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2014年第八届Wacom创意绘画大赛评委专访

发布时间:2014年08月15日 16:11 作者:蛤蟆吉吉 来源:二次创作 查看:660次



由 Wacom主办的2014年第八届Wacom创意绘画大赛——“时间都去哪儿了?”正在火热进行中。作为承办方的leewiART国际数字图形艺术机构有 幸对此次大赛评委之一,当代幻想艺术大师Adrian Smith先生,进行独家专访 。他凭借为《战锤》系列创作的精彩设定享誉业界,与许多知名企业如THQ、EA、 UBISOFT、VIVENDI UNIVERSA等合作开发过多款经典游戏项目。


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Q=leewiART
A=Adrian Smith


Q:你对中国的CG产业和中国的CG艺术家印象如何?
A: the first and most obvious impression was the standard of work. the talent in China is superb. it is always a pleasure for me to see new artists emerge from the Chinese gaming industry.
A:我最直接最鲜明的印象就是作品的水准。中国的艺术家表现出了极佳的才华。对我来说看到中国CG行业中不断涌现出新的优秀CG艺术家是一件令人欣慰的事。



Q:本次比赛的主题是“时间都去哪儿了”,结合这个主题,你对参赛的艺术家有什么建议?
A:‘the loss of time’ is a very open brief. i do not think any suggestions from me will be needed. this title will inspire a huge variety of differing ideas, themes and characters. the first thing i thought was how ‘time’ is the enemy of most artists…..there is never enough time in the day to complete what we wish.
A:
这是一个非常有开放性的选题。关于这一点我想我并不需要多说什么。这个选题无疑会激发艺术家丰富多样的创意,使他们可以创作出不同的主题和角色。我首先想到是“时间”如何成为大多数艺术家的敌人......当我们想要完成一样东西时,时间好像永远不够用。



Q:你如何理解创造性?能否跟我们分享一下你是如何保持自己源源不竭的创造力和想象力的?
A:if an artist enjoys what he or she does, then creativity is rarely a problem. the problem is finding the time to do all the creative things we want to do. the real thing needed for an artist is discipline. the discipline to know when to start and also when to stop. a very nice image can be spoilt if the artist goes a little too far or stops a little too soon. so we must be able to know when to stop. many young artists have the tendency to ‘overwork’ their images with too many focal points etc. sometimes less is more ;)
A:如 果一个艺术家很喜欢自己所做的事,那么创造性就不是一个很大的问题。问题是如何找出时间去完成自己的许多创意。艺术家真正需要的是自律。就是懂得何时开始 何时适结束。细节的增删,哪怕只是一点点,如果把握不好的话,都会毁掉一张漂亮的图像。所以我们必须懂得何时结束。许多年轻的艺术家都不自觉地想在画面中 添加过多的内容,例如焦点等等。有时候真的“少即是多”。



Q:与传统的绘画方法相比,CG绘画更有效率。如今你还经常创作传统绘画作品吗?
A:yes i do. i actually try to do both. i will sometimes draw traditionally and even put a few washes of colour or shading before i scan or photograph it and import it into photoshop. this way i keep my traditional skills honed and also have the finished thing in digital format with all the benefits that may bring.
A:是的,CG和传统的方法我都使用。我有时会以传统方法画一幅画,甚至会添加一些色彩或色调,然后把它扫描后导入Photoshop中,这种方法既锻炼了我的传统绘画技巧,又可以充分利用数码技术的优势。



Q:你曾经参与过很多知名的游戏项目,你的作品也受到很高的评价。你觉得刚刚起步的艺术家如果想在这个行业内获得成功,应该具备哪些重要的素质?
A:patience, persistence, discipline and of course, have fun!
A:耐心,坚持,自律,当然,还有兴趣!







