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Showing posts with label Peter_Rubin. Show all posts
Showing posts with label Peter_Rubin. Show all posts
Thursday, November 21, 2013

Industry Insights: What is an Animatic? Interview with Peter Rubin, Martin L. Mercer and Jim Rothwell


Iron Man 2 "House Fight" by Eric Ramsey (Animatic by Jim Rothwell)
What's an animatic? Find out from professional artists Peter Rubin, Martin L. Mercer and Jim Rothwell.

This week I've talked a lot about storyboard animatics, but have you ever wondered what they are? I asked some of the leading industry concept and storyboard artists what an animatic is and you can read their expert opinion. You'll also read an exclusive interview with the animatics artist Peter Rubin calls "the best in the business": Jim Rothwell!

Find out what an animatic, and read my interview with Jim Rothwell is after the jump.
"Iron Man 2: House Fight" by Eric Ramsey (Animatic by Jim Rothwell)


What is an Animatic?
"'Animatic' is one of three synonyms for 'moving storyboard,' the others being 'pre-vis' (short for pre-visualization) and 'board-o-matic,' reserved for animated 2D storyboards and meant to distinguish them from the popular 3D animatic, which is created with 3D animation software on a computer and usually what is meant these days by 'pre-vis.' Originally, if they were used at all, they were created either by filming drawings sequentially, (similar to a 'pencil test' in animation) or by moving miniature pieces across a tabletop and shooting them with a very small video camera on the end of a stick." Peter Rubin(www.ironroosterstudios.com)

"An animatic is layered animation of drawn art usually created on a tablet and animated in a program such as After Effects. It's a way of bringing boards to life, sometimes 3D elements can be included, but an Animatic as very different from a Pre-Viz animation.Which is more like a game in its look." - Martin Mercer (martinmercer.com)

"An animatic in simplest form is storyboards with the element of time added.  If this was construction, the storyboards are the blueprint, and the animatic is the scale model.  Lyca Reels, Story Reels are deeply embedded in the animation world, where finished shots are plugged in over rough drawings." - Jim Rothwell (jimrothwell.blogspot.com)

What's the Purpose of an Animatic?
"An animatic provides story timing and action." - Martin Mercer

"This allows more information to be added to the storyboard 'blueprint'; things like pacing, performance, mood, SFX, sound/music cues and screen direction can now be seen/adressed in a 'real time' environment, months, sometimes years before a final shot is complete." - Jim Rothwell

How Does an Animatic Get Made? Interview with Jim Rothwell

Maurice Mitchell: How do you explain an animatic to someone? What is it?
Jim Rothwell: It really depends on the project, sometimes I'm given a lot of freedom and handed a stack of boards, other times it's very specific, but the end goal is to try and get the animatic as close to the director's vision as possible. 

It's kind of like a big puzzle, you add all the notes from the board artist, screenplay and director, then fill in the gaps.  I also think that sound is about 40% of a movie, I try to spend as much time on sound as the deadline allows.  In the end, we are all a bunch of tools in the box; it's what toolset the director feels comfortable with to complete the job.

MM:  How much do you add to your animatics besides the original illustrations?
JW: Again it really depends on the project, but basically animation, sound and editing.  I like to think of the storyboad artist as the production crew shooting dailies (as boards) and the animatic artist as editorial.

Many times, layout is a big part of the animatics. Sometimes the board artist provides backgrounds, sometimes backgrounds are "Frankensteined" out of A/B/C/D boards in Photoshop, and sometimes 3D sets are dropped in; the same applies to characters and props. But, ultimately what I provide (I hope) is a real time glimpse of what the scene would feel like on the big screen.

What do you think of animatics? Did you learn anything new?
Wednesday, October 9, 2013

FAQ: What is Keyframe Concept Art?

"The Hulk" Avengers (2011) keyframe by Charlie Wen TM & © 2011 Marvel. All Rights Reserved Source
If you're here for the Norse Gods Blogfest head to the bottom of the post. :)

What is key frame concept art? You may read the term "Keyframe" being used to describe concept art and wonder what it means.

