Interview
with Ernest Burden III of O'Really Inc.
Ernest
Burden III is both a commercial and fine artist. He has worked as
an architectural illustrator for more than twenty years. His clients
have included such architectural firms as Kohn Pederson Fox and Robert
A.M.Stern. His drawings have been published in The New York Times,
Architectural Record, Progressive Architecture and CADence, as well
as books on architecture and rendering.
CGA: Could you introduce yourself and tell us a little bit
about your company?
EBIII:
My wife just helped me write a bio for a book proposal, so here's
a bit:
Ernest
Burden III is both a commercial and fine artist. He has worked as
an architectural illustrator for more than twenty years. His clients
have included such architectural firms as Kohn Pederson Fox and
Robert A.M. Stern. His drawings have been published in The New York
Times, Architectural Record, Progressive Architecture and CADence,
as well as books on architecture and rendering. His artwork has
been in numerous group exhibits--both national and international--and
has been included in a number of corporate and private collections.
That's
a little too formal for my tastes, but it describes me well.
My
company, AcmeDigital.
is simply a one-man corporation set up to make it easier to be in
business in my state. Governments often have a hard time figuring
out artists and other self-employed people, so it is advantageous
to be a company. Currently my business produces primarily architectural
rendering, but I am working on an art publishing business as well.
I have several books in various states of development and am looking
forward to returning to making three dimensional art (real, not
computer) when I can get all the equipment I would need.
CGA:
Tell us about your background. How did you get into the Architectural
industry?
EBIII:
I needed a job. I was in High School, the NY HS of Art and Design,
and needed to earn enough money to eat. (It's a long story). My
father, himself a famous architectural renderer, talked a renderer
friend of his into hiring me a few days a week to do things like
trace figures for entourage and run errands. I learned the business
in that job from the ground up, even though I wasn't actually trying
to be a renderer. In fact, when my friends at school and I talked
about what work we wanted to do professionally, I had always said
that the one thing I would NEVER want to do was architectural rendering.
I could see the long hours my father had to
work, the uneven pay, the stress. It was not for me. My father was
in the process of getting out of the field, so why should I be dumb
enough to get into it? But like I said, I needed a job and the one
open to me was in a rendering business.
CGA:
How were you introduced to the world of computer rendering?
EBIII:
It seems like it was always there. I started working in rendering
at 16, in
1979, so computer images were already beginning to be commonplace.
Also, my
older sister worked as a computer graphics artist (still does),
so I was exposed to what was 'out there' through her as well. I
was always interested in what was being done with computers and
movie special effect from when I was a kid. So I simply self-taught
myself by reading anything I could find about computer art and rendering.
As 3D software became available for the PC, I would get my hands
on programs that took hours to render one shiny ball on a checkerboard,
but were a good education on the techniques I would later use in
my work. (Anyone remember BigD)? Before the Internet there were
BBS networks where you could ...access... useful software. Still,
nothing out then was particularly useful in real commercial work.
CGA:
In 1987 when computers started to make there way into your rendering
business, what motivated you to adopt this new technology?
EBIII: Laziness.
I was tired of doing hand perspectives, especially when they included
repetitive elements (common in modern architecture). It was obvious
that a computer could do the job better and faster than I could
by hand.
Having
said that, I would not think of trading the years I did mechanical
perspectives for the same time with computer modeling and viewing.
There is so much to learn about composition, framing, view corridors
and light and shadow rules from drawing buildings the old-fashioned
way that I would hesitate to turn someone loose in a computer environment
without first learning mechanical perspective. It gives you an invaluable
intuition about views of a model, teaches the mental integration
of plan and elevation and fosters 3D thinking. Computers handle
so many of those things internally that a new user may never come
to understand the values and limitations of traditional architectural
documents.
My
first job in the rendering field was as a studio assistant to master
renderer Brian Burr (www.brianburr.com).
It was usually my job to do perspective layouts (though Mr. Burr
was usually very good at spotting my mistakes and re-doing my daylong
work in an hour-he probably still could). Mr. Burr is an architect
and render from Australia. Working for him I learned about reading
architectural drawings, fact-checking them (I could tell you some
stories...), and then the various tasks that produce a final rendering.
I did things like transferring a line drawing to an illustration
board, masking for airbrushing, mixing watercolors to match the
client's material samples, spraying the paint and then coming up
with ways to lighten what I had just done. I also had to be in frequent
communication with the client and learned a lot about the terminology
and general practices of the architectural field. Without that,
all the talent and cool software in the world won't get you very
far. The client must be able to talk to you in his/her lexicon and
trust you will understand.
