Showing posts with label BattlestarGalactica. Show all posts
Showing posts with label BattlestarGalactica. Show all posts

Tuesday, March 13, 2012

Exclusive: Andrew Probert Talks About Designing 'Star Trek,' 'Battlestar Galactica' And His 'Digital' Art

Normally, I only post on Mondays, Wednesdays and Fridays, but this is a very special post.
Andrew Probert has been a designer for over twenty years, but his most famous work was on Star Trek: The Next Generation. A legend in the concept design world, Andrew G. Probert has an artistic career working on some of science-fiction's greatest Hollywood productions.

His Hollywood career began as a designer for Glen Larson's Battlestar: Galactica. He was a major contributor on the planned Star Trek television sequel Star Trek: Phase II and the film Star Trek: The Motion Picture as concept designer/illustrator.

Probert's career has spanned numerous influential television shows like Airwolf and Street Hawk and films like Back to the Future and *batteries not included (1987). He's also the creator of the iTunes app "Concept 101: The Worlds of Andrew Probert."

He was kind enough to answer a few questions for my blog. He talks about his inspiration for Battlestar Galactica, how his being a Trekker influenced his designs of the Enterprise and his approach to "digital" drawing.

Q: When did you know you wanted to be a production illustrator?
While attending Art Center College of Design, as an I.D. [Industrial Design] student, a bunch of us heard there were some amazing sketches down at Long Beach State college, I think it was, and we went down there to check 'em out.  They were pre-production sketches produced mostly by Joe Johnston for Star Wars (the first film).  That was when I wanted to do that, right then & there.

Q: Do you usually start with a lot of sketches before you draw, or do you just start and see what happens?
I always start with as much information I can get, regarding what it is I'm asked to Illustrate or Design.  With that in my head, I usually get into my 'form-follows-function' mode and start sketching the item based on it's practical usage, operating mode, entry/exit methods, etc... everything an Industrial Designer does when looking for a Design solution.

Q: What was your most surprising inspiration for the Cylons in Battlestar Galactica?

My Cylon sketches started with Ralph McQuarrie's (RIP) preproduction paintings & sketches but I moved away from those when I hit up the idea of the Cylons being one group of many "Ancient Astronauts" that are supposed to have visited Earth during Mankind's early years.

I then came upon the idea that maybe the Cylon's helmet & armor influenced the look of Greek armor & helmets in particular so I developed that idea and it worked.

Q: You've done a lot of concept art, but you've also done storyboarding. Do you have a preference between them?
Even though I have a strong understanding of the cinematic story-telling process and the dos & don'ts of where to place the camera, maintain screen direction & all, I feel I'm more valuable in providing designs of hardware, props, and sets because of my Industrial Design training.  I'm able to surmise how these 'products' might be manufactured and how, in my opinion, they would best be formed to satisfy the duties for which they'd be constructed.

Q: What went through your mind when you were redesigning the USS Enterprise for Star Trek: The Next Generation?
There was a lot of angst among the Star Trek fans about how we were going to "replace" their beloved original version of Star Trek.  Being a Trekker myself, I could understand their concerns which I was dedicated to address the best ways I could.

My first task was to design the bridge and I took as many details as I could, from Kirk's original bridge, and incorporated them into what Gene has asked me to come up with.  When Herman Zimmerman came on board as Production Designer, he asked me to consult on the remaining sets in order to provide continuity with the look of the new bridge as well as provide as much familiarity as I could get into those other spaces, the transporter room layout & details, for instance, as possible.

At the same time, I moved into providing designs for the ship's exterior which was accepted & approved by the Producers rather quickly.  As for design thinking, I wanted the ship to look like a very advanced version of Kirk's ship including the hull's general coloring while grabbing bits & pieces of newer Starships along the way.

Although painted kind of a pearl gray, the original miniature picked up a lot of blue from the SFX blue-screen background, making it look blue-ish on television so I called out colors to emulate that coloring.  Then for some unknown reason, however, the FX team optically neutralized the coloring down to grey.

Q: While working on Back to the Future, how much of Ron Cobb's work remained in the final design of the DeLorean?
Probably 80% is still Ron's. I provided all the remaining detailing and a couple of small changes on the car.

