says you went to college to study art. It is the harsh truth that hurts me and inspires great doubt in me everyday. But it is a reality that you must take into consideration.

College should be way cheaper. It is something that I have advocated for since my very first year (where I was at an 'inexpensive' community college).

The time that college costs you is substantial as well. The average full-time student can acquire a bachelor's degree in 3-4 years' time. That is 3-4 years of either slowed or completely stifled portfolio development, entry-level professional experience, and client-base building. Instead, you might be in class/doing homework most of the time, and working a part-time job that has nothing to do with art in your "free time" and weekends.

That really seems like a waste of time to me.

Hand-in-hand with the time cost is the effort.  Some people treat students like dead-beat bums who have no job and all kinds of free time on their hands.  While this may be true for some, for most--it is a grossly ignorant and ridiculous assumption.

Here is a key difference between a full-time professional in the "real world" and a full-time student in the..."not(?) real world":

  • A full-time professional gets paid to work.
  • A full-time student pays to work.
I realize this is a overly-generalized distillation, but it is a fundamental analogy that is shockingly overlooked by those people.

College coursework can be a ton of work. With a heavy credit load, it can be similar to having two full time jobs (depending on a lot of factors, such as your major, particular courses, instructors, curriculum, etc.). That's two full time jobs that you are paying for, and that you usually can't escape evenings or weekends.

A personal beef that I have with an astonishing number of college instructors is their seeming assumption that their class is either the most important one that you are taking, or that their course is the only one that you are taking. Not every instructor is like this, but I have been very surprised at the number of them that are.

Degrees Are Overrated

I have already iterated this point; several times, in fact. But I cannot stress it enough. Most employers DO NOT CARE that an artist has a degree in anything. Would you hire an artist to illustrate an important book cover based solely on the fact that they have a B.A. in Art with little or no portfolio to show (or a bad one)? Probably not. I hope not.

If a typical client were presented with the choice between an artist with multiple prestigious art degrees but a mediocre portfolio and an artist with no college education to speak of but has an excellent portfolio (or merely one superior to the educated artist)--the client will likely choose the latter.

The client wants to know that you can actually do what they want you to do...not how accredited you are.

If you have chosen to go the college route for any of the very good reasons that I have already given, you would be wise to try to build your portfolio and work on self-improvement outside the classroom. Sometimes this means that your grades will suffer.

At the end of the day, the student with a 2.5 GPA and a stellar portfolio is far more accomplished than the straight-A student with a 4.0 GPA and a poor portfolio. You are not doing yourself any favors by doing just what is required of you for coursework.

But then, if grades aren't really important--what is the point of spending your precious time and money at college? Exactly.

The Internet

Today, pretty much any information that you can have instructors cram into your head for thousands of dollars per year is available, free, at your fingertips via the internet. Best invention since the wheel.

Don't know how to draw well, and have nobody to teach you? The internet is your best friend. Don't know the square root of 64? The internet saves the day. Don't know how to start and maintain your own business? Internet to the rescue.

And so on, and so forth.

You get the point though right? Virtually limitless access to humanity's vast and growing accumulation of knowledge is available to you freely with access to the internet.

But here brings us back to the point of just what receiving this information at college does for you. Would you look up the difference between Greek high-classical era artwork and and the later Hellenistic artwork spread by Alexander the Great? How would you even know how to start? Or where? Or why?

Collegiate curriculum is carefully conceived, planned, and executed. It is a big reason why higher education institutions are still an integral part of society in this brave new "information age" that we reside in.

Conclusion

I think that I have made many strong points for artists to either go, and not go to college. Undoubtedly, there is a litany of points for both sides of the argument to be made that I have not listed, but these are the biggest ones from my perspective.

Those are the keywords here: my perspective.

This was a personal rant, so take it for what it is. I have given no accredited sources of my spouting, so if you find anything that I have said difficult to understand or believe--I highly encourage you to do your own research.

For all you know, I could be a crazy guy wearing a foil-hat just ostentatiously sputtering his opinions from a bomb shelter connected to internet via satellite transmission; surrounded by bottled water, pickled goods, and dry munitions boxes.

...yeah.

- Luke
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Monday, October 7, 2013

Inspiration


Last week I left off on a [hopefully] provocative note when I made the analogy that "Inspiration is as important to an artist as a car is to a taxi driver. And we need to keep the meter running." This week I hope to elaborate on this point, as I believe that it is vital to understanding the complicated and somewhat whimsical creative process that artists and designers of all sorts have.