Of course, using the term "concept art" to define keyframes isn't wrong, but I would define it as a illustration of a key scene from the movie script and it's not the same as a concept design for a prop, set or costume.

To find out if I was close, I asked professional concept and storyboard artists what keyframe concept art is and collected their answers. Learn from the industry professionals what exactly keyframe concept art is.

Learn more after the jump.


The Definition
"A Key Frame is the mid point between concept art and storyboard art in my mind." - Rob McCallum (http://mccallumart.com)

"A key frame is a rendering depicting a particular moment in the script or story." - Tim Flattery (http://timflattery.com)

"It refers to a key 'scene' when referring to set designs or moments in the script." - Andrew Probert (http://probertdesigns.com)

"A KEY FRAME is a concept illustration of either a 'Money Shot' ( where a big slice of the budget is spent)....or a 'Master Shot' that conveys and captures the feel or the style/look of that scene of the movie." - Chris Buchinsky (http://captzeppelin.wix.com/chris-buchinsky-)

"'Key Frame' is usually referring to a a key pose while animating a character, there are multiple 'key frames' while animating a character walking or running etc. In films we will usually have to illustrate scenes from a story/script which are sometimes referred to as 'key scene illustrations' I guess I have also seen the term 'key frame' be used for this as well? Which means just that: 'illustrating a key(main) scene from the story'. It just means you are showing a director/producer what the film could look like, so maybe you design all the costumes and weapons early on then you put them all together to show what they look like in action at that particular point in the story. Or the opposite, the story is illustrated first but the designs aren't figured out and they are designed in more detail later, just a part of the process." - Ben Mauro (http://www.artofben.com)

"A key frame is a piece of art that ends up as the basis for the final shot. or, at least in pre production, it's a shot that the director is happy with as a 'look' for the show and therefore gets termed a key frame." - Mark "Jock" Simpson (http://www.4twenty.co.uk)

"The difference between Key Frame and a set concept or a costume concept is a key frame is usually create from the highest point of a scene from the script." - Henry Fong (http://www.henryfong.ca)

"A key frame is an actual moment in the story, and may well have already drawn by the storyboard artist.  However, because it is an important moment or 'frame' from the story, it is often developed further than the standard storyboard 'frame' into a full blown concept illustration." - Nathan Schroeder (http://www.nathanschroeder.net/)

"A key frame is an important moment in the story, sometimes a large, detailed storyboard frame, that is more about action or "shot design" than about element, set, or costume design. Sometimes it's about a VFX moment. Either a concept artist or a storyboard artist may be asked to do it, depending on the dynamics of the crew and the relationship with the director." - Peter Rubin (http://ironroosterstudios.com)


"Keyframe concept [art] is basically an illustration that shows some kind of story or action. It's used to show the director what a final frame might look like. Typically is less about design and more about showing action or story." - Emmanuel Shiu (www.eshiu.com)

"From my perspective, a Key Frame illustration is meant to capture a specific moment in a film — to show the viewer exactly what a actual frame from a movie will look like.  This is different from a concept design drawing of painting, as these are primarily concerned with the design of a specific element (or environment) featured in a film.  Put a slightly different way, the Key Frame services the film in totality — where as a concept design provides insight into the design of an element of the film." - TyRuben Ellingson (http://www.alieninsect.com/)

The Design
"The artist must capture the mood and keep it poetic to the writer's work as well as what is in 'The Mind`s Eye' of the Production Designer and the Director's vision." - Chris Buchinsky (http://captzeppelin.wix.com/chris-buchinsky-)

"Key frames are more for mood and the overall feeling of the picture than they are for any solo conceptual idea, i.e. Props, costumes, production design, costume. They are key scenes from the movie illustrated keeping all of the aforementioned in mind. They are different from storyboards in that boards usually depict a scene through sequential imagery whereas a key frame would depict that same scene with one descriptive illustration." - Phillip Boutte Jr. (http://phillipbouttejr.carbonmade.com)