It
was several years after leaving the studio of Brian Burr and establishing
myself as a renderer in the New York market that I was able to buy
a PC, a Kaypro 16 Mhz NEC V30-based screamer (I was non-Intel from
the start). In early 1987 get a copy of DataCAD, which I use to
this day. I had looked at many other programs, but most of them
did not do perspectives at all, including Autocad. DataCAD was a
wonderful program that could do panned two-point perspective right
from the start, something many current "architectural"
programs still cannot, including Autocad. The perspective interface
was good, and was based not on the camera concept but on the traditional
hand layout paradigm. I was right at home. I used DataCAD to layout
a rendering of a skyscraper within a week of getting the software.
I have used it on almost every project since then.
Right
from the start I was aware of computers being used to do light and
shade renderings, but there wasn't anything good for the PC in 1987.
If there was, I couldn't afford it, and the images were too weird
to be useful beyond their "look, computer images" appeal.
CGA:
What have been your biggest challenges both past and present, with
regards to computer renderings?
EBIII:
Without a doubt, the biggest challenge has been using digital tools
to produce work as good as what I could produce by hand with traditional
media. That problem persist today. In the last five or six years
I have developed techniques to merge the two worlds. I call the
results 'hybrid rendering'. These techniques have produced results
of varying success, but some recent projects have, I think, shown
much of what I set out to do.
I have
written a tutorial that demonstrates some of these on three recent
jobs. Producing
a Digital/ Watercolor Hybrid Architectural Rendering
This goes into more depth than I can here.
Another
challenge I have found in digital rendering is getting tools that
think in the ways architectural artist traditionally have. Calling
a product "architectural visualization software" does
not do enough to earn my respect. It must present tools that allow
for easy, understandable viewing of your 2D and 3D information and
it must understand the parlance of architecture. A top view is called
a 'plan' view in archi-speak. Is that so hard? If you look at the
commands in Autocad you will still see things like 'DVIEW' (their
misguided idea of a perspective projection). In far too
many programs you simply cannot easily produce a panned two-point
perspective. That is an image where you have, say, a low eyepoint
(man on the street) but still show the entire building subject without
tipping the 'camera' up, causing vertical convergence. While this
may be an aberration to how we look at things in real life, it is
the default view projection method used in rendering for the past
few centuries. Keep in mind that while we are looking up a building
our brain is busy reminding us that we are seeing a vertical plane
so it still feels straight, but when converted to a 2D view all
we see is the building getting smaller as it goes up. Renderings
on paper or a screen are still 2D interpretations of a 3D scene.
The software should be at least as adept at this as any old-timer.
Software
that deals with architectural subjects must work in real-world units--foot/inch,
metric by the meter or millimeter--and be able to change unit types
on-the-fly so you can be working in metric and decide to set a window
sill projection to 2" if that's how you think, and then back
again.
Of
all the CAD and visualization software I have seen and tried, the
best by far have been DataCAD and Lightscape, because they meet
the criteria I stated and much more. Each is flawed, but no program
is ever complete until its dead, and who wants to work with dead
code?
CGA:
What type of lead-times are you given to work on a project? Is there
a
project in particular that was completed in record time?
EBIII:
Usually I get anywhere for a week to, more commonly, a day lead-time.
"Are
you available?" is often followed by "let's get you started"
within a few breaths. That is if I can get the assignment, which
of course I don't always. Having my portfolio available on-line
has had a big effect on the time it takes for a client to be able
to make that decision. I used to have to either go to the client's
office to show my book or FedEx samples, each a big waste of time.
Now a potential client can see my work instantly. I also rely very
heavily on email for exchanging information, progress images and
even final renderings with clients. All these time-savers can be
reinvested in your work, or let you see the sun once in a while.
Unfortunately,
the business is still one of too-short deadlines and late-night
work. It can be very frustrating living in a hurry-up-and-wait profession,
but exercising any more control over your time in this business
is a very hard thing. You can try to train your clients to reserve
your time well in advance with the threat of not being available
when they need you, but what you will more likely teach them is
how to call your competitors. However, getting booked in advance
can be a hollow victory, as the client will likely not be ready
for you to start when they said they would be, thus foiling your
attempts at scheduling. The more experience you have the better
you can judge exactly how long it will take you to complete a job
and that is where your control is best exercised.