Creative block. We've all experienced it, artists and non-artists alike. From simply staring at a blank page or canvas, to deciding what improvements you can further make on a project that you are still discontent with. The creative mojo just doesn't seem to be there. As an artist, this is disconcerting at best; debilitating at worst.

There are several common factors that can cause this. It may be a stifling work environment, overworking, poor lifestyle choices, stress-inducing personal issues, and a litany of other variables. The most likely case is a nasty combination of several (or all) of the above. Let's look at each one closely to identify and remedy the problem.

Stifling Work Environment

This can mean several things.  For one, if your work space is sterile, dead-silent, and without visual decorum--there is little or nothing immediately around you that is helping ideas sprout in your head. For two, if you have co workers/employers that are dull, unengaging, unproductive, overly critical, and unconstructive--this will be a burden on you (and your creativity) and will also likely rub-off on you...making you that guy.

Solution:

Improve the atmosphere of your work space. Artists, designers, animators, musicians, writers, and other creative professionals are typically very audio-visual thinkers. And so, it's important to fuel this cognitive function with your surroundings.

  • Put some posters on your wall, some figures, toys, bobble-heads, and statues on your desk(s)/shelves, life-size cutouts...--anything that you find visually interesting into your studio/office.
  • Be bold and creative on how your work space is lit. If you just have some dull, typical room lighting like incandescent or *gasp* fluorescent light, it can adversely affect your mood and creativity. Try some colored lights, Chinese lanterns, Christmas lights, etc.
  • Have music or ambient sounds playing.  Dead silence is highly destructive to reading, thinking, learning, and creativity. As a general rule of thumb, it's best to play something that's not very attention-grabbing (aka distracting) in the background, and at lower decibels. However, if you find that a certain type of music/sounds help you most--perhaps at higher volumes--go for it.  It's a personal thing.

Of course, this isn't so simple if your job requires you to travel, but then again, you are travelling. Find interest wherever you can. Visit landmarks, museums, and other points of interest. And bring music. Always.

As for the problem of less-than-helpful co workers, colleagues, and employers, there are a few moderate and extreme measures that you can take.

  • Moderate: Take the initiative to reduce or reverse the effects of nonconstructive people in the workplace by personally facilitating better work practices amongst your fellow collaborators. Infect them with your passion, enthusiasm, ideas, etc. I would even go so far in bond-forming to engage them outside of the workplace. Offer to help them with personal projects, invite them to partake in weekend recreation with you.
  • Extreme: If you know that your work-partners are causing a lot of unneeded issues that are adversely affecting your ability to accomplish your goals, then you may want to consider the alternative work options at your disposal. If possible and practical, you may very well need to shed the dead weight of your coworkers. I know such decisions are no light affair, so be sure that it's what you truly want.  And when the time to part ways comes, be kind, be tact, and leave on a good note. Your reputation will always proceed you. But first consider this: are you the real problem? Food for thought.

Overworking

This is a very common creativity-dampener. You are likely working furiously to get all of your work done by a deadline, working many after-hours, and into the weekend with virtually no breaks. Your subconscious thoughts rationalize that the more you work, the more you will get done. While this is certainly true for many jobs, both "white-collar" and "blue-collar", the creative professional does not have such linear control over productivity. So much work is mentally and physically fatiguing.  It causes "task-oriented" tunnel vision. All you are thinking is "...get it done...get it done...get it done...", rather than actually thinking about what should be done and how.

Solution:

Take a break. It is so tempting to just keep plugging away at your work and power through your problems, but your work will greatly suffer from doing so. Just stop. Get out of the studio and do something that will clear your mind, relieve stress, and inspire you. Here are a few suggestions:

  • Go for a walk, run, or do some kind of workout. This relieves stress, releases chemicals in your brain, and surrounds you with different scenery. Don't try to think.  Just let thoughts come let you.
  • Go on a leisurely photo shoot. Take pictures of anything that inspires you. Landscapes, architecture, events, people, wildlife, plants, etc. This forces your brain to observe new visual imagery, think about the best way to portray/compose what you see, and feel productive at the same time (especially if you are a professional photographer).
  • Read a book. More specifically, read imaginative literature. You don't need to hunker-down and read a book from start to finish--just read a little bit to slow down and focus on something other than your work.
  • Grab your sketchbook and go to the coffee shop to draw from life, sketch out ideas, and simply sit and think. Contemplate. Meditate. Everything about a coffee shop is conducive towards kindling creativity and new ideas. The sight of tasteful interior design and [usually] local art hanging on the walls, the ambient noise created in the background of the bustling employees and chatty customers, and the taste and aromatic scent of coffee are incredible aids to creative thinking. And let's not forget the pervasive effects of caffeine...