Q: What do you think is your greatest achievement so far?
My four beautiful children... all with families of their own now.

Q: Do you prefer digital or traditional art tools?

I'm still clumsy when "painting" on a computer.  Therefore, the only 'digital' painting I do is using the digits found at the ends of my arms.

Q: You recently acted in the fan film Star Trek New Voyages: Phase II as Commodore Probert. How did you get involved and what was it like working on it?
Image: Andrew Probert (left) Gil Gerard (center) with James Cawley (right)
I met James Cawley at a convention and we hit upon the idea of my doing a cameo in his next show.  Well, I got a script and (fighting my notoriously bad retention skills) memorized my few lines.

When I showed up on set, however, several of my lines were handed to another actor, which really threw me to the point of not remembering anything.

I then ended up making kind of mess of my scenes and can only hope now that they edit me into some perceived cinematic glory.

Q: Are you still producing art personally or professionally? If so where can we see it next?

I do offer Art Prints on my website but along with that, I have, for a while now, been creating hand-painted Renderings for the calendar:  'Star Trek - Ships of the Line' every year or so.  That's probably the most consistent showplace for my new pieces.

I am, on rare occasions, commissioned to provide a painting for someone looking for original Art.  Last year I was invited to speak to the I.D. department of the University of Cincinnati and, of course, I'm still invited to speak at conventions, every so often, but since I haven't been involved in any current productions for awhile, my talks are pretty much retrospectives.  Having said that, I'm developing kind of a Hardware Design Workshop to supplement those slideshows. 

I just recently completed a series of Concept Designs for 'The Blue Man Group', working with another Artist/Designer Eric Wilkerson, creating new,... hmm, let's say 'props' for a show that is to debut in Las Vegas later this year or maybe in 2013.

And, lastly, I've just started creating a new website which I'm hoping will encourage me to post more materials and maybe even more art prints in the bargain.

Q: Thank you so much for your time.
You're very welcome.

You can see more of Andrew Probert's portfolio and work at http://www.probertdesigns.com.

Check out more of my interviews with amazing artists on my List of Interviews page.

What do you think of Andrew Probert's work?
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Tuesday, January 10, 2012

Nathan Schroeder Reveals Byran Singer's Battlestar Galactica Concept Art

Back in 2001, Bryan Singer began work on a movie based on the 1970s television series Battlestar Galactica. It died thanks to event surrounding 9/11. Recently, the projects been picked up again with a new writer.

Concept artist Nathan Schroeder (Star Trek, X-Men, X2) posted some concept art from the original project. It features some new visions of the Cylons, ship interiors and a design for a Scorpion fighter ship.

Here's what he says about the concept art:
Battlestar Galactica: no, this is not the Battlestar Galactica that is a big hit on cable. This was an earlier attempt to re-launch the series by director, Bryan Singer. Unfortunately, this did not get finished, which is a shame since I think we really developed a nice architectural language.







Check out more of Nathan Schroder's work at http://www.nathanschroeder.net

What do you think of the Battlestar Galactica designs?

Monday, December 26, 2011

Exclusive: Peter Rubin Talks About Designing Logos for 'Man of Steel' and the Past and Future of Digital Design

Peter Rubin once said, "Inspiration is the thing that happens between thoughts." He must have a lot of thoughts.

Most concept artists have transitioned from traditional media like ink and paint to digital, but Peter Rubin was the first freelance artist to do it. He's worked for over seventeen years in the industry working on films like Independence Day (1996), Gangs of New York (2002) and Green Lantern (2011). His four-year work as an art director at George Lucas' Industrial Light and Magic led to him becoming a "go-to guy" for directors like Clint Eastwood (Space Cowboys).

I first saw the work of Peter Rubin from Battlestar Galactica: Blood and Chrome which was also featured by Blastr and io9. His image of the Cylon snake (nicknamed "Cython") was so striking Blastr said it had to go in.

Here's an exclusive interview with him and he talks to me about the challenges of an artist in the entertainment industry and the joy. Plus, he tells a great story about designing the new chest emblem for the Superman reboot Man of Steel.
[Image: Terminator 3: Rise of the Machines (2003)]


Q: When someone asks you what concept art is, what do you say?
It's the very first visual representation of a film (the same could be said of storyboards, although they have a different purpose and origin). It brings a film's creatives together, mentally, into the same pictorial space. It provides producers with the confidence to underwrite the process, directors a method of communicating their ideas, and designers with the first iteration of the assets which will become the gears of the narrative machine.