Generally
speaking, I over-do all projects. I am prone to being too detail-oriented
and often will lavish time on an aspect of a rendering that is fairly
unimportant in the final. Therefore, a careful analysis of the final
rendering is key to scheduling your work and dealing with quick-turnaround
jobs. If your output will only be 10"x16"
(a size I use a lot) just how much detail do you REALLY need for
that background building? In a digital rendering is it worth the
hit in rendering time to use the
32,000 polygon car when a 200 poly one will do almost as well?
As
mentioned earlier, the problem for me is knowing that there are
some aspects of my job that are best handled digitally and others
that I can simply do in a few minutes with a pencil or brush that
are very hard in the computer. My solution is to merge the two,
but even that can cause a project to go longer than anticipated.
There
have been projects where mixing digital and hand work has allowed
me to produce great renderings in a timeframe that amazes even me.
One
in particular was a series of five renderings of a shopping arcade
and the exterior of the core block the arcade bisects. The finals
were to be watercolor sketches. The problem was to integrate a fairly
complex skylight structure within existing buildings but with some
new storefronts, and then make it all lively and loose. Oh, yes,
and quickly.
The
layouts were done as a mixture of Datacad models and photo-montage
in Photoshop. There was no sense trying to model the existing buildings
beyond simple shapes when I could scan photos from the actual site
and twist them into the computer perspective. I converted these
composites to cyan-only and printed them on 11"x17" paper.
I could then take a non-photo blue pencil to sketch on additional
details and entourage before hand-drawing the picture in black pen
to give a loose feel. The result was transferred onto watercolor
paper using an ordinary photocopy machine. The cyan print and non-photo
blue do not copy. All that remained was to add paint, which went
very swiftly and produced results that should have taken me much
longer than they actually did.
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Retail development, Holland - Robert A.M. Stern Architects
Click to Enlarge
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But
for the record, I prefer longer schedules. Sprinting is not my sport.
CGA:
How has the evolution of the CG industry affected your business?
I am
finally in possession of software and skills to allow me to integrate
CG techniques into an existing hand-media business. Although I have
been keeping pace with the industry in terms of what was available,
it was not keeping pace with my skills as a traditional media artist.
Also
I have become more willing to experiment on projects. Previously,
I would want to incorporate some new level of CG into an illustration
but revert back to my tried-and-true methods at the last minute
out of fear of screwing up. After all, messing up a job can be very
costly in lost time, income and clients. But time to experiment
without risk comes at the expense of income-producing work. It is
a balancing act that each artist must do on their own terms. There
is hardly a technique that I use today that I did not try out on
a short-deadline project for a real client (without telling them
I was experimenting without a fall-back). You see a sleek car flying
about the woods then read: Profession driver on closed course-do
not attempt.
CGA:
Do you find that your clients are still leaning more towards the
use of your traditional rendering methods or have CG renderings
started to become more commonplace?
EBIII: My clients usually want traditional media renderings,
most often watercolor.
So I give them exactly what they requested. Never mind that 70%
of the image is digitally rendered and enhanced before I paint the
final. My client may not have been interested in digital work. If
they were interested in CG rendering they would have called a specialist
in digital rendering, but they didn't. Clients want to put their
sub-contractors into easily labeled boxes. One renderer is the watercolor
person while this other is the digital go-to guy. They don't want
to know that the first is
good with computers and the later can really draw.
However,
I have managed to indoctrinate some clients into seeing the advantages
of my working in both traditional and digital media, so the scene
is slowly changing. The new challenge is getting clients to see
the separate value of the underlying digital modeling and viewing
apart from the final renderings, regardless of media. In other words,
how do you get a client to pay for these services separately?
CGA:
You have a unique approach to creating your renderings, using both
traditional and CG techniques to create 'hybrid' type images. What
led you to combine the two rather than employing a single technique?
EBIII:
Boredom, ego and laziness. After more than twenty years of doing
the same
job I am always looking for new and different ways to do get the
same or better results. Even if I don't save one minute of production
time, it is simply more fun to be doing something new and challenging.
Being typecast as a paint and paper guy, I want to be able to show
off my skills in computer graphics, even if only among colleagues.
And again, it is frustrating to take all day to draw in a complicated
background skyline on a rendering knowing all the while that if
you could just drop in the photo you are working from and have it
print out lightly with your line layout. You could save lots of
time that could be spent on the more important aspects of
the drawing.