"Typically it will show the 'key' moment of the scene. The point of the scene that expresses the shot, the lighting, the mood and action. Everything you need to know distilled into one image." - Rob McCallum (http://mccallumart.com)

"The goal of creating a Key Frame is to express the mood and camera composition(angle) to bring the scene to it maximum level of drama. It usually doesn't focus so much on the design aspect of set or costume design.  The design is usually provided by fellow concept artist and depends on what stage of production you are at." - Henry Fong (http://www.henryfong.ca)

"The purpose of any illustration is to show what a set, or vehicle, or character may look like, but presented in a way that allows the viewer to understand what the design is, not necessarily how it will appear in the film.  We may illustrate a large set like a control room, or grand palace in a very wide angle, so that a director can see the whole set in in its entirety; but with the understanding that we will probably never see it that wide in the film.  We may illustrate a character in a pose that never happens in the story, but which allows the viewer to see the full costume.  The same goes for vehicles and props." - Nathan Schroeder (http://www.nathanschroeder.net/)

Avengers (2013) Keyframe by Andy Park © 2011 MVLFFLLC. TM & © 2011 Marvel. All Rights Reserved
My favorite piece of Thor concept art by Andy Park for the "Norse Gods Blogfest."

About the Blogfest
This post is part of Siv Maria Ottem and Alex J. Cavanaugh's "Norse gods" blogfest. Anyone who buys her book Secrets of the Ash Tree during this blogfest can email her and she'll send them an autographed print of the Freya illustration made by her daughter Maria Bech. This illustration is not available anywhere else and is not included in the book.  She'll also be giving away a signed copy of her book to who-ever actively parties the most today. So, if you want to join in, spread the word, use her banner, visit as many blogs as you can, and write a great post! She's giving away special points if you visit her new web page http://sivmariaottem.com/and like her Facebook Author page!

Secrets of the Ash Tree is available at most online retailers including Amazon and Barnes and Noble.
Official Description: 'Secrets of the Ash Tree' is the story about Liv, a young woman who discovers her true nature through the unraveling of hidden secrets. Her adventures begin when she digs up a chest that was buried by her father under the old ash tree in her garden. What she finds inside the chest changes her life forever. Liv discovers one secret after another and is thrown into a world full of dangerous and strange creatures, mighty Norse warriors and perils beyond her belief. What started out as a fairy tale in her father's journal was to become her legacy, a guide line to survival, and a map to the world she was about to enter. Each day, each mystery, each encounter will ultimately reveal her true destiny and behind the edge of a sword awaits a young god who is willing to share that destiny with her.

What do you think a key frame is? Do you prefer them to other types of concept art? What's the best key frame concept art you've seen?

Friday, September 20, 2013

STARGATE 1994 Concept Art and Storyboards by Patrick Tatopoulus and Peter Rubin


Check out Stargate concept art and storyboards by Patrick Tatopoulus and Peter Rubin

Every Friday, I feature artwork from a classic of science fiction cinema. This week's "Flashback Friday" post is on Stargate (1994)

Director Roland Emmerich is planning to reboot Stargate as a trilogy, so here's a look back at the concept art for the original film.

Two of the artists working on the film are Patrick Tatopoulus (Super Mario Bros, Riddick) and Peter Rubin (Man of Steel,
Battlestar Galactica: Blood & Chrome)

%%%% is a professional concept/storyboard artist who's worked on %Hollywood/big budget/blockbuster movies like XXX, YYY and ZZZ

Check out the rest of the images after the jump (click to enlarge).

Patrick Tatopoulus
In an interview for VFXHQ he talked about designing for the film Stargate:
"When I showed [director Roland Emmerich] my designs from DRACULA," Tatopoulos recalled, "Roland asked me to help design sets and the warrior characters for STARGATE. Over a three-day period, I created one sketch per character, each in one day, and he approved all of my designs on the spot. Roland and I understand each other; we are in the same realm of imagination."
 