Q: What's it like being an artist in the entertainment industry?
[Image: Hulk (2003)]
I don't have any real experience of being an artist in any other arena. I have heard artists I respect call it the dead-end job from hell, but I don't feel that way at all. I haven't acquired the cynicism somehow.

It's both as mundane as any other job and as glorious a thing as I can think of. It can feel more like play than work, or it's dull, or it's terrifying. You don't know which it's going to be on any given day. It's easy, and it's impossibly hard. I draw pictures on a screen, it's not exactly digging for coal; but I have once in while nearly worked myself into the hospital.

So much money rides on these things, and at the same time - it's only a movie, right? How much could it matter? But it's our livelihood and our great love, and I see people implode over it all the time.

From a practical standpoint: I don't live in Los Angeles, but I try to maintain some kind of presence there. I think my career would have been an easier thing to manage if I'd gone back there after my first couple of projects at ILM, but my family and I fell in love with the Bay Area. So I have to do some commuting. But so many films being made outside of California means that even if you live in LA, you have to be prepared to travel.

With the new technologies, it's easier to live away. A lot of artists work out of their homes, even locally. But I love being on-site, in the art department - the mix of personalities and methods, you learn so much; and there's nothing like direct access when you are working for intensely creative people.

Q: Recently, your concept art was released in connection to Battlestar Galactica: Blood and Chrome where did the inspiration for the designs come from?
Well, from the script, of course; but mostly from discussions I had with the show's producer, director and writer, and from their need to have an art package in hand VERY quickly. There was no time for refinement, though we did the best we could.

After I did the initial concepts, we sat around a table with the VFX guys for a couple of weeks and hashed out a lot of stuff. We took inspiration from the show, of course, but also from other films, from existing architecture and landscapes. We did some of that "no, no, that looks too much like the creature from (insert genre movie title here)," as a way of winnowing out certain things.

The robot design - the one that looks vaguely like a centurion of some kind, with one eye - was a little unusual in that I had done it on my own as a portfolio piece, and David Eick saw it and liked it - he bought it from me. And I have some more environment work that I'd love to put on my site, once they show it.

Q: Are you disappointed that BSG will be a web-only series?
Certainly. I loved working with those guys, and I'm a huge fan of the show. Honestly, though, the whole proposition of doing a live-action series without any sets, all-CG environments, and doing it on a TV budget, is in my mind a dicey one. It's hard to make it work convincingly even when you have all the money in the world. Nevertheless, their VFX team is extremely talented, and I heard the show was looking very good. I wish them luck, and I hope they make it on the air eventually.

Q: The illustrations for Surrogates (2009) are incredibly detailed, including explanations of the technology and cross-sections. How important is it to have a technical understanding of the designs you create?
It's part of my process; it's very important to me. It probably doesn't mean as much to most of my clients.

I'm actually more story-oriented than design oriented, in a way - that's what interests me. Not just what looks cool, but what does it mean in context?

When I'm working on a project that involves world-building, I try to immerse myself in it, and answer my own questions about it, solve problems brought up by the technology or the requirements of the story. The Surrogates stuff came out of my having a very different concept of how the robots would work than the one being promoted by the production designer, who had come onto the project later than I.

He thought that the Surries' faces should be operated through hydraulic bladders under the skin, filled with some kind of icky green liquid, whereas I was operating under the assumption that it was more about mechanical servos moving foamed silicone or the like. So I started doing some research into how artificial muscles actually work, and tried to come up with a plausible technology that blended the two approaches. Once I assumed that the robots were full of green juice, then I had to figure out how that would translate into things like body temperature, skin color, and major muscle movement. It was pretty successful, I thought, but it was never really used in the film; our VFX budget was slashed to the bone.

There are a few people I've worked for who have a very cerebral approach to the work, which matches my tendencies. Alex McDowell, the production designer on Man of Steel, is a bit like that.