Poor Lifestyle Choices

This converges a bit with the overworking concept. When overworking you tend to deprive your personal life a lot. You tend to get very little sleep, eat quick/unhealthy foods, and skip workouts (or don't workout at all). But for many people, there are lifestyle choices that aren't exactly related to overworking. There are a potentially unlimited number of time-sinks grabbing for your attention. From trying to catch up with your peers in watching a certain television series, excessive gaming sessions, YouTube binges, you name it. While these things all have their time and place, if they are controlling your life or causing unneeded stress/loss of time--changes need to be made. I don't want to be too preachy on this as no one has the same problems, but here are a few things that you can do to improve the affect your lifestyle has on your creative workflow:

  • Get more sleep. This may seem obvious, but you aren't doing yourself or your work any favors by pulling all-nighters or even just lessening the number of hours that you hibernate. Your mind will be less foggy, it will be easier to get up and get to work in the morning, and your productivity will vastly improve. The amount of sleep needed differs from person to person, as does the time of day that you are most productive, so it's up to you to find that out and adjust accordingly. Listen to your body.
  • Eat healthy. Even if it takes time (and let's face it, more money) to eat healthy, just do it. Your mind and body will thank you both in the short and long run. You might be thinking "I hate healthy food", but you will actually start to prefer it to unhealthy food after you get used to it. And there's nothing like the peace of mind knowing that what you are eating is healthy. You may even feel a little disgusted and nauseated the next time you walk or drive by a fast food restaurant and smell the food.
  • Workout regularly. It doesn't matter if you think that you are in excellent physical shape. Do it anyway. Again, like adequate sleep and eating healthy, your mind and body will thank you tremendously.  As stated earlier, working out clears your mind, relieves stress, and releases chemicals that act as turbo mental-kickstarters. All of which open the mind for wild imagination and creativity.

Personal Issues

This is the factor that is least under control. I define this factor in a very broad sense as nobody has the exact same set of problems, but some of the more common ones are issues pertaining to one's finances, relationships, responsibilities, and self-image. I don't want to get too heavy or deep on this, but just know that whatever troubles you personally will inevitably have an affect on your work and creativity. Most of us can easily just ignore the issues, at least temporarily, but it will always loom over you until you actually resolve it. I'm not going to pretend that I know exactly what your struggles are, so I don't have any bullet points for you. But know that they must be resolved, not ignored. You will never be freed from their weight until you do so.

Sometimes the only one of the four issues that I mentioned above that one has any control over is self-image. If you tell yourself that you aren't good enough, or that you can't accomplish your goals, then you are already defeated. Don't give in to that kind of thinking. There is that saying that "you are what you eat", but far more so: you are what you think. Approach everything in life with a can-do attitude, and you will succeed. Also know that while discouragement comes easily when comparing yourself to other artists that you think are greater skilled than yourself, you will not find a single artist who thinks that they are the greatest at their craft (at least not an honest one). There will always be someone more skillful and successful. Give 110% in everything you do, strive for excellence, and life will take care of itself. Don't let others tear you down either. Whatever they tell you are merely words. "Sticks and stones will break my bones, but words will never hurt me."

Conclusion

Okay, so the end did get a bit heavy. But it's important, so I couldn't leave it out.

It may sound utterly illogical, but part of our jobs as artists is taking breaks from our work to find creative inspiration. You aren't "slacking-off" by taking these breaks. It's part of the job (albeit unpaid). There is no linear formula to getting inspired. You cannot teach or force creativity. It has to be found. Now go and find it.

Post a comment below on what you do to get inspired or any other thoughts you have on this week's topic.

Until next time,

- Luke
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Monday, September 30, 2013

Music Videos


Music videos. An incredibly popular form of entertainment, and yet one that I have had almost no desire to consume either growing up or to this day. This may come as a bit odd to others as well as myself knowing that I am part of the cultural stigma known as the "MTV Generation".

Generation "C" ?

The MTV Generation is widely regarded as people born or growing up in the 80s and 90s because such youth were known to be heavily influenced by music videos, which were typically mass-consumed on the Music Television network (MTV). The viewership by teenagers was excessive, and thus our entire generation has received the aforementioned moniker.

Today MTV remains popular for it's music videos, but with the advent of web 2.0, higher bandwidth speeds, and YouTube, the music video scene continues to grow worldwide by way of the internet. The largest distributor of music videos on the web is Vevo, whose videos are primarily consumed on YouTube.