Ultimately,
the problem is how to make the most of my divergent skills in both
realms with clients that see them as completely separate and incongruous.
The simple answer is to not make a point of showing hem how I work.
The less they know the less they can complain about what happens
between hiring me and receiving a final image that they will legitimately
judge. Looking more closely, you get to questions about just what
is important about hand rendering, and what is about digital. Are
there aspects of this work that can be improved by abandoning any
claim to the
terms "traditional" and "digital"? I have a
friend that does caricatures. He says that a good caricature should
look more like the person than the person himself. I think that
goal should be applied to architectural rendering.
CGA: You are also President of the New York Society of Renderers.
What initiated the formation of this organization and what role
has it been playing in New York's rendering community?
EBIII:
The New York Society of Renderers was founded in 1985 by NY renderer
Andy
Hickes. The goal was to have a loosely organized group of professional
renderers who live or work in the New York market. The group has
organized marketing seminars for our members, legal explorations,
demonstrations of software and techniques through studio visits.
We meet socially and we have held many exhibits of our members'
work in galleries and schools around New York. We also have published
four books of our members' work, spaced at about two to three years
apart. These books are marketing vehicles for renderers to reach
potential clients, and the books are mailed free to thousands of
firms in our region. Since about 1998 we have also featured our
work on our website, www.nysr.com
. This site is a wonderful resource for anyone looking to hire a
renderer.
The
NYSR has been very helpful in providing a communication link between
renderers, who often work in a very solitary way. The community
aspects of the group are, to me, the best things about it. NYSR
members are quick to recommend each other for commissions when they
cannot fit them in or feel another artist's work would be more appropriate
for the job. When we get together we will discuss rendering techniques,
computer issues, clients that are dis-honorable, food, travel, cars,
anything.
A few
years ago the NYSR saw that there was a big problem in the rendering
business in NY: sales tax. There was no clear set of rules telling
us what to do. Most renderers had not been collecting the tax, leaving
them open to audits that would put them in debt for years. So we
went to the state and worked out an arrangement where we would be
free from worry of past audits when we began collecting the tax
under a new set of guidelines that we worked out with the State.
The actual document is available on nysr.com The end result of our
legal initiative is a little more paperwork and no more fear of
being audited for back sales tax. So all renderers who live and
work in NY can sleep easier.
CGA:
Which rendering are you most proud of and why?
EBIII:
Any artist will have favorite examples of his or her work, and often
their
choices will leave others a little baffled. I am no exception. Although
I have been very satisfied with some recent hybrid renderings, the
one that stands out to me is San Francisco Courthouse, 1995. This
rendering is a watercolor and pastel picture rendered over CAD linework
transferred to watercolor paper by a pen plotter using waterproof
gray ink. (That's how I used to transfer all my work before the
Epson Stylus Pro printer made inkjets usable for final work).
San Francisco Courthouse
Lee/Timchula Architects design
Click
to Enlarge
I love
everything about this picture.
Even
though I was hired to do a black and white rendering, I used a warm-to-cool
colored underpainting to make the original vibrant. On the web it
is presented in color, so this should be visible. Compare the building
entrance to the left end at the street. By being basically monochromatic
I was able to push the light/dark in ways that are harder to pull
of in color. Overall, it is the values that carry the picture. The
rendering of the City Hall at left and the building on the right
are as good as I can do.
This
building is a prominent addition to my hometown, San Francisco,
where I haven't lived since I was a kid. So I symbolically placed
myself, my wife and our child into the city I love so much. This
is the only time I have ever draw myself into a rendering.
The
day I completed this rendering I stood back and looked at it and
thought "this is the best rendering I have ever done and likely
will ever do". Handing in the original was one of the hardest
things I have ever done as an artist. I actually contemplated refusing
to hand it in at all. Doing so would have cost me my $5,000 fee
and a good client and probably gotten me sued as well. So off went
my favorite rendering, never to be seen by me again. Today I would
simply do a high-res scan, get a giclee print and hand that in,
keeping the original. But that wasn't an option then. Of course,
now I can do the print for myself and at least have something close
to the original to hang on the wall. Excuse me, I've got something
to go do.
CGA:
What software do you currently use and have you used in the past
for
computer renderings and why have you chosen those particular applications?
EBIII:
For modeling and anything CAD I have used DataCAD since 1987. I
started
using it because it was the only program that was setup to do architecture
right out of the box, and could do all the 3D viewing I needed.
