3d News World is back


Thursday, July 9, 2009

Marvel’s Marko Djurdjevic Injects Soul Into Comics Art

Marvel Comics artist Marko Djurdjevic, whose portfolio of comic book covers brims with richly detailed, digitally enhanced superheroes, once despised the type of computer-aided imagery that’s made him an in-demand artist.

“I was a huge traditionalist and digital hater until about four years ago,” Djurdjevic told Wired.com. “Now I think about it completely the other way around. The computer is a medium, just like oils, acrylics or crayons. It’s powerful, but without the artistic mind behind it, it doesn’t do anything for you.”

The Berlin-based artist’s painstakingly painted covers of The X-Men, Daredevil, Thor and more are collected in the deluxe landscape art book The Marvel Art of Marko Djurdjevic. Released Wednesday, the handsome $50 book showcases Djurdjevic’s skillfully straddling of the line between hand-painted and digitally drawn art.

He begins with a hand-drawn image, which he scans and embellishes digitally before reaching his final copy. Making extensive use of contrasting patterns, he uses conflicting colors and theatrical poses to catch readers’ eyes. His hybrid approach is a refreshing antidote to the generic-looking computer-generated art that graces the covers of some modern comics, making old-school fanboys wistful for the pen-and-ink era.

“I think the general dislike towards digital art stems from the fact that it’s still a very young medium,” Djurdjevic said. “But you cannot judge a medium by the amount of people creating bad art with it.”

These days, it’s getting almost as easy to spot a Djurdjevic cover as it is one from the mighty Alex Ross or any of comics’ other shining art stars. Djurdjevic’s come a long way in a short time. Born an ethnic Serb in a small German town at the end of the ’70s, Djurdjevic used the internet to quickly become one of the new millennium’s finest comics cover artists.

“It amazes me to this day how fast everything came together,” said Djurdjevic, who’s now a married father with a new studio.

Inspired at an early age by everything from Spider-Man to He-Man, he wasted little time establishing himself as a standout artist and illustrator for concept-art studio Massive Black and online art community ConceptArt.org. That’s where Marvel Comics took notice of Djurdjevic’s hastily drawn but nevertheless impressive X-Men drawings.

Marko Djurdjevic's X-Men art shines in his first giant-size art book.
All images courtesy Marvel Comics

“I was blown away,” said Chris Allo, Marvel’s editorial talent coordinator, in a press release for Djurdjevic’s giant-size book. “Even though his digital painting process was new to many in the industry, he won over anyone on the fence once they saw his X-Men: First Class covers.”

Djurdjevic’s Marvel art book is a product of his strong work ethic and his mastery of his craft.

“This is a huge body of art that I slaved over in many sleepless nights,” the artist said. “So I wouldn’t necessarily call it speed; my work has more to do with confidence and a lack of second-guessing. Usually when I sit down to paint something, I have a clear idea of what it’s supposed to look like, so I don’t lose too much time sketching and doodling. I go straight for the final.”

Weened on Marvel Comics, Djurdjevic says he’s got no plans to work for the publisher’s biggest competitor, DC Comics.

“I am pretty much a Marvel guy, since that was what I grew up with,” he said. “I barely ever had contact with DC’s characters and I’m not too interested in them today, either. But I also don’t care as much about working on any of the excellent Marvel characters. I am as happy painting any no-name hero as I am painting the Marvel flagships. It really comes down to enjoying the process of the work itself. For me, a comic is soulful when the creators are soulful.”

Kickstand unveils StretchMesh 1.5 for advanced character animation in Maya.



Character animation research and development company Kickstand today announced new features in StretchMesh 1.5, an innovative surface deformation plug-in that streamlines the creation of realistic character animation in Maya.

Designed for animators and technical directors working in feature film, broadcast, and game development, StretchMesh 1.5 incorporates a fast algorithm for relational vertex knowledge, which shares polygonal knowledge with neighboring vertices to speed the process of creating smooth character deformations in Maya.

“StretchMesh 1.5 completely reinvents the character deformation pipeline,” said Daniel Dawson, director of Character Technology, Kickstand. “Character skin is very elastic and difficult to animate. By giving polygonal meshes an inherent ‘stretchy’ characteristic, StretchMesh removes the time-intensive process of manually tweaking skin weights to streamline rigging of complex body and facial movements.”