Now, YouTube is arguably the most popular vendor for entertainment in the world. According to Google (who acquired YouTube in 2006):
  • More than 1 billion unique users visit YouTube each month
  • Over 6 billion hours of video are watched each month on YouTube—that's almost an hour for every person on Earth, and 50% more than last year
  • 100 hours of video are uploaded to YouTube every minute
  • 70% of YouTube traffic comes from outside the US
  • YouTube is localized in 56 countries and across 61 languages
  • According to Nielsen, YouTube reaches more US adults ages 18-34 than any cable network
  • Millions of subscriptions happen each day, and the number of people subscribing has more than doubled since last year
That's incredible. Every bit of it. And it continues to grow every day (probably every second).

And so, what happens to people--perhaps a specific demographic--who are responsible for such wild viewership stats? That's right, we get another nickname. The "YouTube Generation".

However, this "new" generation can't be confined to a specific age group like the MTV Generation was. In fact, Google themselves made a research study earlier this year that created a title for the YouTube Generation. "Generation C", they call it. While the MTV Generation is widely regarded to be synonymous with "Generation X" (people born from the early 1960s - early 1980s) and even more so with "Generation Y" (aka Millennials--people born from  the early 1980s - early 2000s--my generation), Google associates Generation C with no particular age demographic, but notes that 80% of the audience that makes up Gen. C are "millennials".



Unfortunately, the age-related generational labeling doesn't stop with Google's own label. The succeeding generation to Gen. X is apparently "Generation Z"--those born from the mid-2000s to present day. As much as I'd like to write more about these stigmas (perhaps in a future post)--particularly the bad wrap attached to my generation--we should get back on topic, so I digress.

Why do Music Videos Exist?

What makes music videos so prevalent as modern entertainment? Well, let me break it down as best I understand it.

For several millennia we enjoyed the rhythmic, audible art form of music, but then we blended it with visual art. First, dancing became an element accompanying music that wasn't just for self-enjoyment--but to entertain others while music is being played. This branched out into plays, theater, opera, etc. But then came motion pictures. Video. Of course, what this meant early on was that we could watch various performances without actually being there. From concerts, to ballets, to the Ed Sullivan Show, and so on. So finally, the idea comes about to tell a visual story based on a [popular] song. Thus began music videos, MTV and Vevo/YouTube.

Although often treated as such, this medium is no joke. In 2009, the United States National Film Preservation Board added Michael Jackson's "Thriller" music video to the National Film Registry--forever preserving it hence forward in the Library of Congress as an important piece of American history. 


Additionally, the current most-viewed YouTube video of all time is a music video. At the time of my writing this, South Korean singer Park Jae-sang's (aka Psy) "Gangnam Style" music video has 1,780,296,404 views. Nearly 2 billion. It probably changed immediately after I copy & pasted those numbers...


Not my usual Cup 'o Tea

Going back to my intro for this post, I am personally not a real big fan of music videos. Why is that, you might ask?  Well, let me begin by saying that music is by far the number-one source of what inspires me as a visual artist. When I listen to music, music that moves me, it creates a seed of visual imagery in my head. It might be based on the content (lyrics), the tune, the overall composition, or other intangibles. Sometimes I just don't know. But then, usually not by choice, I see the music video for a particular song that inspired me. Nine times out of ten, what I see in the video destroys the imagery that I had when listening to the song beforehand. On top of that, sometimes when I hear the song after seeing the music video--the imagery that I had is gone, and replaced with what I saw in the video. A terrible effect under most circumstances. Having experienced this multiple times, I pro-actively avoid music videos for that reason alone.

Now, I'm certain that many people don't experience this at all.  It may just be the curse of a visual artist who draws creative energy heavily from listening to music. On that note, awhile back art community website deviantART created a poll asking its members "What, if anything, do you consistently draw inspiration from?". As of now (the poll is technically still going), 28,474 out of 125,675 members have voted music as that which they consistently draw inspiration from, making it the top rated in the poll.

Occasionally, something very specific draws me to watch a music video. I remember back in early 2012 I was perusing YouTube, and I came across a rather intriguing title whilst scrolling: "Dubstep Violin". I had recently become a huge fan of the electronic music genre, specifically the dubstep/drum & bass sub-genres. But a violin in dubstep? That sounded crazy, and I had to see what that was all about.



After watching the video, I was simply awestruck. The presence of dubstep in the video wasn't very prominent, but it was interesting because of how creative the whole thing was. The artist, Lindsey Stirling, played the violin and danced while backed with dubstep. I couldn't imagine the coordination and practice that would take, so I looked to see if she had any videos of her performing that same way live. I was not disappointed. She really could dance and play violin well at the same time. Amazing. Lindsey went on to produce many other videos, release a debut album (which I promptly purchased), and went on world tour. A YouTube phenom. Incredible.