It still is one of the few. http://www.datacad.com/
For
rendering I use Lightscape. It, like DataCAD is properly architectural
(except for the complete lack of an iso/axon view, ARGH!). The realistic
lighting is a plus, though I often pervert that purpose by pushing
lights and textures to un-realistic levels, and then by taking the
renderings into Photoshop and assaulting them further. Reality can
be so limiting. http://www.autodesk.com/lightscape
In
the past I used a program called Renderize, later called Visual
Reality. It was a great scanline renderer with a quirky but functional
interface. Unfortunately it was bought by a larger company that
never upgraded it, even though there was a new version in the works
at the time of the sale. If you can live without raytracing, it
is still around, recently made a stock rendering add-on to DataCAD.
While it also could not do a panned perspective, I had developed
a work-around. In the end, I just out-grew the program.
I have
tried many programs, TrueSpace, 3Dstudio (version 1, not MAX) and
many
other I can't recall. They are all good, all have good features,
but never felt right to me. I have bought each version of Bryce
up until now and only recently used it for anything. I own every
version of Poser and don't use that one either--despite its promise,
same for Painter.
I also
bought all versions of Rhino after using the beta for a year or
more before v1.0. Unlike so many others, Rhino has everything it
should, including the CAD feel. It is a winner, but I have not gotten
to use it much because my work is so much rooted in the rectilinear
designs of my clients. A polygon modeler like in that DataCAD does
that stuff so well that I have yet to put Rhino through its paces.
But I will. My own design style is very organic, and when I get
to modeling (I usually just draw this
stuff) I will use Rhino. http://www.architecturalvisions.com/
Before,
during and after any rendering these days is Photoshop. I have only
scratched the surface of what it can do. This is one program with
no equal.
CGA:
What do you not like to see in computer generated architectural
work?
EBIII:
What I like the least about CG renderings is what I see the most--boring
images with low dynamic range, unsaturated colors and poorly chosen
and composed view angles. Too many digital artists seem to think
that you can still get by on the novelty of computer generated pictures.
You cannot. In the end, your rendering must succeed on pictorial
grounds. Everyone knows how easy it is to adjust a view in a 3D
program, so why do I see so many poorly composed images? Also, with
Photoshop in our toolkits, there is no reason to have a low-density,
gray image, unless there is an artistic reason that is being employed.
I find that Lightscape renderings often suffer an overall grayness,
while the raytracer will burn in normal texture maps to be super-saturated,
very annoying. There is a particular look that most 3DS MAX renderings
have that drives me nuts. Usually it is instantly obvious
that a rendering was done in MAX. I see a low contrast rendering
with overly even lighting and I just know--MAX. Light is only meaningful
as it contrasts dark. A picture that exists solely in the gray world
in between says so much less than it could. Of course, the renderings
that don't fit my stereotype I just wonder "what was used for
that great picture"? The fact is, I have seen MAX and Lightscape
used to produce some amazingly good images, and I expect to see
more in the future.
CGA:
What tip(s) can you give our readers to improve their architectural
renderings?
EBIII:
Go Old-School. Buy books on rendering that were done before digital
rendering was common. From these you will learn so much about composition,
coloration and layout tricks (that are easily adapted to post work
in Photoshop). Seeing the work that was done when your clients were
young will tell you things about what they are likely to expect.
Look at what the renderers chose to abstract and what they chose
to detail. There are also many more recent books, and now websites,
where you can see renderings done in traditional media like watercolor
and pencil. Look at these. Decide what you like about them and find
ways to get the same effects in digital. That may involve more creative
texturing, lighting or view composing.
Draw.
Draw anything, just pick up a pencil or a brush and move it across
some paper. Drawing is a very important skill to any artist working
in any medium, it has as much to do with training your perception
as your 'hand'. Probably the best subject is one of the oldest:
the human form. Even if your work is all architecture, you will
learn so much from drawing the human figure. In most cities there
will be art classes in figure drawing, often there will be open
studios where you pay a small fee to come and draw from a live model
who has been hired to pose. You need not sign up for a course, just
show up and draw. No-one will judge your work, its just for you.
You can find these classes through most colleges, or try a pin-up
board at a local art supply store. Or just draw a willing friend
or family member. There is also endless opportunity to draw people
in public, just sit down and draw whomever walks by.
Simplify.
