CompuServe Messages

#ILM

    16-Nov-93 20:03:18
Sb: #ILM
Fm: Tom Rzonca 74170,1032
To: Aaron Weintraub 70222,557
>I also think that there's a certain limit to the term "artist". >If you tell your lighting man to light the scene so it looks like night, >even if you're not telling him exactly what lights to place where, I don't >think that makes him a "lighting artist". As long as it looks like night, >that's all the director cares about. I may be wrong, here. I just don't >see how you can express yourself creatively by placing lights. Aaron: You're dead wrong on this one. I've been following this thread for a few days, and must admit I'm a little disturbed. Many of us who attend this forum have had formal, classical training in the visual arts, myself being one of them. Having attended School of Visual Arts in NY for 4 years (BFA 1979), and having been extensively involved in computer graphics and animation for over 10 years, I don't think a day passes where I don't reach into "the closet" of those fundamental principles of art. Today's computer graphic courses have a tendency to focus a little too much on the technology – technology for technology's sake – and not enough on the fundamentals. Whatever happened to anatomy and life drawing?? The fundamentals are _SO_ important. Granted, you might not have the time and budget for a full-blown education in art, but do yourself (and your career) a favor by taking a course in studio photography or 16mm film production. You'll see exactly how significant (and how much an art form) lighting is to a production. While you're at it, take a course on design principles. Perhaps a class an anatomy or life drawing. And don't forget art history, film history and animation history. When you're through with the classes, get back into 3DS and look at the difference these fundamentals will make in your work. I hope this helps! -Tom