The most recent example of a specific something that drew my attention to a music video was a digital painting that I saw on deviantART. It was a stunning portrait by artist Corbin Hunter (deviantART ID: Elucidator) of singer Hayley Williams from a music video for a song that I had only recently discovered: "Stay The Night ft. Hayley Williams" by Zedd. The song had a catchy tune (albeit overly-repetitive lyrics), and I hadn't formed a creative attachment to it, so I decided to check out the music video.



Rather than being detrimental to my creativity, this music video actually enhanced it. The cinematography, editing, lighting, and more all came together in an extremely cohesive manner with the song that it inspired me. It was this video that made me choose this week's blog topic. Very well done. Very creative.

Conclusion

Music videos can entertain or aggravate, tell a story or ruin one, culturize or stigmatize, inspire or offend, and the list goes on. They are not on the top of my list when it comes to media consumption, but with shrewd care, they still have an inspirational role to play. Inspiration is as important to an artist as a car is to a taxi driver. And we need to keep the meter running.

Feel free to post a comment below, or even a link to a music video that you think I should see--I'd love to hear from you!

Cordially,

- Luke
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Sunday, September 22, 2013

iOS 7

After much anticipation, this week saw the emergence of Apple's seventh incarnation of it's iOS platform. One of the most talked-about releases in history, millions of Apple product owners (or soon-to-be owners) all around the world have now experienced the refreshed visual design with new features and core system apps at their fingertips, but has Apple hit a home run or struck-out with their latest software update? There are strong opinions on both sides of the fence. Today I'll give my two cents.


Design


Arguably the most important aspect of any graphic user interface (GUI) is the design. Design can refer to a number of aspects in the realm of a modern operating system. Visually pleasing aesthetics are extremely important when appealing to a mass market, and Apple is renowned as a company who cut their teeth on good product design. From the elegant minimalism of their hardware and the clarity and ease-of-use of their software, down to the beautiful frustration-free packaging, Apple knew eye-candy very well. Even their advertisement campaigns had a "shut up and take my money now" atmosphere to them.

Another trait of excellent design is usability. Apple's iOS received unanimous recognition as the operating system that no one actually need to know how to operate. The philosophy behind iOS held that anyone, young or old, could pick up the device and begin using it without any prior experience doing so. Apple accomplished this by creating an intuitive experience driven by a simple grid of icons, unified in-app layouts, and natural animations on a multi-touch, gesture-based glass surface.

But have these same design hallmarks carried-over to iOS 7? Yes...and no. Respectively.

I think that the new visual style that Apple has adopted is gorgeous. I have a deep love of color and how it influences one's thoughts, feelings, and perception. The move away from emulating familiar textures such as leather, metal, and glossy surfaces in the design language of iOS was long overdue.  I believe that it was a great idea when they first introduced iOS in 2007 (then called iPhone OS) because that was the right design for the time. During the "birth" of the modern mobile OS and smartphones. However, if after just a few years design language becomes conventional, it therefore becomes old, stale, and seemingly obsolete. And so, the flatter, brighter, and more colorful aesthetic found an immediate home on my iPad.

While I can't say that Apple's primary competitor on the mobile market, Google, has reached much greater heights visually, but their Android platform did not start out looking as spiffy as iOS. As a result, Google has been forced to innovate at a more aggressive pace than Apple, and they now have a very clean and functional OS that is now, in many ways, ahead of Apple. But that is another blog post...

What exactly were the influences of iOS 7's redesign?  Unsurprisingly--their competitors. Aaron Souppouris, a writer for tech news website, The Verge, made a whole article on this, so I won't bore you with it in my own. This, as Souppouris point's out, was done in the classic spirit of the late Steve Jobs' paraphrase of artist Pablo Picasso's saying that "good artists copy, great artists steal." I'm more than OK with this philosophy, but I must say, I was really hoping for something more revolutionary and original as hype for the iOS 7 was building just before the unveiling at Apple's 2013 Worldwide Developers Conference in June. Unfortunately, the new design was a mere evolution of the old one, rather than something brand new. But at the same time, I was not the least bit surprised. A drastic redesign that looked and behaved totally different from what their customers were used to would be shocking, and very bad for business.