Tatopoulos used Egyptian themes "with a Japanese samurai influence" for the design concepts but said he used his own originality for the characters. "Basically, I open books every day of my life, but when I need to design something, I close all the books," Tatopoulus' explained. "If I have 20 books open in front of me for references, I get lost."

After working on the character and creature designs "Roland asked if I could then build the creatures, which became my first experience setting up my own shop," he reflected. "I found a large space in North Hollywood that I shared with Greg Jein who was creating the models. 45 people worked in the shop with me coordinating the creatures, including Russell Shenkle, the mechanical shop head. He became my right hand on the show and really made things happen."

 






Peter Rubin


See more of Tatopoulus' concept art at tatopoulosstudios.net (coming soon) and Peter Rubin's work at ironroosterstudios.com.

Click on the links if you want to see more of Patrick Tatopoulos' film design and Peter Rubin's concept art or Stargate on my blog.

What do you think of the concept art? If you've seen Stargate what did you think?
 
Official StargateSummary
When Professor Daniel Jackson (James Spader) innocently accepts the offer of a mysterious woman to decode an ancient Egyptian artifact know only as the Stargate, he unwittingly takes the first step on an epic adventure that will span the galaxies and decide the fate of an entire planet. Colonel Jack O'Neil (Kurt Russell) a true soldier with nerves of steel and a tragic past, is brought back to active duty to commandeer the first trip through the Stargate. On a desert planet on the far side of the universe, Jackson and O'Neil must battle the powerful alien Sun God, Ra (Jaye Davidson). At stake: the freedom of an ancient civilization from slavery and any chance of ever getting home! 
Directed by Roland Emmerich
Cinematography by Karl Walter Lindenlaub
Production Design by Holger Gross
Starring: Kurt Russell, James Spader, Alexis Cruz, Viveca Lindfors, Mili Avital
Release date: October 28, 1994
Official Site: stargate.mgm.com
© Copyright 1994 Canal+, Centropolis Film Productions, Carolco Pictures, MGM. All rights reserved
 
Thursday, August 8, 2013

Find Out About the Astounding Short Film GAGE by Peter Rubin



Find out about Peter Rubin's upcoming short film Gage the Robot!

Gage, is described as "a robot-themed SF adventure story set in the near future."

Peter Rubin is a professional concept and storyboard artist who's worked on Major Hollywood films like Man of Steel, Battlestar Galactica: Blood and Chrome and Independence Day. He's branching out into other aspects of film-making and this is his first short film.

Find out more about this amazing short film after the jump and see the pics (click to enlarge).


The project is in the very early stages and they haven't shot a single frame, but I contacted him to get some more information and here's what he said about the project.

"Gage is the story of a sophisticated machine designed to be a defensive weapon for the very rich, and what happens when, by chance, he saves the life of a kid from the wrong side of the tracks." Rubin said, "I wrote it while I was working on Man of Steel, and started pitching it to friends and colleagues and got a tremendous response."

"It originated from a couple of things - my life-long interest in robots as characters, and my observation that we are moving into an age of AI relationships without most people even realizing it (every corporate telephone system seems to use voice recognition and some kind of fuzzy logic analysis, and then there's Siri, and chatbots on the web). It's only a matter of time before something like Gage is real.

"What will it mean to us? We already have an idea of how it affects our economy, and it's not pleasant, but what about relationships? Can you, not just choose, but build your family? I don't intend to supply any answers, just pose the questions. Plus, we get to play with a blue steel robot with ninja skills."

He's working with top notch talent too. Peter added, "I think the project's pedigree is pretty cool - My Special Practical FX supervisor is a veteran of ILM's Model Shop, Fon Davis. You'll be seeing some of his work in Elysium, and his credits include all the Star Wars prequels, Mission Impossible III, and Transformers: Dark of the Moon.

"My producer is also an alumni of Lucasfilm, David Valentin (Green Mile, Hero, Star Wars). One of the guys working on the VFX was deeply involved in the suit animation for Iron Man 3. I've been tremendously gratified by the support my project has received to date, and I am crossing my fingers that we can make it last, and grow. It's cliche, but it's a labor of love."

