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Is AI art the new frontier or just another way to rip artists off? Watch episode 1 of digi-Art now

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AI: Artificial Intelligence

Artificial Intelligence: it thinks like us, writes like us – but can it create art like us? Dive into the latest buzz to unpack if AI is a helpful collaborator or just thieving competition.

The infinite monkey theorem posits that if a countless number of monkeys were assembled in front of a limitless number of typewriters, they would eventually create writing as revered and dense as the works of William Shakespeare.

The theorem feels unimaginable and creative works are so often seen as intentional — great writing and designs can’t just be shaped from nothing. But recent trends in AI seem set to transform how the creation of art is viewed in culture.

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AI art has been all over the Internet, and even winning awards, and it’s leading some visual artists to worry about their roles in the future.

Text-to-image systems, like DALL-E 2, have been enabling anyone to create striking visual works with just a few words. People can now truly create something from almost nothing. But, this process isn’t as random as it seems.

Dr. Alexis Morris is the tier two research chair in the Internet of Things at OCAD University. He told digi-Art host Taelor Lewis-Joseph about a process called “classification” — the process by which a machine can turn language to a thing, and then ultimately an image.

An AI generated image of cats in "cyberpunk" outfits in neon convenience stores buying milk.
AI generated art from Dall-E using the prompt “cyberpunk cats in cyberpunk hats buying milk in a punk store” from Episode 1 of digi-Art. (CBC Arts)

“You show the machine an image of a cat, but it doesn’t know what a cat is,” Morris says. “You give it lots of pictures of cats and after a time, it starts to learn that cats are often a little fuzzy and have pointed ears.”

“As you give it more and more pictures, the machine figures out more and more features.”

Through being exposed to countless images, AI can begin to generate sometimes startlingly realistic images from almost nothing.

Intelligence stealing art

While AI technology is groundbreaking, not all creatives are excited by its prospects in the art world.

Mark Gagne is a multimedia artist and head of Mindmelt Studio. He’s no stranger to using technology in his art — Gagne will often mix together illustrations and photography in his pieces.

But he has grown frustrated with what he views as AI’s continued encroachment on original pieces of art.

“These AI programs are scraping artwork off the internet, including my own, and Frankensteining them into a piece of artwork,” Gagne says. “It really upset me that I was one of those artists that got scraped up by the AI apps.”

Two pieces of art of imaginary creatures. On the left a creature with horns looks at a cartoon snail. On the right a smiling blue mushroom is surrounded by two smaller smiling horned creatures.
Non-AI artwork made by Mark Gagne from his ‘Guardian Sprites’ series. Gagne has had his art style unknowingly used in AI algorithms. (Mark Gagne)

Gagne’s frustration with AI platforms has been increased by the fact that he considers his work to be very personal to him. His work often explores topics like mental health.

“People … [identified] with the imagery that I was putting out and it really opened dialogue with a lot of people,” he says. “They found that my art page was a safe space for them to express that.”

What started as personal expression has now been “regurgitated” by AI platforms, Gagne argues. “It’s kind of like when somebody breaks into your home and takes off with your television or your PlayStation or something,” he says.

“I mean, the technology’s amazing, but what’s wrong with these companies coming to the artists and saying, ‘We’d like to work with you?'”

Taking advantage of AI

While some artists are worried about AI, some are embracing it. Waxhead is an artist who began in a more analogue medium — street art.

But now, Waxhead said that AI is taking an active role in his creations. In fact, AI has helped to inform the art he creates in the physical world.

“I’m using AI in a wide variety of ways as a tool to create seamless textures for 3D models, to create reference material for my murals, to create references for paintings,” he says. “It just allowed me to be creative and to learn and renew a love for learning.”

Waxhead’s experiments with AI have allowed him to manipulate some of his favourite styles of art. He says that AI allows styles of art to be reiterated.

“I’m starting to build models that are referencing my art, so I’m using hundreds and hundreds of photographs of years and years and years of my work to make something that’s my style, that’s Waxhead, but also created by AI,” he says.

While he acknowledges the problems other artists have had with their art being scooped up by AI platforms, he also thinks that this cycle is reflective of art more broadly.

“I think humans have always used other artwork as references and we’re all taking our inspirations from somewhere,” he says.

“Things are changing extremely fast … I’m excited about the future, using AI, using text prompts. What concerns me is who controls these models.”