Let's face it, you are not likely to get pure photo-realism within
a normal deadline, payscale and using current software. So it obvious
that you will have to cut some corners somewhere. Don't let your
software's limitations become your limitations. If it cannot be
done convincingly, find a simple, straightforward alternative and
keep going. How you will simplify and stylize what is in your renderings
will largely define your work as compared to others. So take the
time to choose what to simplify and how. It could be that you motion
blur people or do a simple sky instead of the usual out-of-scale,
cyan-athon photo skies we see all too
often. Perhaps you use color boldly, or hardly at all, perhaps you
print out half-finished digital renderings and watercolor over them
(no, wait, that's me).
Specific
to the renderings I would advise renderers to pay special attention
to glass. This material is everywhere, and is in almost every architectural
rendering. And yet it is often rendered poorly, either too reflective
or not transparent enough to reveal what lies beyond. Many times
renderers treat it as if it was a curtain of metal with a color
fade and little else. I am certainly guilty of bad glass at times.
While unrealistic glass is less a problem with digital, you should
not just drop in the stock glass
material and call it a day. When glass will be transparent, you
must pay attention to what will be seen through it, and when reflective
what will be seen bounced off it. That may more than double the
work of modeling and should be planned for. Or the interior or reflections
could be 'cheated' with images instead of objects. To get the best
balance of the front of the glass to the back you may even find
it useful to do two or more renderings from the same point to feature
the interior, the glass and the exterior. These can be matted together
in Photoshop. Poor glass can be as much a
failure of the renderer as the rendering software. In the end, good
glass in a rendering may have little to do with what would be photographically
accurate.
CGA:
Where do you see the future of computer renderings heading?
EBIII:
I think computer rendering in the future will be very transparent.
You won't see it. Really, it will be everywhere and you just won't
realize it. What will make that happen is advancements in software
to produce images using techniques like global illumination, radiosity,
caustics. Ultimately, rendering is about how light reacts to the
physical world. So the more accurately a picture mimics real-world
light, the more the average person will take it as real. Also, as
the power and cost of computers come down, more and more complex
scenes can be rendered so that renderings will be so much less obvious
for their starkness and lack of believable texture. It will not
be such a noteworthy achievement to have a complex scene rendered
so well as to completely fool the eye, so these renderings will
not be noted as such. While it is currently quite computationally
intensive to process these images, it will inevitably become a task
that average computers can handle in real-time. That will make them
all-the-more prevalent. One advancement I anticipate is the incorporation
of the psychology of perception into the rendering algorithms. To
some degree, how we see things is a product of expectations and
not just the pattern of lights, darks, and
colors. M. C. Escher figured that out long before digital rendering.
The more you see psycho-photo-real images the less you will notice
them. The more transparent they will be.
Conversely,
the biggest divide between digital and traditional rendering is
currently looseness, vagueness, and abstraction, and those are exactly
the characteristics I expect to see migrate into digital renderings
of the future. A desire for the more 'artistic', hand-drawn sort
of technique is what keeps many artists and their clients from embracing
digital. It is seen as cold, sterile and much too literal. That
will change. This could be through better shaders and materials,
geometry deformers, post-rendering retouching or 2D/3D software
that one way or another reads and interprets the input actions of
the artist and manipulates the model/rendering in ways that produce
effects long associated with traditional media. This is already
happening and I fully expect it to continue until the average person
has no way to distinguish digital art from traditional.
But
that leads to the next big challenge: to develop art forms that
are rooted in both digital and manual, and neither. I am sure that
future artists will do what artist have always done with new tools-invent
new forms of art that no-one predicted.
CGA:
Which individual(s) have/has influenced your renderings the most?
EBIII:
There are so many. But some would be:
Ernest
Burden, my father. He wrote some great books on rendering and used
to look the other way when I would raid his art supplies. He did
many great renderings during his career. I find that my father and
his contemporaries working in the late 1960's and early 1970's showed
much more creativity in their work than those of us working today.
Then later he got me the job with...
Brian
Burr, mentor, former boss. Brian has a true love of architecture
and a sharp eye where rendering it is concerned. He taught me to
look at my work critically and to have a sense of humor about it
at the same time. See his work at: http://www.brianburr.com
Andy
Hickes, founder New York Society of Renderers. In the 1980's Andy
was doing airbrush rendering, but has long since switched to digital.