There's no release date for the short film or a feature film, since they don't have a distributor yet, but with a team like this I can't see this not going far.

Here's are some designs of the lead robot: GA6-E.




Here's the official description

Gage is written and directed by Peter Rubin, a veteran Hollywood illustrator and digital pioneer (Man of Steel, Green Lantern, Captain America: the Winter Soldier), and formerly a senior art director at George Lucas' Industrial Light and Magic. Our producer is David W. Valentin of AE35 Media, also an ex-ILMer, whose credits include Hero, The Green Mile, Space Cowboys, and the Star Wars prequels.

We are extremely fortunate to have Fon Davis of Fonco Creative (Elysium, Transformers: Dark of the Moon, Mission Impossible III, War of the Worlds, and the Star Warsprequels) and late of Industrial Light and Magic's famed Model Shop, as our Special Practical Effects supervisor, overseeing the construction of our robot suit. The magnificent Shawn M. Thorsson is our lead fabricator, and the versatile performer Barry Evans will undertake to wear the blue steel (watch for him at Comic Con next year)!

Gage is an independent short film project about the relationship between a high-end piece of consumer hardware that may or may not be actually alive, and the young girl from the wrong part of town who, through a quirk of fate, becomes his special charge. It's about hard knocks, family, friendship, addiction, and a shiny blue robot with ninja skills.

Learn more about the project by checking out the Facebook page https://www.facebook.com/GagetheRobotMovie and see some amazing behind-the-scenes images of the creation of the GA6-E helmet and body.

See more of Peter Rubin's portfolio at http://www.ironroosterstudios.com

Click on the links if you want to see more of Peter Rubin's work and the short film Gage the Robot on my blog.

What do you think of this film? Would you support this project?

© Copyright Peter Rubin. All rights reserved
Monday, June 17, 2013

Exclusive: Peter Rubin Talks About Designing the Shield for MAN OF STEEL


See exclusive concept art and learn about Peter Rubin's designs for Man of Steel.

Back in 2011, I talked to concept artist Peter Rubin about his work and he mentioned that he had some great stories about designing for Man of Steel. We had to wait till after the film came out so I could talk to him about it, but it was worth the wait.

Peter Rubin is a Illustrator and Designer for the motion picture industry for more than twenty years and worked on films like Independence Day (1996), Stargate (1994) and Gangs of New York (2002).


Man of Steel (2013) "Zod on the Black Planet" by Peter Rubin

Q: Welcome Peter, so how did you get the job working on Man of Steel?
I worked with Aaron Haye, one of the art directors, when we were both at ILM. He knew that I had adopted digital sculpture as one of my tools, and when they were looking for someone to do that for Man of Steel, he thought of me. He asked me to come down to Warner Brothers and Alex McDowell and I hit it off. I was originally hired for three weeks, and I wound up staying on for nine months.

Q: What kind of things did you design for the film?
I conceptualized a lot of the Kryptonian tech in 3D, often in collaboration with other artists working in 2D. Most importantly to me, the "S" glyph, and The Starcraft, were entirely, or mostly, mine.

Plus whole lot of smaller stuff, like the control panels that Jor-El and Lara use. The stasis pods in the Scout Ship. The device that cradles Kal-El in his father's laboratory and absorbs the Codex, before he's put into the Starcraft. Those ubiquitous standing control panels. All of that came primarily from me, with guidance from Alex.

Man of Steel (2013) "Starcraft Cradle" by Peter Rubin 

Man of Steel (2013) "Freestanding Control" by Peter Rubin

I worked on the exterior of the Scout Ship. That was based on concept paintings by Jaime Jones, who is a phenomenon. I was responsible for moving it forward from the initial paintings, getting the proportions right, and then later helping to conceive the parts of the exterior that would be built into the sets in Vancouver.