“I think more open-source AI models that are controlled by the public, in terms of art and creativity, are gonna have vastly more amazing applications in general.”

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Art in Bloom returns – CTV News Winnipeg

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Art in Bloom returns  CTV News Winnipeg

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Crafting the Painterly Art Style in Eternal Strands – IGN First – IGN

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Next up in our IGN First coverage of Eternal Strands, we’re diving into the unique and colorful art in the land of the Enclave. We sat down with art director Sebastien Primeau and lead character artist Stephanie Chafe to ask them all about it.

IGN: Let’s talk about Eternal Strands’ distinctive art style. What were some of the guiding principles behind the art direction?

Primeau: I think what was guiding the art direction at the beginning of the project was to find the scale of the game, because we knew that we were having those gigantic 25-meter tall creatures and monsters. So we really wanted to have the architectural elements of the game – the vegetation, the trees – to reflect that kind of size.

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So one of my inspirations was coming from an architect called Hugh Ferriss, and I was very impressed by his work, and it was very inspiring for me too. So just the scale of his work. So he was a real influence for Metropolis, Gotham, so I was really inspired by his work.

Chafe: I think one of the things that, just as artists and as creators, we were interested in as well was going for a color palette that can be very bright. And something that can really challenge us too as artists, and going into a bit more of at-hand painterly work, and getting our hands really into it, into the clay, so to speak, and trying to go for something bright and colorful.

Eternal Strands Slideshow – IGN First

IGN: That’s not the first time I’ve heard your team describe the art style as “painterly.” What does that mean?

Primeau: Painterly is just a word that can give so much room to different types of interpretation. I think where we started was Impressionist painters. So I really enjoy looking at many painters, and they have different types of styles. But we wanted to have something that was fresh, colorful, and unique.

And also, I remember when we were starting the project there was that word. “It’s going to be stylized,” but stylized is just a word that gives so much room to different kinds of style. And since we were a small team, we had to figure out a way to create those rough brushstrokes. If it was painted very quickly by an artist, like Bob Ross would say, “Accident is normal.” So I think we wanted to embrace that. And because we’re all artists, it’s hard too, at some point, to disconnect from what you’re doing. It’s like, “Oh, I can maybe add some more details over there.” But I was always the- “Guys, oh, Steph, that’s enough. Let’s stop it right there. I think it looks cool.”

IGN: So, when you create an asset for Eternal Strands, is somebody actually painting something?

Chafe: I can speak more on the character side. For us, we do a lot of that hand painting, a lot of those strokes by hand. And we try to embrace, not the mistakes, but the non-realistic part of it having an extra splotch here and there.

We’ve got brushes that we made that can help us as artists to get the texture we’re looking for. It really is a texture that gives to it. But a lot of the time it’s not just something generated in a substance painter, or getting these things that will layer these things for you, making it quick and procedural. Sometimes we have those as helpers, but more often than not we just go in and paint.

IGN: Eternal Strands is a fair bit more colorful than lots of games today. Why was it important to the team to have lots of bright colors?

Primeau: You need to be careful, actually, with colors. Because with too many colors you can create that kind of pizza of color.

We wanted to balance the color per level, because we’re not making an open-world game. I really wanted each level to have their own color palette identity. So we’re playing a lot with the lighting. The lighting for me is key. It’s very important. You can have gorgeous textures, props, characters, but if your lighting is not that great, it’s like… So lighting is key. And especially with Unreal Five, we have now, access to Lumen. It brought so much richness to the color, how the color is balancing with the entirety of the level. It definitely changed the way we were looking at the game.

We’re using the technology, but in a way to create something that feels like if you were looking at a painting. I think we have achieved that goal.

Chafe: I’m very happy with it.

IGN: What were your inspirations from other games or other media when developing the art style?

Primeau: I have many. I’ll start with graphic novels, European graphic novels. I really wanted to stay away from DC comics, Marvels comics, those kinds of classics.

Before I started Eternal Strand, I saw a video. It was one of the League of Legends short films for a competition. It’s “RISE.” I don’t know if you remember that one, but it was made by Fortiche Studio who did Arcane, and I’m a huge fan of Arcane. When I saw that short film, it was way before Arcane was announced, I was like, “oh gosh, this is freaking cool. This is so amazing. I wish I would be able to work on a game that has that kind of look.”