A revolutionary redesign is usually rare on operating systems. The most drastic one that comes to mind is Microsoft's leap from their Windows Mobile 6.5.5 to Windows Phone 7 (a horrible name) in 2010. WP7's new design language was largely inspired by what was seen on Microsoft's failed Zune product line. That is also another blog post for the future. Microsoft's Windows Phone line has not experienced much success, but that has little to do with the design. By the time WP7 was introduced, Apple and Google already grabbed the vast majority of the smartphone market with massive app libraries already developed. And thus, they have a comparatively small app library. Any Windows Phone device owner will tell you that the main (if only) dislike that they have of the OS is the "ghost town" app store. As I'm sure everyone familiar with Microsoft's grip on the PC market for the past few decades can relate--it is shocking to find that the mighty Microsoft is the respective "David vs. Goliath" against Apple and (even more surprisingly) Google in the software market.  But design-wise, it is my opinion that Microsoft has both Apple and Google blown way out of the water.
Then and now: Microsoft and Apple's mobile OS home screen changes from 2007 to 2013.  From left to right: Windows Mobile 6.5, Windows Phone 8, iOS 1, iOS 7.

As for the trademark ease-of-use of iOS, this was not carried over to iOS 7. It has been six years since iOS was first introduced to the masses, and Apple now assumes that you know how to navigate iOS. That is a clear departure from the underlying philosophy of the OS that I mentioned earlier. David Pierce, another writer for The Verge, describes this succinctly in his full review of the iOS 7:

"The key conceit of iOS 7 is simple: you already know how to use a smartphone. Where previous versions offered explicit visual guidance at every turn — this looks like a Rolodex, so it must be my contacts! — iOS 7 assumes you know to click on "Inbox" to go back to your inbox, or that you swipe from left to right to open your phone. You know how to use an iPhone, Apple seems to be saying, so we’ll just get out of your way.
Except iOS 7 doesn’t get out of the way — not quite. Skeumorphs and guidepost icons have been replaced mostly by bombastic animations, which tell you both what to do and what’s happening. On the lock screen, light glides left to right across the words "Slide to unlock," hinting at the direction you should be swiping, in case the arrow pointing to the right wasn’t hint enough. When you tap to open an app, it appears to open from within its icon, expanding to fill the screen; when you close it, it disappears back into its icon once again. The animations are fun, but annoyingly slow — waiting a half-second for every app to open like a beautiful flower doesn’t feel good to me. It feels like lag."
- David Pierce, The Verge
I know exactly what he's talking about. The animations are indeed fun. But they get irritating after not too long. Perhaps in iOS 7.1 Apple will speed them up a bit. And the disappearance of 'guidepost' icons and other skeuomorphic elements within apps takes away the intuitive nature that iOS had. This isn't necessarily a bad thing, per se, but it is a divergence of Apple's former brand identity.

Overall, I welcome the new design wholeheartedly, but not everyone feels that way. The color pallette of the redesigned core apps have been criticized by many as looking disjointed, confusing, and somewhat alien when accompanied by more subdued looking third-party apps on a home screen. Some have found the design so disagreeable that it brought them to tears.  :)


Features

The greatest anticipation that I had of iOS 7 was new features. I wanted quick-access to frequently used settings such as turning Wi Fi, cellular data, and Bluetooth off and on; I wanted better multitasking, including the ability to use applications side-by-side on screen; I wanted a more useful Siri; I wanted a completely redesigned music app (I've always found the existing one incredibly unintuitive) and photo app; I wanted fast camera access right from the lock screen; I wanted a more useful notification center; I wanted automatic app updates; I wanted NFC or something similar; and, finally, I wanted things that I never knew that I wanted.

I got almost everything that I wanted. I did not get side-by-side applications (no surprise), Siri is a little better but still not up to spec with Google Now, and Apple did not introduce anything in iOS 7 that I didn't know I wanted. I also didn't get NFC, but Apple has a *mostly* better solution with Airdrop. No need to tap phones together, just select iOS devices in the vicinity that you wish to share a file, URL, etc. with from any share button via Bluetooth + Wi Fi. The problem with this is that its not universal--iOS only. With NFC, Android and Windows Phone users can share information cross-platform. But then again, there's that awkward phone touching...

So, there are all these new features that I wanted now. The verdict? iOS 7 is now *mostly* on par with what Android has had for quite some time now. iOS is a far more consistent experience than Android as a symptom of their closed ecosystem with less fragmentation slowing down app development and less hardware variation that causes instability, bugs and crashes amongst the vast majority of Android devices. Additionally, the iPad is still the gold standard for tablets because there are exponentially more apps designed specifically for the large, high-resolution screen. But for the smartphone market I still feel as though Apple is playing catch-up feature-wise. It doesn't help that they are stuck in their iPhone 3G to iPhone 3GS to iPhone 4 to iPhone 4S to iPhone 5 to iPhone 5S rut. A lot of Android users could be won-over to Apple if they simply offered a greater range of display sizes...namely a larger display. Going from 3.5-inches to an elongated 4-inches simply isn't going to cut it. And being that the iPhone is typically a yearly release--customers are going to have to wait yet another entire year before the iPhone 6 arrives with a potentially larger screen size available. They are lagging behind the competition in that respect as well.