Man of Steel (2013) "Scoutship" by Peter Rubin with a design by Jamie Jones

The Black Zero Escape Pod, same story. H'Raka, Jor-El's warsteed,and the Council Chamber Thrones fall into the same category. The first paintings of those were by Christian Lorenz Scheurer. I've included one of them. Then there's the interior walls of the Black Zero, and the equipment in Jor-El's laboratory, which were in collaboration with Jaime. These were all on-camera props and set-pieces that were built in Vancouver by our stage crews based directly on my digital sculpts.

Man of Steel (2013) "Council Chamber Chairs" by Peter Rubin after a concept by Christian Lorenz Scheurer

I wanted to get my hands on the robots, I was desperate to, and I had permission, but there wasn't time. I had to channel that elsewhere, later.

Man of Steel (2013) "H'Raka Jor-El's Warkite" by Peter Rubin after a concept by Christian Lorenz Scheurer

Man of Steel (2013) "H'Raka Jor-El's Warkite" by Christian Lorenz Scheurer
 
Q: What was the process like designing the "S" Shield and what was the biggest challenge you overcome?
Man of Steel (2013) "Superman Insignia" by Peter Rubin

The bio-mechanical look of Krypton was based on Alex's idea of an alien design aesthetic, revolving around one of the key conceits of the script; that Kryptonians had perfected the ability to manipulate DNA. It's their primary tech. For thousands of years, they could build almost anything by biological means.

To get at this, we avoided referencing other bio-mechanical SF works like Giger's Aliens, and instead went back to nature. Our art department was full of scientific specimens, bones and bark and fungi and dried plants, and we pored over books of microphotography and biological systems.

Then from there, we went to Art Nouveau works of the late nineteenth and early twentieth century, everything from architectural facades to bookplates to ladies' hairbrushes. Art Nouveau designers assumed that nothing could ever be as beautiful as what nature creates. We tried to be as true to that ideal as we could.

There came a point in the process when it became clear to me that Alex was counting on me not to simply dimensionalize the things we'd done in 2D, but to make the Art Nouveau thing my own, really understand it on a physical level, and bring that to the table. I spent a few days really working on it, taking it to the nth degree, trying to make it part of my hand-eye repertoire. Shout out to Chris Strother, our art department researcher, who is awesome, and who sort of took me by the hand and showed me the path. In the end the work was, funnily enough, unusable, because it was too slavish to the 19th century, but by the time I was done I had the style down. It worked out in my favor, because when Alex and Zack decided they needed a new approach to the glyph, the El family crest, Alex came to me, because I was able to reflect that style most effectively.

We started by throwing open the door to almost anything. I must have created more than thirty very different shields. The only rule was that it had to fit in with Alex's preferred aesthetic. No straight lines, only graceful curves. Even the exterior frame is curved, although we came close to breaking the rule for that for a bit. There are probably some who would have preferred a radical departure from the past, but I regarded it as my particular challenge to make this version both something new, and a loving homage to the image of Superman I've carried in my head my whole life. I was extremely lucky, in that Zack and Alex instinctively saw exactly what I saw in it.

Q: The shield has changed many times over the decades, was there a particular style you wanted to reference?
I looked at all of it without deliberately referencing any one particular version.

The glyph that I created, the one that Zack chose, was based on my memory of the childhood years I spent drawing the "S," and idealized from that. Nevertheless, when I was done, I saw that I had unconsciously adopted certain features from historical versions - such as the serif being connected to both the upper and rightmost frame edges, which was a feature from the 1940s-era H. J. Ward painting that once hung in DC's offices. That was the original model for the modern Superman.

So that, for sure, and then the Silver Age Superman's symbol, big and thick-limbed. Then there was the Max Fleischer version, which took the colors and threw them in a hat. We played around with a black field behind the S, for a bit. Bright yellow seemed out of place on our Krypton.

Q: What's it like going from drawing the shield in crayon to designing for a major motion picture?

Just what you'd expect for any lifelong fan, I guess... I watched George Reeves on the TV show before I ever saw a comic book. To me, at that age, I thought he was the real thing. I spent a lot of time as a young kid with a towel around my neck, changing back and forth between being Clark Kent and Superman.