Chafe: For me, when we started the project, one of the things that I wanted to challenge myself a lot was in concept and drawing and stuff like that and doing more, learning more about color as well, which is something I find super fascinating and also kicks my butt all the time because of just color theory in general.

But with the [character] portraits specifically, I think, I mean, growing up I played a lot of games, a lot of JRPGs too. I played just seeing basic portraits in something like Golden Sun or eventually also Persona and of course Hades, which is a fantastic game. I played way too much of that, early access included. But I really liked that part. Visual novels too, just that kind of thing. You can get an emotion from a 2D image as well when it’s well done, especially if you have voices on top of it.

IGN: Were there any really influential pieces of concept art that served as a guiding document the team would reference later on?

Chafe: I have one personal: It’s really Maxime Desmettre’s stuff because it was so saturated. Blue, blue, blue sky. Maxim Desmettre is our concept artist that we have who works from Korea. When I joined the project, seeing that was just like… and seeing that as a challenge too, like ‘how are we going to get there?’

The one that I’m thinking of that hopefully we could find after, just in general with the work that always speaks so much to me is this blue, blue sky and the saturation of the grass. But also when he gets into his architecture and stuff like that, there’s just a warmth to everything. The warmth to the stone that just makes it look inviting and mysterious at the same time. And I think that really speaks a lot to it.

IGN: How did you go about designing Eternal Strand’s protagonist: Brynn?

Primeau: I think that Mike also, when he pitched me the character, he was using Indiana Jones as an example. So courageous, adventurer guy, cool guy. Also, when you’re looking at Indiana Jones, he’s a cool guy. And we wanted to create that kind of coolness also out of our main protagonist. And I remember it took time. We did many iterations.

Chafe: It was a lot of iterations for sure. Well, I think I had done a bunch of sketches because it’s what’s going to be the face of the player, and also to have her own personality as well in the story, and her history as well. And the mantle was a really big one too. What gives her one of sets of her powers and stuff, figuring that out was actually one of the longest processes. It’s just a cape, but at the same time, it’s getting that to work with gameplay and all that kind of stuff. But yeah, all of Brynn’s personality and her vibe really comes from a lot of good work from the narrative team. So, mostly collaboration there.

IGN: What’s the deal with Brynn’s mentor: Oria? How did you settle on a giant bird?

Chafe: Populating the world of the enclave was, “it’s free real estate.” You get to just throw things on the wall and see what sticks. And, “Oh, that’s really cool. Oh, that’s nice.” At some point I’d done a big sketch of a big bird lady with a claymore, and Seb said, “That’s cool.” And then kind of ran with it.

IGN: What’s the toughest part about the art style you’ve chosen for Eternal Strands?

Primeau: The toughest part was…A lot of people in the team have experience making games, so it was to get outside of that mold that we’ve been to.

For me, working on games that were more realistic in terms of look, I think it was really tough just to think differently, to change our mindset, especially that we knew that we would be a small team, so we had to do the art differently, find recipes, especially when we were talking about textures, for example. So having a good mix.

Chafe: One of the things too is also as we’re all a bunch of artists, and every artist has their own style that they just suddenly have ingrained in them, and that’s what makes us all unique as artists as well. But when you’re on a project, you have to coalesce together. You can’t kind of have one look different from the other. When you’re doing something more realistic, you have your North Star, which is a giant load of references that are real. And you can say “it has to look like that, as close to that as possible.”

When you have a style in mind and you’re developing at the same time, you kind of look at it and you review it and you have a feeling more than anything else.

You’re training each other with your styles as you kind of merge together in the end. And that kind of is how the style happened through, like you mentioned, like finding easy recipes, through just actually creating assets and seeing what comes out and, “Oh, that’s really cool. Okay, we can now use that as kind of our North Star.”

For more on Eternal Strands, check out our preview of the Ark of the Forge boss fight, or read our interview with the founders of Yellow Brick Games on going from AAA studios to their own indie shop, and for everything else stick with IGN.

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Collection of First Nations art stolen from Gordon Head home – Times Colonist

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Saanich police are investigating the theft of a large collection of First Nations art valued at more than $60,000 from a Gordon Head home.

The theft happened on April 2.

The collection includes several pieces by Whitehorse-based artist Calvin Morberg, as well as Inuit carvings estimated to be more than 60 years old.

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Anyone with information on the thef is asked to call Saanich police at 250-472-4321.

jbell@timescolonist.com

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