Q: You were the first illustrator to switch to all digital back in 1992. What was it like transitioning from traditional media back then?
[Image: Terminator 3: Rise of the Machines (2003)]


I got very interested in CG in the late eighties - my brother-in-law was a graphic artist who worked on a Mac, pre-Photoshop, designing icons for some of the first color GUIs. He showed me his stuff and I immediately started thinking, "how can I incorporate this into my work?" - and it just got more intense. I did my first digital art on an original black-and-white Mac classic, with a mouse, drawing pixel-by-pixel.

Then Photoshop came along, and Painter, which is still my daily bread-and-butter app, and the Wacom tablet. But I didn't actually make the transition until I had felt like I'd mastered it. I was working on a show that had a Mac-centric crew, very rare in those days. The PAs even had computers on their desks, which was unheard-of. I let the UPM know what I was planning to do, and this guy, a power-user who was scanning and storing storyboards digitally and programming databases to organize them, told me I was crazy - that I couldn't pull it off. I went out to a long lunch, bought my first computer, and was doing digital art that afternoon, actual production art. He changed his mind.

The surprising thing at the time was that many of my fellow artists were vehemently opposed to it. I tried to evangelize a little, but was seriously rebuffed. They were afraid of it. A few of them still are. There were some who were applying the technology in partial ways - one might be scanning boards, which I already mentioned, another creating certain types of graphics or signage in Illustrator, a third building 3D models to use as design tools. But I was the first one to throw away my pencils for good, and all at once. My clients, who I thought would be a tough sell, fell in love with it right away.

Roland Emmerich was especially helpful - I went to him and said, "OK, I'm drawing pictures for you, but I think there's a ton of things I can accomplish with a little more tech on my side. Laser printers, 3D software, scanners, and the like." He went for it, and we shared the cost. That was for Stargate. I did 3D storyboards, which were eye-opening, and temp VFX, and video-playback animation, and color comps, and pre-vis... I was on it for over a year. I shared an office with him, at the end, and he could just look over my shoulder and tell me what he wanted. Kind of awesome.

Q: Where do you see digital art changing concept illustration in five years?

The process that's going on now will continue - there's a lot of pressure on free-lance artists to be up on the latest software and to own the latest gear, and to be multi-discipline. The technological pipeline for concept art will become slightly more standardized, the way that traditional set design has been standardized for years, for the sake of simplifying the communication and the process. We need that; so much time is wasted trying to get all the different packages to talk to each other, and translate files. How we do that and keep the costs in line for artists and for studios both, that's the big question. Plus, how do we simultaneously allow for experimentation and variety, which as creatives we also need?

More VFX methodology will creep into pre-production. Distinctions between job descriptions will continue to be blurred by the technology, as the methods grow and change. This is very problematic for the various intra-guild job classifications, which is how base salaries, and therefore labor budgets, are determined. Pre-vis artists have been incorporated into the process, for instance.

There's a job we have, to persuade certain people that what we do is still central to the process - it seems like a no-brainer, but some productions are attempting to short-cut the design process out of existence, to work without a real production designer, and they feel like digital technology is a path to doing that. It's foolish, both from a creative and from a financial point of view.

My opinion is that the narrative art is best served by a fully integrated, interactive and aware creative team, from beginning to end. We start with concepts, turn those into assets, then it's a process of iteration and refinement. A lot of the reason so many genre pictures are aesthetically unsuccessful is that so much of the creative process in films that are heavily CGI-dependent is shucked off to wholly separate entities - groups that don't ever meet, much less effectively interact. It takes an extraordinarily strong director to shepherd that many disparate individual forces into a coherent vision - and an extraordinarily conscious and involved VFX supervisor and facility to meet the director and designer halfway. And good, solid design as the through-line.
In the short term, the biggest changes to film design will come out of technologies like 3D printing and digital manufacturing.

Already, it's possible to take concept art, such as digital sculptures of the sort I do all the time, and, using stereolithography or CNC, turn them into set pieces with very little alteration. In five years, this will be old-hat. There may be a lot more 3D - and I mean stereoscopic 3D - concept art, depending on the success of that medium. I've already done some myself, envisioning environments for a film that didn't make it into production. (I know that 3D is supposed to have a questionable future right now, but I think it's here to stay.)

What other technologies might come along in the next five years - or even three - will be very interesting to see.