I drew a new "S" daily, in red and yellow crayons, because I always attached them to my t-shirt with safety pins. They took a lot of damage that way. I spent a long time trying to perfect my drawing of the symbol. To my six year-old mind, there was one right way to do it, and I would figure out the technique one day, which bit to start with, how to assemble the shield out of pieces of negative space, how to get the colors even enough.

Of course I was always drawing Superman too. And dinosaurs. :)

On the movie, a lot of my work was done on tight deadlines. Like on any film. But once in a while I'd stop, take a breath, and allow my inner child to really enjoy the fact that this assignment had been handed to me. It was, and is, a source of pride and joy.

Q: Costume Designer Michael Wilkinson said there was a "Neo-Medievel" design to Krypton. How was that achieved and what was your inspiration?

Well, I don't think there was ever a dictum to "go medieval." I think that it grew organically out of a desire to create a back story that would justify a man wearing a skin-tight set of leggings, tall, calf-hugging boots, a cape and a heraldic crest on his chest. You tend to gravitate toward something classical, and I believe that is what inspired the costume designer in creating the look for Krypton's outerwear. It just seems to make sense. The original comics drew on the look of circus aerial performers, side-show strong-men, and popular science-fiction pulp illustrations of the period.

For me personally, as one of a half-dozen or so conceptual artists and designers, the inspiration was Alex's direction and the desire to create something that was different and made some kind of science fiction sense in the context of the story. I'm very big on story.


Q: You mentioned that working with Production Designer Alex McDowell helped you to stretch as an artist. What was the biggest thing you learned?

It's hard to quantify. He's very cerebral, which I love, it suits me perfectly. He'll circle an idea and look at it from all angles. And he's demanding. A demanding idealist. The first attack on a problem doesn't satisfy him. Nothing on Krypton looks like anything you've seen in another movie, and that's why.

I've been an illustrator and a sketch artist for a long time. Artists I admire have liked some of my work, and I've received plenty of compliments on individual pieces in the right context. I was an art director at ILM, and that was my job there too, to design VFX and hardware. But Alex was the first one with his sort of stature who, in my twenty years of working in film, had ever turned to me and said "you are a real designer, and a good one," in so many words. And it was said in the context of working on the "S." It's a small thing, but it meant a great deal to me.

Tell us what it was like working on this amazing film.

One of the cool things that happened was that we had started designing the Kryptonian script, and after it was well along - a really good art director and graphic designer named Kirsten Franson was working on it - it was determined that we needed to have a real language. A linguistics professor from UBC was brought in, and against everyone's expectations the two of them were able to create a working dictionary of Kryptonian script, and in record time. Everything you see written on the walls in the Council Chamber and in Jor-El's lab is actually something from the Superman comics, existing Kryptonian mythology or philosophy. David S. Goyer is a madman for that stuff. I thought I was a fan - he's a super-fan.

Aside from that, the stuff that stands out for me was watching the people in other disciplines do their jobs. That's always the best for me. The paint crew and the sculptors, the set decorators were huge on this show, very inventive... the prop crew, the costumers... The guys building alien worlds out of plywood and Styrofoam. Seeing stuff I had designed on paper or my computer become real, physical objects was great. Seeing the Starship turned into a sixteen-foot long set piece that would sit in the Kent's barn, or later on that aircraft, was lovely.

Man of Steel (2013) "Kal-El's Starcraft" by Peter Rubin
I want to mention everybody by name, but if I start, I'm afraid I'll leave someone out. Amazing group of people. One of the best times of my life.

Q: Are there any more stories you'd like to tell?
I have one story, not from the production, but from after the opening.

A friend of mine, very smart and certainly more of an authority on comics than I am, has it in for Man of Steel, and says he's disappointed that kids today are "too cynical" for the red underpants and a glasses-only disguise. I think he's wrong. The kids I know who are going to this movie aren't jaded - they approach it full of wonder. Proof positive came in the form of my other friend Vince's story about his own son, twelve, who accompanied him to the movie as a Father's Day weekend treat.

