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Promoting some friends and some clients of my website design business
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Kurt Wenner
Among his other talents, Kurt Wenner is a “street painter”, an artist who does highly rendered “paintings” in colored chalk on public sidewalks, usually with a fairly high degree of draughtsmanship and most often in European cities. (American cities are usually too up-tight to allow “art” on the sidewalk, even temporarily; advertising maybe, but not art.)For more on this fascinating practice, see my post from last fall on its other notable proponent, Julian Beever.
As with Beever, Wenner’s street paintings sometimes take the form of straightforward classical or original images rendered on the pavement. The most intriguing sidewalk images, however, are anamorphic; distorted in a way that, when viewed from a certain angle, produces a dramatic illusion of 3-dimensionality.
Wenner’s site doesn’t demonstrate it, but you can see an excellent example of how this works on these two pages from Beever’s site: the illusionistic view, and the anamorphic image from another angle.
With Beever, (who plays the pop art counterpart to Wenner’s classical approach), it is often the illusion of a 3-dimensional object on or above the plane of the pavement. Occasionally he projects depth below.
Wenner, however, prefers the illusion of depth below the pavement and creates spectacular images of ornately decorated structures that appear to be sunken into the sidewalk. Many of his painting sessions also take on the flavor of public events.
Wenner is certainly the more classically proficient draughtsman of the two and his images often carry the feeling of the classical trompe l’oeil techniques, used to add the illusion of ornate decoration to plain architectural elements, that were popular in the Baroque period. In fact, Wenner himself does this for clients and you can see a rather striking example of it here.
Wenner also does traditional painting, sculpture and decorative relief, as well as designing fanciful architecture. He used to be a scientific space illustrator for NASA(!). There is also a gallery of his street painting at Snopes.com.
Link via John Nack on Adobe.
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Arnold Böcklin

We assume to a certain extent that most artists’ work is influenced by their life. Arnold Böcklin is known for his famous image The Isle of the Dead, a composition of which he actually did five different versions. The one shown here is in Berlin, there is also one in the Metropolitan Museum in New York and you’ll encounter a couple of the others in the links I’ve provided.Böcklin also did a painting called Self Portrait with Death. The seemingly macabre fascination with death can be better understood when you learn that the painter’s life was impacted by it again and again. Five of his eleven children died in infancy and his family had to flee two different cholera epidemics.
Böcklin was one of the best known of the Symbolist painters. Symbolism was a loosely defined movement in art and literature in the late 19th century. The symbolists’ images were often dreamlike, mystical and filled with mythological subject matter, but the “symbols” were likely to be arcane and personal, not the universal symbols you might expect from the term. The Symbolists had a distinct impact on Art Nouveau (see my post on Alfonse Mucha) and were predecessors of the Surrealists in their exploration of dream-inspired imagery.
Böcklin actually called The Isle of the Dead “a tranquil place”. It supposedly was inspired in part by the “English Cemetery” in Florence, near where Böcklin had his studio and where one of his children was buried. I have to wonder, though, if it was also inspired by Isola di San Michele, the island cemetery of Venice. I saw it from a boat and, while it lacks the dramatic landscapes of Böcklin’s compositions, it has the cypress trees and the strange quality of actually being an “island of the dead”.
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Stephen Wiltshire – memory drawing
Here’s a question for those of you who draw from life: How often and how long do you look at your subject when drawing?Do you look up at the model or scene frequently, grabbing a fresh impression for each tiny bit of drawing, or do you take in as much as you can in a long hard look, trying to impress a good bit of what’s in front of you on your memory before working on the drawing for several minutes?
Chances are that you glance at the subject frequently, as I do, particularly if you’re tying to be faithful to nature rather than just taking hints from reality with which to be expressive.
Occasionally, I’ve tried to draw a scene or subject from memory (as opposed to making up something from my imagination). I’ve found my ability to do this limited, but our brains may be capable of much more than we give them credit for. People talk about this in the areas of science and mathematics, but it’s relevant in drawing as much as in other areas.
Sometimes people with unusual abilities will make us look at our assumptions about what is or isn’t possible in a new light. Stephen Wiltshire is a autistic savant with a seemingly innate skill for drawing. For background, see my previous post on him.
In the past few years Wiltshire has done a few public demonstrations of his astonishing ability to draw images in detail from memory. In May of 2005 he was in Tokyo. After a half-hour helicopter tour and some additional time viewing the city’s skyline form the roof of a skyscraper (top-left), Wiltshire spent seven days drawing a 10 meter (30 ft.) panorama of Tokyo on the inside of a 360 degree curved surface, without the aid of reference or sketched notes.
You can view a video of the process on the site, from which the screen captures at left are taken. (I apologize for the terrible image quality, but they only offer the videos in Windows Media and Real Media formats, no MPEG or Quicktime. C’mon, people, get a clue.)
There are also similar but less dramatic videos from demonstrations in other cities in the Television section of Wiltshire’s site, in which he demonstrates a similar reliable ability to retain and draw large amounts of visual information with great detail.
I’ve long felt that there is a particular state of mind involved when drawing, in which we see things differently. (See my post on Drawing on the Right Side of the Brain.) When I was young, I used to think of it as looking at things with my “regular eyes” or my “artist eyes”. Some of you may have experienced it as something similar. How many of us have explored the possibilities of expanding on that state of mind, culturing and developing it, in addition to working on our drawing technique?
Savants often express abilities beyond what is considered normal, but how much of what is considered “normal” is the result of assumed or acculturated limitations? At the very least, the abilities of someone like Stephen Wiltshire should give us a hint that we may all be able to train ourselves to see just a little bit more when we’re drawing, or even when we’re just walking down the street.
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Jamie Baker

