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Successful
Communication Starts With a Successful Self-Critique
by David Wright (dwright@artmaze.com)
- Artmaze (http://www.artmaze.com)
During the last
15 years, I’ve seen a well-respected amount of computer renderings;
many from past works are simply wonderful, including all those simple
renderings from the mid-80’s and early 90s. No matter how
fancy, the new or old, several communicate the author’s curiosity
with the tool or a particular plug-in, and sometimes you can perceive
an extreme attachment to a particular effect or plug-in.
It is a clear
fact that software development quality has progressed, and evidently
computer power has exponentially increased; but the question is,
“Why do we not see the same growth in the quality of work?”
I do see great effects, and better light quality, but communication
skills are not the same, and in some cases, they’ve gotten
worse in the past 15 years.
I do appreciate
the existence of the ‘lens flare effect;’ it helped
me to learn later on how a tool can take over my head and distract
me from what I am contracted to visually communicate. I now sometimes
carefully use a flare here and there to communicate sunlight, but
never as an obvious statement. The appearance of ready-made effects
plug-ins for Photoshop led to the same out-of-control consequences,
and today you still see this frequently. That said, perhaps I am
taking it all too seriously, but let me explain why.
We have seen
how these tools have taken over (and still do) the heads of many
people. Back in the early nineties, I was a victim; lens flare took
over my work, and I also flooded my work with ready-to-go canned
box effects with early versions of Photoshop. You may ask, perhaps,
what did I learn? Well, I think I learned a bit about visual communication,
and I thank Mr. Flare and friends for this. Today I think that computer
speed and easier lighting increase the possibility of less communicative
visuals. Artists feel a rush to create stunning effects rather than
to communicate the actual design.
Successful communication
starts with the artist asking, “What is my work showing?”
and “What first comes to mind?” This comes in a burst
of layers, and by this I mean the following: In the case of an architectural
rendering image, for some, mainly a computer graphics-literate user,
an image may communicate a diverse range of things, starting from
“Cool, this must be done in Brazil” “Final Render
or Vray?” or a loud and clear “Lightscape.” To
others it may communicate positive or negatives: “Nice textures,”
or “Interesting image.” In any case, successful renderings
communicate Space, Dynamics, Functionality, and for commercial renderings,
Success, Sales, People, Activity, and in both a general and an abstract
way, a warm feeling to be alive, in progress, and growing as humans.
Clearly, a pre-made
effect is an obvious statement, a loud and clear “Yes, I like
this effect, and I am using it everywhere so you can agree with
me that this is cool,” instead of what you really want to
communicate or what you should communicate, including the fact that
it may be “cool.” This is not only limited to ‘effects;’
clearly color, light, form, and composition come into play, including
camera lenses, zoom factor and anything that helped the production
of an image or an animation; a long camera path could mean ‘smooth’
but may also mean ‘boring,’ or ignite a nervous system
signal to the viewer to look at his watch, which may be contagious
in the room.
Communication,
as I said, comes in many layers. Many are hidden, communication
can be subtle but nonetheless strong; for example, there are visual
lines that flow in a single frame, a drawn path that your eye follows
unconsciously and quickly; these may or may not communicate positive
things, no matter how great the rendering is. It is a subjective
added value that in the case of a rendering that carries many flowing
lines going down, it may suggest to some a negative flow, a pure
and raw negative feeling. Clearly this works like a receipt or an
invoice, it does not mean a pure, absolute negative, not necessarily,
but it adds up, for better or for worse, like anything in the actual
rendering.
Several 3D animation
demo-tapes communicate things like, “Listen to this cool song,
I hope you like it,” or “I heard this effect is in fashion,
and I just wanted to let you know that I know,” instead of
communicating what should be said, “I know about 3D modeling,”
or “I do enjoy modeling, and I am sure I am good;” just
be honest with yourself, without fear, take action with your own
critique, and do it. Sound is important, and it mixes up with the
visuals, like milk and chocolate, but a music layer can distract
if the visual does not mix well; this is a very common mistake.
It is imperative
for an artist of any kind to self-critique his or her work in silence,
to observe and judge what the meaning is of what he or she is doing
with a rendering or animation. Don’t be afraid to ask yourself,
“Why I am choosing the following camera, does it communicate
the design? Or communicate that the rendering is interesting?”
These two are different; obvious realistic effects such as noise
and dirty asphalt may talk realism, but for a healthcare facility
rendering, may make a statement that it is not clean; drastic camera
angles may communicate, “fancy & interesting” instead
of “solidness,” “stability,” and “strength;”
a wide-angle rendering that shows too much may communicate “complex,”
“expensive” and “overwhelming” and leave
little if not no room for imagination.
Yes, it gets
denser, as I said earlier; if your rendering has elements that draw
invisible lines, and such lines are going down, for many, we agree
that these may communicate a negative. A camera angle that shows
the vertical wall lines going to a forced perspective point, or
not straight (due to the fact that the camera and focal view share
different heights) may communicate that the walls are not straight.
I don’t call any of these fixed rules, nor are they mistakes,
but just some details with which to be careful. The problem is not
the effect, or the noise applied on asphalt, or the tilted camera,
it is how, when, and the amount that you use these things. It may
change what you mean and therefore your announcement may have flaws
or communicate things that you may or may not want to say. And when
you control this, you can break any “rules” and use
them for communication.
Some colleges
and art schools are in part to blame; many have Photoshop classes,
Maya, Lightwave, Max, and others, and frequently they lose focus
on what we are really doing, what we really need and why, another
communication problem. Clearly, knowing the software is key, but
teaching a class about it as a whole is wrong. For example, when
I attended college, an editing class would focus on the software
or hardware instead of the process of ‘editing.’ After
researching other schools, I found that most fall into the same
category: focusing on teaching with software instead of focusing
on the core issues, which were, for my example, why we edit, and
how to communicate.
In my personal
experience, the more time I spend critiquing my own work, the less
I like it. I would guess that this is a common experience, but perhaps
this is just me and it may not be the same for others. I don’t
think it should be this way, but, sincerely, I can only comment
on our own work. Clearly I am proud of our work; it is never perfect
and I always reinforce to myself and to my team that it can be much
better; but I’ve also learned about “letting go:”
you do your best, at all times, and on the timeline that marks your
deadlines.
These self-critiques
are good, and I am sure you’ve heard this many times; clearly
an interesting subject not just for our own group’s growth,
but when you communicate to your client why you did something during
a proposal, I promise you will be respected and at the very least,
listened to. A good rendering is one that distracts you from how
it was done, not one that communicates a software package, or distracts
you drastically with anything other than the actual design.
Coming back
to communication, I hope these words communicated what I have perceived
during these last years; remember, it is not how fast your computer
works, or how great your chosen software is, it is how fast you
critique your own work and raise the energy to take action. Let
us all remind ourselves of the reason we do our work, rather than
how to do it, at least for a while.
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