When a certain scene came up between young Clark and his adoptive father, Pa Kent (if you've seen it, you can guess which one), this twenty-first century pre-teen kid reached over and held his own father's hand. They looked at each other, eyes wet, and without having to say so, mutually felt the absence of the boy's grandfather, Vince's dad, who had recently passed.

This blockbuster, popcorn, slam-bang action movie was able to act as a symbol of connection, and help these two strengthen their bond, and mourn, and celebrate, and make the pain a little better.That's what movies are for.

That's what Superman is for. That's his real power.

Q: Where will we see your work next?

I spent some time on "Captain America: The Winter Soldier" for Marvel. Also, I'm collaborating with comics writer Mariah Huehner on a collectible figure based on her character "The Empress of the Jellies." We are going to Kickstarter to make it available to fans.



And then, there's my own movie. I'm excited about that. It's called "Gage," and I wrote it while I was on Man of Steel.  It's robot-themed, robots and kids - and a fun adventure.


I've had lots of positive feedback about it, and there'll be some news later this year, I hope.

See more of Peter Rubin's incredible work at  ironroosterstudios.com  and follow him on Twitter. Also, see the portfolio of Christian Lorenz Scheurer at christianlorenzscheurer.com and Jamie Jones at http://www.artpad.org.
 
Official Man of Steel Synopsis
From Warner Bros. Pictures and Legendary Pictures comes "Man of Steel," starring Henry Cavill in the role of Clark Kent/Superman, under the direction of Zack Snyder ("300,""Watchmen"). The film also stars three-time Oscar® nominee Amy Adams as Daily Planet journalist Lois Lane, and Oscar® nominee Laurence Fishburne as her editor-in-chief, Perry White. Starring as Clark Kent's adoptive parents, Martha and Jonathan Kent, are Oscar® nominee Diane Lane and Academy Award® winner Kevin Costner. Squaring off against the superhero are two other surviving Kryptonians, the villainous General Zod, played by Oscar® nominee Michael Shannon, and Faora, Zod's evil partner, played by Antje Traue. Also from Superman's native Krypton are Lara Lor-Van, Superman's mother, played by Ayelet Zurer, and Superman's father, Jor-El, portrayed by Academy Award® winner Russell Crowe.

Official Site: manofsteel.warnerbros.com

Director: Zack Snyder
Starring: Henry Cavill, Amy Adams, Michael Shannon, Diane Lane, Kevin Costner, Laurence Fishburne, Antje Traue, Ayelet Zurer, Russell Crowe
Cinematography by Amir Mokri

Release Date: June 14, 2013

What do you think of the illustrations?

© Copyright 2013 Warner Bros., Legendary Pictures, Syncopy. All rights reserved
Wednesday, March 16, 2011

Sexy Cylon Killers Attack in BATTLESTAR GALACTICA: BLOOD AND CHROME Concept Art

Concept art from the upcoming prequel Battlestar Galactica: Blood & Chrome was posted last year and it looks pretty amazing. Hopefully, it will make up for the awful Caprica.


According to the press release: "Battlestar Galactica: Blood & Chrome takes place in the 10th year of the first Cylon war. As the battle between humans and their creation, a sentient robotic race, rages across the 12 colonial worlds, a brash rookie viper pilot enters the fray. Ensign William Adama, barely in his 20's and a recent Academy graduate, finds himself assigned to the newest battlestar in the Colonial fleet... the Galactica. The talented but hot-headed risk-taker soon finds himself leading a dangerous top secret mission that, if successful, will turn the tide of the decade long war in favor of the desperate fleet."




These are done by Peter Rubin, who said: 
"WOW! That was fast - SyFy has ALREADY released the concept art I did for BSG: Blood and Chrome! So happy they liked it, and thrilled to have helped out... There will be some more, but it will have to wait for the show to air!"
Can't wait to see it Peter! Awesome stuff!

Check out more of his work at Iron Rooster Studio.


Via blastr.com