With StretchMesh 1.5, the existing feature-set has been improved to offer substantial new features, including a major speed enhancement via multi-threading in Maya 2009. Other new features include:

• Improved flexibility animating collisions using primitive sphere and primitive curve colliders. Primitive sphere colliders behave like mesh sphere colliders, but with far more robust performance. Primitive curve colliders provide an array of radius values along the length of a curve to define a collision tube or capsule, offering significantly better performance than equivalent mesh colliders.

• The influence of a collision object can now be painted, giving users per-vertex control over a collision and impact.

• Curve attractors provide the ability to pull vertices toward the closest point on a curve. This technique is useful in facial rigging, for example, where the vertices of an eyebrow need to be pulled toward a target curve.

• A new "Scale Safe” mode allows users to scale a mesh and safely preserve its initial shape.

Purchase StretchMesh and receive a free upgrade to StretchMesh 1.5 upon availability, summer 2009. StretchMesh is priced at US$249 per seat; educational pricing is also available. StretchMesh supports Autodesk Maya v8.5 or higher on Windows, Linux, and Mac.


Related links:
Kickstand

Canon unveils augmented reality dinosaur show in Japan


Canon's just unveiled its new augmented reality display in Chiba, Japan, and we have to say, we're thinking about heading over there to check it out... and hopefully experience what it's like to be eaten (virtually) by a T-Rex. Featuring 260 dinosaur specimens, the display makes us of a virtual reality viewer -- one for each person roaming round the exhibit -- putting the dinosaurs at a "distance" of about 5 meters. The exhibit will make use of various Canon products, including an inkjet printer, an LCD projector and several different cameras. The dinosaurs will be on display starting July 18th until August 1st, so you probably want to just go ahead and book a flight right now.

Google Introduces OS

It's been an exciting nine months since we launched the Google Chrome browser. Already, over 30 million people use it regularly. We designed Google Chrome for people who live on the web — searching for information, checking email, catching up on the news, shopping or just staying in touch with friends. However, the operating systems that browsers run on were designed in an era where there was no web. So today, we're announcing a new project that's a natural extension of Google Chrome — the Google Chrome Operating System. It's our attempt to re-think what operating systems should be.

Google Chrome OS is an open source, lightweight operating system that will initially be targeted at netbooks. Later this year we will open-source its code, and netbooks running Google Chrome OS will be available for consumers in the second half of 2010. Because we're already talking to partners about the project, and we'll soon be working with the open source community, we wanted to share our vision now so everyone understands what we are trying to achieve.

Speed, simplicity and security are the key aspects of Google Chrome OS. We're designing the OS to be fast and lightweight, to start up and get you onto the web in a few seconds. The user interface is minimal to stay out of your way, and most of the user experience takes place on the web. And as we did for the Google Chrome browser, we are going back to the basics and completely redesigning the underlying security architecture of the OS so that users don't have to deal with viruses, malware and security updates. It should just work.

Google Chrome OS will run on both x86 as well as ARM chips and we are working with multiple OEMs to bring a number of netbooks to market next year. The software architecture is simple — Google Chrome running within a new windowing system on top of a Linux kernel. For application developers, the web is the platform. All web-based applications will automatically work and new applications can be written using your favorite web technologies. And of course, these apps will run not only on Google Chrome OS, but on any standards-based browser on Windows, Mac and Linux thereby giving developers the largest user base of any platform.

Google Chrome OS is a new project, separate from Android. Android was designed from the beginning to work across a variety of devices from phones to set-top boxes to netbooks. Google Chrome OS is being created for people who spend most of their time on the web, and is being designed to power computers ranging from small netbooks to full-size desktop systems. While there are areas where Google Chrome OS and Android overlap, we believe choice will drive innovation for the benefit of everyone, including Google.

We hear a lot from our users and their message is clear — computers need to get better. People want to get to their email instantly, without wasting time waiting for their computers to boot and browsers to start up. They want their computers to always run as fast as when they first bought them. They want their data to be accessible to them wherever they are and not have to worry about losing their computer or forgetting to back up files. Even more importantly, they don't want to spend hours configuring their computers to work with every new piece of hardware, or have to worry about constant software updates. And any time our users have a better computing experience, Google benefits as well by having happier users who are more likely to spend time on the Internet.

We have a lot of work to do, and we're definitely going to need a lot of help from the open source community to accomplish this vision. We're excited for what's to come and we hope you are too. Stay tuned for more updates in the fall and have a great summer.