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Adrian Smith介绍




i have been a professional illustrator since i was 18. my first commission was for a then young 'games workshop'. my first ever paid work was for the book 'lost and the damned', for games workshops 'warhammer' range. i worked with GW for a year or so before going out into the big wide world of freelancing. after lots of ups and downs with my career i eventually started to get a name for myself and my work started to become more recognised by the industry in general.   over this time i have been lucky enough to work with many big gaming industry names. from the big boys well known to many, such as THQ, EA, UBISOFT, VIVENDI UNIVERSAL, GAMELOFT, and other games companies. publishers around the world including 'Seoul visual works', based in south Korea, for whom i worked on a trilogy of books written by mangha artist Hyung Min Woo and also a big book of compiled sketches from my sketchbooks and portfolios. comic work for french publishers alongside Pat Mills, comic writer and more.  
recentlyi have been working closely with a great company called 'Guillotine games'. this has been a real turning point for me and ive been lucky enough to be given free reign and able to art direct myself. many exciting project are now being worked on.  in my spare time i have devoted myself to working on my 'HATE' IP. graphic novels and merchandise. this is and will be a long term project.


我从18岁起便开始作职业插画师。我的第一个客户是一个当时刚创立不久的“游戏工作室” (games workshop)。我的第一份固定工作是为图书《迷失与被诅咒者》(lost and the damned)做插画,这本书是该工作室的游戏《战锤》(warhammer)的一部分。我在游戏工作室工作了一年左右,便开始了自由插画师的生涯。经历 了不少挫折之后,我渐渐赢得了一些名声,我的作品也慢慢被业界所认可。在这个过程中,我有幸与一些大型的游戏公司合作。这些公司包括大名鼎鼎的THQ, EA, UBISOFT, VIVENDI UNIVERSAL, GAMELOFT等等,除此外还有其他一些游戏公司。在出版方面,韩国的“首尔视觉工作室”(Seoul visual works)出版过一套我与漫画艺术家邢民友(Hyung Min Woo)共同创作的三部曲系列和一本我的速写稿及作品合集,这本书很厚。法国的出版商也出版过我与英国漫画家Pat Mills合作的漫画作品。
最近我在与一家名为“断头台游戏工作室”(Guillotine games)的游戏公司密切合作。这对我而言是个很重要的转折点,我终于幸运地能够拥有主导权来决定作品的艺术风格了。我们现在有很多令人激动的项目都在 进行中。在业余时间,我投身于'HATE' IP的创作,这是一系列图画小说,也是一个商业作品。它现在和将来都会是一个长期项目。


个人主页:http://www.adriansmith.co.uk/


寄语:

i would like to extend my thanks to leewiART and its members for inviting me to this exciting event. i would also like to thank in advance all the entrants to this fine competition. i very much look forward to seeing the entries as i know from experience that some of the best talents today are coming from this part of the world. so good luck everyone and most importantly, enjoy yourselves.

我要感谢leewiART和其团队成员邀请我参与这个激动人心的活动。我也要谢谢所有参与这次活动的艺术家。我对投稿作品充满期待,因为我从经验中知道,将有一些才华横溢的艺术家从这次比赛中脱颖而出。祝每个参与比赛的艺术家好运,最重要的是,希望你们能享受这次比赛。



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关于Wacom创意绘画大赛

Wacom创意绘画大赛始于2007年,是Wacom公司倾力打造的中国原创数字艺术领域 具有标志性和影响力的年度创意赛事,旨在挖掘国内CG绘画及动画高手,推动国内创意产业发展,促进数字艺术教育在各大高校的开展,至今已经成功举办七届。 历年来,数千名才华横溢的数字艺术创作者和爱好者曾在这项赛事中迸发创意,挑战自我,脱颖而出。七年的磨砺与积累也让Wacom创意绘画大赛更趋成熟,如 今它已成为国内数字产业内最受瞩目,最具权威性的艺术赛事之一。本届Wacom创意绘画大赛选择leewiART国际数字图形(CG)艺术推广机构作为赛 事合作方,更是将比赛的专业水准推向了新的高度。

比赛详情请查看:http://www.leewiart.com/zhuanti/138327.html
官方网站:http://www.wacom.com.cn/wacom2014/

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