By Stephan Martiniere
Quantum goals: The artwork of Stephan Martiniere ДИЗАЙН и ГРАФИКА, ЖИВОПИСЬ и РИСОВАНИЕ Автор: Stephan Martiniere (Author), Scott Robertson (Editor)Название: Quantum desires: The paintings of Stephan MartiniereИздательство: layout Studio PressГод: 2004Формат: pdfРазмер: 12 mb “When I develop up i need to be an astronaut!” declared a six-year-old Stephan in 1968, a yr prior to guy walked at the moon. no longer strangely, his first doodles featured blazing rockets and spaceships. growing to be up in France, and never approved to observe a lot television, Stephan spent loads of time on the nook cinema.letitbit eighty five
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At the beginning, my results were clumsy, as would be expected when learning any new tool. My methods were too mechanical and fragmented. It was all too easy to fall into the Photoshop traps of using photo references as rigid collages, and avoiding painting. Through trial and error I discovered that the best approach is to think traditionally. Each painting starts from a scanned pencil or inked sketch. Most of the time the sketches are very loose. My first exploration is to establish the mood. At times, the subject will dictate the atmosphere, but I like the idea of not knowing right away and watching the mood reveal itself.
They represent five years of discovery and still ongoing digital exploration. All of these paintings were done in Photoshop. I like the software because it offers both photo manipulation and painting capabilities. At the beginning, my results were clumsy, as would be expected when learning any new tool. My methods were too mechanical and fragmented. It was all too easy to fall into the Photoshop traps of using photo references as rigid collages, and avoiding painting. Through trial and error I discovered that the best approach is to think traditionally.
60 NEGILAHN JUNGLE Jungle Down (above), Jungle Up (top left ), Jungle Straight (opposite page) concept painting for the computer game URU, Ages Beyond Myst Myst and its sequels, including URU, are a fabulous universe where a player is transported to strange and mysterious worlds, called “ages,” to solve complex puzzles. The graphic quality of these games has earned Cyan an unparalleled reputation. As the visual design director for Cyan, I had almost complete freedom to explore fantastic new ideas, and as an artist it was equally rewarding.