He, more than any other artist I can name, has successfully transferred
his trademark "look" into the digital domain. Most of
what he does is in a 2D environment with Photoshop, amazing work.
http://www.rendering.net/
Tom
Schaller. Tom is the most well-known watercolorist in New York,
and by his own hard work. He decided to work in the most classical
of rendering mediums at a time that most of us were doing overly
tight airbrush work. He re-awakened the market to the magic of watercolor
rendering and in doing so opened the doors wide for anyone who wanted
to do looser, more evocative rendering. He has written several books
on rendering that I highly recommend. http://www.twschaller.com/
Sven
Johnson. In the mid 1990's Sven began scanning his watercolor renderings
and using Photoshop to drop in graphics, entourage and other images.
That was very important to the cause of hybrid rendering. We regularly
trade tips on work techniques, both digital and traditional http://www.svenjohnsonillustration.com/
Gil
Gorski, Chicago area renderer. It's misleading to say I was influenced
by Gill, because he is just so talented that I am not even sure
how to emulate his work. http://www.gilgorski.com/
Roger
Dean. Not technically a renderer, Roger is an illustrator who often
includes imaginative architecture in his work. He is best known
as the creator of the artwork and iconographic logo for the band
Yes. When I was 13 I bought his first book Views" and was very
influenced by his work. The book included preliminary ideas, sketches
and alternate versions of many of the well-known illustration. I
recently had the honor of meeting Mr. Dean at a gallery opening
and buying one of the original sketches that had so inspired me
as a kid. http://www.rogerdean.com/
The
New York area has some very talented digital renderers, among them
are:
AMD
- Advanced Media Design http://www.amdrendering.com/
Ian Kinman - Animation + Images http://www.animation.to/
Nick Buccalo - DrawingStudio http://www.drawingstudio.com/
Don Dietche - Perspective Arts (forget everything I said about MAX
renderings all looking alike) http://www.perspectivearts.com/
Of
course classically there is always Hugh Ferris, father of modern
rendering. Really great stuff, and a clear inspiration to Doug Chiang,
head artist behind Star Wars, Episode I--a movie that was more about
architecture than anything else.
That
is such a short list, but a good start.
CGA:
What is your favorite link to visit on the web? (not necessarily
CG
related) Which web based resources have found the most informative?
EBIII:
All of them. I cannot possibly pick a favorite, other than to say
whichever one I need right now. The web has already grown so large
and so fast that most of it will never be seen by any one mortal
person. It's like trying to personally say hello to every person
alive on the Earth. The web represents the greatest advance in human
communication since people first began speaking languages. And yet
it is the biggest time-waster there ever was. The problem is to
use it wisely.
There
are so many good links related to 3D rendering, free models, 3D
tips and magazines, etc. that I think it would not be helpful for
me to list any here. First of all, if you are reading this you already
are on a great 3D site with many links that you should pay attention
to. If I see any glaring absences I will offer the links to CGArchitect.
Most readers would find my list to mirror theirs.
But
there are so many areas of the web that interest me. A few:
I find
news sites to be useful, sometimes abcnews.com,
sometimes cnn.com,
but by far the most rewarding news site on the web is The Onion:
http://www.theonion.com/
For
news on our sister profession, film visual effects, there is no
better site than: http://www.VFXPro.com/
While
there is no shortage of "expert" sites, this one has more
useful info on the web, coding, even 3D than any other: http://www.webreference.com/
The
slick, commercial aspect of this site really bothers me, but it
is still very useful for general architectural research: http://www.greatbuildings.com/
I am
very interested in science, space, astronomy, physics, etc. Tip
of the iceberg: http://www.nasa.gov/cool.html
A good
starting place for researching my ancestors: http://thunder.indstate.edu/~ramanank/
Since
legal issues that effect artists are often poorly represented and
understood in general society, I love the fact that the web allows
direct access to the laws themselves. You can find the full text
of state and national (US in my case) laws online, and with more
searching, court decisions and interpretations. People will always
be trying to intimidate artists with legal mumbo-jumbo. Recently
there was a very important case of freelance writers against the
New York Times and others over on-line re-use of their writing.
This must have implications for visual artists as well.
Read the US Supreme Court's decision. Arm yourself--read the REAL
laws.
http://www4.law.cornell.edu/uscode/
Finally,
here are two wonderful sites for humbling yourself by seeing what
was already accomplished before you and I ever thought of gracing
the world with our creations: http://www.artchive.com/ftp_site.htm
http://cgfa.kelloggcreek.com/fineart.htm
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