Sometimes I have trouble finding the right words to describe someone’s artwork, but in Jamie Baker’s case a word just jumps right out. His stuff is just plain fun.Click through his Folio and you’ll find dozens of loopy, over-the-top characters, creatures and scenes drawn in a breezy, confident style and laced with liberal doses of humor.
Baker is a freelance storyboard artist and character designer. He has worked on productions like Finding Nemo and Cars for Pixar, Hubert’s Brain for Wild Brain, and Frankenstein for ILM. He is also the the creator/directror/designer of the Koala Lumpur CD-ROM game and was the art director and character designer for the Back to the Future animated TV series. The Folio section of the site contains some of his model sheets for those productions (unfortunately reproduced rather small).
When Baker finishes a hard day of working on storyboards and such, he takes off his artist’s hat and put on his er…, um, artist’s hat. Well, he takes off his storyboard artist’s hat an put on his comic artist hat, and draws comics with titles like Nerve Bomb Comix, Babes in Space, Gourmet Gruel Sketchbook, and in particular, Rocket Rabbit and The Professor (images above). You can see preivews of some of his comics in the Store section.
Baker also keeps a blog called JaMiE BaKeR: FALLOUT (which has been running since 2001), and maintains separate sites for Nerve Bomb Comix and Rocket Rabbit. You might actually want to go through those before diving into the Folio section of the main site as they put many of the characters in context.
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Douglas Henderson

Dinosaurs get all the attention in paleo art, and not surprisingly so. What else is so dramatic and visually arresting? But paleontological artists deal with many other aspects of recreating the appearance of prehistoric life.There are numerous other prehistoric animals that preceded, followed or co-existed with the dinosaurs. (The main animal in the image above, rutidon lithodendrorum, is not a dinosaur but a phytosaur, a group of animals that shared a common ancestor with modern crocodiles.) In addition, most prehistoric animals that are recreated in scientific illustrations need to be portrayed in relationship to their environment. That requires a painstaking recreation of prehistoric landscapes and ancient plants.
On top of scientific accuracy and the challenge of representing the animals and plants in a way that makes their unique characteristics clear to the viewer, scientific and nature artists face the same challenges as other other artists: creating a successful composition, issues of draughtsmanship and rendering, controlling light and shade and blending the disparate elements into a unified whole.
Paleo artist Douglas Henderson is so good at this that I often think of his illustrations as beautifully rendered landscapes that happen to have prehistoric animals in them. I think Henderson himself must feel somewhat that way. He started out drawing landscapes and his scientific illustrations have compositions that emphasize putting the animals in relationship with their surroundings, often portraying them as relatively small in the landscape. This is actually a more realistic view than the artificial compositions that focus on the animals and feature a little bit of the environment as background.
Henderson does beautiful color work, but what I find particularly appealing are his black and white illustrations. There is no information about techniques on the site, (“The art of Paleo Illustration” section has been “under construction” for several years.), but I assume the black and white illustrations are done in charcoal because of their rich, deep blacks and soft gray tones. His compositions often feature silhouetted foreground elements, like tree trunks or fallen logs, as a framing device for the animals and primary landscape area, further emphasizing that the animals are in the landscape, not just in front of it. This approach also allows him to utilize a very broad range of tones in the drawings.
Henderson’s work appears in museums across the country and he has illustrated or contributed to numerous books on prehistoric life.
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Complexification (Jared Tarbell)
There are always some people who, when I say I do digital art, assume that I somehow press a few keys and the computer “makes art” for me. Even after patiently explaining that I draw and paint on the computer with a stylus in much the same way I draw with traditional materials, I can tell they still have the feeling that the computer somehow “does the work” for me.How much more difficult is it then to explain to the uninitiated the artfulness, esthetic judgment and careful craft involved in creating pieces like Jared Tarbell’s programatic art. Tarbell’s computational images grow before your eyes, when you touch a button. Surely the computer is “making the art”.
Tarbell creates his images by programming Java applets or Flash ActionScripts to construct visual images based on algorithms. He adjusts the programming parameters of his code in the same way a sculptor might judiciously add and subtract clay to a figure, or a painter might add, remove and change color areas on the painted surface of a canvas, until the desired image is reached.
As in work with traditional media, happy accidents are occasionally part of the process. Tarbell introduces small elements of randomness into his algorithms so that when you experience his images, your experience is unique, even though the overall character of the image is within his intended scope. In that way his pieces are slightly collaborative with the viewer.
In a larger sense his work is collaborative in that he makes his source code (and Flash ActionScript authoring files) freely available, inviting others to carry his code forward. He believes the code is only alive when it is being run and is particularly alive when it is changing and growing.
You don’t have to get into worrying about what is or isn’t art just to enjoy these works as interesting images (that happen to build themselves as you watch), or simply as something visually fun to play with.
I investigated several of his pieces, but found myself particularly drawn to the one called Substrate. The image at various stages (see screen captures at left) reminds me of a head-on collision between Piet Mondrian, Paul Klee and a scientific drawing of a fractured geological formation. This one launches in a Java Applet (you can choose a size) and is random enough that it begins in different areas of the canvas each time.
I happen to be both a visual artist (at which I’m fairly good) and a coder (at which I’m modestly competent), enough to have an appreciation for both sides of what he is doing. His source code is surprisingly simple given the variety and complexity of the images.
Tarbell is cofounder of iospace and is on the board of the Austin Museum of Digital Art. His Flash techniques have been featured in several books. His personal site is at levitated.net.
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Charley’s Picks
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John Singer Sargent: Watercolors
Urban Sketching: Understanding Perspective
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John Singer Sargent: Watercolors
Urban Sketching: Understanding Perspective