Conclusion

I highly recommend upgrading to iOS 7. It brings fresh visual flavor to an otherwise aged user interface, and there are many much-awaited features brought to the table as well. That said, if you are an Android user who has wished to switch to the coveted Apple experience--iOS 7 can now go toe-to-toe with most of what Google's OS has to offer, but you'll most likely have to wait at least one more year for some more screen-real estate.

I realize that it has been well over a month since my first post, but until just last week I did not have internet service in my new apartment. I am now committing to post at least once a week hence forth. I also realize that this post was another FREAKING HUGE one, which I also promised not to do in my first post. But this is a topic that is on fire across the interwebs as I write, so it had to be fairly thorough (and believe me, I wanted to write *much* more).

Let me know your thoughts on iOS 7, in the comments section below!

Peace,

- Luke
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Sunday, August 4, 2013

Super


Fan art. This, of all topics, was the furthest one from my guess as to what my natal blog post would be about. To put this into perspective, the piece that I have just finished and am about to write a commentary on is the first serious stab at fan art that I have ever made outside of practice-sketches of famous people or a contest entry. Normally my aspirations call me to design concepts of characters from my imagination, perhaps as an aid to help visualize a story that I'm developing or one that's merely stirring somewhere in my consciousness. But one day I noticed that I have a fairly conspicuous absence of fan art in my life, and I asked myself why? After much introspective contemplation on the matter I found that I had a somewhat cynical attitude towards the genre. I felt that fan art was a waste of time and that there was a certain amount of pettiness to it's creation. I thought..."Real artists don't make fan art. Real artists make art that others make fan art of."

Wrong. Dead wrong. While there is a certain level of celebrity and achievement in finding that others appreciate something that you made so much that they make art based on your art, the same expression of emotions, ideas, intellectual themes, etc. can be can be made through fan art just as legitimately as through other genres. Fan art also presents a great creative outlet for inspiration for your own originality and experimentation of new techniques. Artist Brian Kesinger who's been an artist, animator, and writer at Disney for over 15 years validates these points and mentions how he's also received the aforementioned honor of having fans depict his own artwork in this video interview to the deviantART community:



So, I was convinced that I should make some fan art. Deciding what to make fan art of was somewhat of a challenge--not because there isn't much that I am a fan of, but because I am a fan of so many things. One of the first ideas that came to mind was Batman, who is quite possibly my favorite comic book superhero. But I had a goal to experiment with bold color and deep texture with this piece, and Batman isn't the most colorful superhero by any stretch of the imagination. So I fed into my overwhelming excitement for this year's DC Comics blockbuster film Man of Steel (an amazing film, by the way) and decided to paint the title character, Superman, instead.
New Design

Now, the aforementioned film portrays the title character with a very dark and subdued color scheme with a unique suit design that doesn't appear in any of his other media.  This didn't at all fit my goal of bold color, so I decided to base my Superman on the New 52 design that was introduced across DC's comic books in 2011.

Although I initially had some strong reservations about the color imbalance caused by the exclusion of his red trunks and yellow belt from the traditional design that I was accustomed to growing up with...the trunks had to go. In their place is a single, angular red belt with the same "shield" shape as his chest symbol in the middle. What I really love about this design is the sophisticated armor-like indentations, the tall mandarin-style collar, the shorter and more lithe tri-pointed cape, the larger and slightly more stylized "S" symbol, the long pointed sleeves, the thick rubber boots, and the overall more lean and youthful build of our hero.


Old Design

As of my new-found interest in the reading of comic books (something that I didn't have the opportunity of doing as a child due to monetary limitations), I had also come to discover two other Kryptonian superheroes that received even more interesting New 52 facelifts--Superboy and Supergirl.

New Design
Old Design

























Superboy's new design is the most extreme of the three. From the strongly punk-90's influenced old design comprised of multiple belts and straps at various locations, a high-waisted black leather biker's jacket with tall black leather boots and thick red gloves to match, a side-shaved haircut and earrings to the decisively Tron influenced new design that's all black with glowing red techno computer circuit accents and chest symbol with a more modern and clean-cut hair style.