Q: What are the three biggest influences in your art and why?
Can't pick just three - sorry. I'll give you four categories, that's as narrow as I can make it!
1. The comic strips, and their creators, that were my first inspiration. George Herriman. I loved Walt Kelly and Charles Schulz, and learned to draw by imitating them, and the comic book artists. Curt Swan, Neal Adams, Jim Steranko, Jack Kirby. Mad magazine - Jack Davis, Mort Drucker, Wally Wood. Political cartoonists and editorial illustrators like Pat Oliphant and Al Hirschfield. Jules Pfeiffer influenced me a lot, both with his comics and his love for the medium.

2. The movies next, Disney and Harryhausen when I was a kid, then Kubrick and Scorcese and Welles; Robert Altman; The Marx Brothers; I watched Casablanca again and again when I was thirteen. I loved Rod Serling. Planet of the Apes was huge for me, 2001 came along about the same time; those two movies are probably responsible for my having a career, in a way - they are the reason I got interested in film production. I was making latex ape masks in junior high, from scratch.

3. Later, it was the film artists that I worked with. Directors, production designers - most of all my fellow illustrators. Even later, the artists I worked with when I was an art director at ILM. Even the ones who were much younger than me... I would never have admitted it then, but keeping up with them was murder.

4. Most of all, I think, the written word. I was a precocious reader - I was reading at a ninth-grade level when I was about eight, I was told. I loved Edgar Rice Burroughs, Arthur Conan Doyle, Mark Twain, Poe, and almost any science fiction I could get my hands on. Ray Bradbury was very important to me, so were Heinlein, Sturgeon and P.K. Dick. A. E. Van Vogt. Tolkein, of course. I read the Bible from cover to cover. Shakespeare. Star Wars came along when I was almost an adult; it just confirmed everything I had learned from those writers. I loved it, wholeheartedly.

Q: What can we expect next from you?
Well, Man of Steel comes out in 2013. I've left some fingerprints on that. I spent nine months working with Alex on the details of Krypton. Like I said, he's a thinker... for him, it was all about the aesthetic and the culture of these aliens - characters that everybody thinks they already know, which made it all the more challenging. He was very particular, which drove me to work hard to try master the style he had in mind. It stretched me, and I think we did some new and interesting things, both from a visual point of view and also technologically, within the process. Zack is a strong director, too, and I'm very excited by what he's bringing to the story. What we did behind the scenes is going to have repercussions in the business, and on screen it's going to knock people's socks off, in my opinion.

I'm a huge Superman fan going back to childhood, and so was very, very glad to be a part of it. I got some amazing design opportunities. For one, I was asked to design the new "S" insignia, the one that Henry Cavill is wearing in all those leaked on-set photos. I've been drawing that in one version or another since I was four years old. I was hitting in the sweet spot, and it felt like one of the high points of my career as a designer. There were some interesting struggles associated with it - I'll tell that story someday. :)

I've been doing some work on The Host for Andy Nicholson, based on a Stephanie Meyer novel, directed by Andrew Nichols. There's a book coming out next year that's kind of hush-hush, but I have some art planned for that. And I have a project of my own that I'd like to get off the ground - a short film with a robot theme that I've managed to get a couple of people excited about. We'll see what happens!

Thanks for the interview Peter!

You can see more of his work at his website http://ironroosterstudios.com/ and right here on my blog in the future.

Read more of my exclusive interviews with the people that create the magic in my list of interviews.

What do you think of Peter Rubin's work?

Friday, October 14, 2011

The Alien Temptations Sing in Ralph McQuarrie Battlestar Galactica Concept Paintings

A legend in the conceptual art world, Ralph McQuarrie was hired to create concept art for the television show Battlestar Galactica (1978). The guy has a great imagination and even managed to infuse the show with a cool 70s vibe.
Galactica.tv has a whole set of amazing paintings. Here are some of the best ones.

Next to doing concept sketches for the designs of the ships and aliens on Battlestar Galactica 1978, Ralph McQuarrie was also asked to paint 24 color images to be used on the first script of the pilot "Saga of a Star World". This script (of which only 50 were printed) was written to convince the studios to pick up this costly project and the illustrations helped to explain and visualize the story.














What do you think of the artwork?

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