Old Design
New Design

I feel that Supergirl's redesign is a lot more practical than the old one. Call me old-fashioned, but I've never thought that a flying character should be adorned in a short skirt. So a one-piece leotard seems a far better choice in that respect. Additionally, the redesign maintains an excellent color balance with it's reds, blues, and yellows. The same angular and indented design language of Superman's redesign appears on that of Supergirl's with some unique variations, such as a sharply angular and stylized "S" symbol (the above image is a poor example of this), over-knee tall boots and the mandarin-style collar being integrated into the cape, which is elegantly pointed and adorned beautifully with yellow trim. The new suit design combined with an equally more practical (read manageable) modern hairstyle make for an excellent visual reboot of the Kryptonian heroine.

So where am I going with this? I decided to make a piece of fan art containing all three of these characters based on the New 52 design. I knew that it would be a pretty large undertaking considering how long it typically takes me to complete a Photoshop painting of just one character (7-15 hours) using techniques and styles that are familiar to me, but I couldn't do just one of them--they were all too unique and interesting to make such a decision. Thus began a long and initially frustrating process.

The original style that I began with was based on comic book-like lineart:


Left to right: Supergirl, Superman, and Superboy
But the frustration began when I reverted to my traditional shading techniques, which are very smooth and over-polished with a very biased light source. This was not what I was intending to do, but I thought that it somehow looked wrong when I tried to change it drastically. This was possibly due to an admittedly lazy process that I used to take when shading and coloring my art. What I used to do was draw an initial rough sketch of my subject and then draw a much more refined piece of lineart and/or silhouette over that. Next I would lay down soft values over the silhouette based on an imaginary light source, and then proceed to "colorize" the different sections of values. This usually made the color look pretty flat and lifeless, and that's exactly what was happening with this fan art painting.

This frustrated me greatly. So much so that I shelved the project for weeks. Did I spend those weeks studiously improving my artistic skills? No. It was a hiatus...a hiatus and a half. Instead I spent the time taking care of other life problems such as moving, prepping for the impending college semester, and...loafing.

Was this productive? Not really. But did it help me get over my creative block? Yes. I leisurely immersed myself in [viewing] the art of others. And it inspired me. I found the bold colors of freelance artist Alice X. Zhang, the distinct style of concept artist Kekai Kotaki, and the thoughtful use of texture by both artists just the right inspirational medicine that my creative soul needed. So I picked up the 'ol Wacom tablet and dove back into Photoshop. After all was said and done, I made this:



A far cry from what it was looking like pre-hiatus:




It clearly just wasn't enough to stick to what I was comfortable with. Once I realized that was exactly the thing that was frustrating me I decided that I needed to do just what I set out to do with this painting: experiment. I needed to just go straight into color, and use a brush that wasn't perfectly round or uniform.




Instead of simply colorizing soft black & white values into a single hue, I used a variety of colors to give the impression of one. Blue is not simply...blue. It needed to be a combination of secondary and tertiary colors such as greens, blue-greens, pinks, purples, etc. Likewise, red couldn't simply be red. It must have oranges, red-oranges, yellows, pinks, etc.





Brush strokes were no longer permitted to be uniform and without texture. They needed to be dynamic, confident, and whimsical with deep texture that compliments the rich color palette. I had to constantly remind myself that this isn't an exercise--it's an experiment...an expedition into the unknown...a safari through the unfamiliar.

Full process:


Base line art.



Filled in line art with black silhouettes.



Duplicated and inverted line art to use as guidelines for coloring.



Painting-in the "reds".



Adding "blues".



Adding skin tones with some size/placement corrections.



Hair.



Beginning on the background.



Adding color to the background.



Finished.

While I won't say that all future paintings will follow the style and aesthetic of this piece, I am hoping to explore and refine it some more as well as attempt to create a convergence with other styles/techniques in future studies.

All in all this was an incredible learning process, as well as a very time-consuming one. Aside from the hiatus that I mentioned, and the fact the I drew three characters as opposed to my usual one, my ageing 2009 midrange laptop has not been the most optimal experience with a 51-layer Photoshop document with a canvas size of 15360 × 8640 at 300 ppi (the final file size was just over 1 GB).

My apologies for the length of this first post--I promise the next will be shorter. But this was a surprisingly complex subject, and it will undoubtedly be revisited sooner than later. Fan art has a way of bringing communities together and presents unique opportunities in interpretation, exploration, and conversation. So please leave a comment if you so desire--I'd love to hear from you!

Until next time,


"Up, up, and away!"  - Superman

- Luke
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