Showing posts with label Ron Cobb. Show all posts
Showing posts with label Ron Cobb. Show all posts

Tuesday, April 3, 2012

In Space No One Can See You Watch This 'Alien' Concept Art

C is for Ron Cobb
One of the greatest concept artists ever is Ron Cobb (Alien, Aliens, Back to the Future, Firefly). Ron Cobb (born 1937) is an American cartoonist, artist, writer, film designer, and film director. Some of his most memorable work was on the classic film Alien (1979). This is some of his work on the ship Nostromo.

The design of the Nostromo is credited to illustrators Ron Cobb and Chris Foss. Ultimately Chris Foss' highly organic visions of the spacecraft were discarded in favor of Cobb's NASA-like utilitarian renderings. Ridley Scott made his own design contributions as well, adding most of the cathedralesque "refinery" portion, which dominates the craft on screen. Much of the ship's architecture, particularly its interiors and the colossal spires of its refinery structure, are inspired by the cavernous yet simultaneously claustrophobic sensibilities of haunted houses and castles from Gothic Horror films such as Nosferatu.

Early Ron Cobb designs for the ship and the Nostromo's ramp and air lock access.

Images from the collection of scenes Ron Cobb painted under Dan O'Bannon's direction to be "shopped" around with the original Alien script. Top pic is an illustration of the ship (then named "Leviathan"), the middle image is of the blueprint elevations of the same vessel, and the bottom image details the arrangement of the ship's interior.

Early Ron Cobb designs for the ship's bridge.
 Astronauts explore the Alien sanctuary in early concept art.

An early design for the Nostromo ship.

Here's what the ship looked like in the film.
Ron Cobb's website isn't up at this writing, but you can check out http://roncobb.net/ later.

Some text is from http://annex.wikia.com and io9.com



This post is part of the month long "A-Z Challenge." For the next 27 days, we'll be choosing a letter from the alphabet and crafting a post around it. To read more of the posts in the series click here here. To find out more about the challenge go here.
Hosts: Arlee Bird at Tossing it Out, Alex J. Cavanaugh, Stephen Tremp at Breakthrough Blogs, Jenny Pearson at Pearson Report, Matthew McNish at The QQQE, Tina Downey atLife is Good, Jeremy Hawkins at Retro-Zombie, DL Hammons at Cruising Altitude, Shannon Lawrence at The Warrior Muse, Elizabeth Mueller, Damyanti Biswas at Amlokiblogs, Karen Gowen at Coming Down the Mountain, and Konstanz Silverbow at No Thought 2 Small. Check the Facebook page and the Twitter hashtag is #AtoZChallenge.

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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Thursday, November 17, 2011

Ron Cobb Shines in 'The Last Starfighter' 25th Anniversay Edition [Review]

Note: This is a review of the quality of the special features and not the movie itself.

The Last Starfighter (25th Anniversary Edition) [Blu-ray] is a good DVD with memorable interviews with production designer Ron Cobb.

The Last Starfighter (1984) has been one of my guilty pleasures since I was a kid. It's not a great movie by any means, but the break-through special effects and the heart-warming story of a video game junkie that becomes a fighter pilot always warmed my heart. It seems unfair that the Blu-Ray is less than $15 and the DVD is in the $5 bin. I know it's not great, but it's better than it's shelf mate Popeye.

Description
"Greetings, Starfighter! You have been recruited by the Star League to defend the frontier against Xur and the Kodan Armada.” So begins an adventure of galactic proportions in The Last Starfighter. After Earthling Alex (Lance Guest) conquers the Starfighter video game, he is recruited by alien Centauri (Robert Preston) to be part of an elite legion of fighters. Leaving behind his trailer park home for the outer regions of space, Alex becomes the last hope for the beleaguered Star League and hundreds of worlds – including Earth. Loaded with out-of-this-world bonus features and digitally remastered for optimum picture quality, The Last Starfighter 25th Anniversary Edition is the ultimate video game fantasy come true"

Special Features Review
Heroes of the Screen
A making of featurette that covered a lot of the same ground as the the later video "Crossing the Frontier". Most of the footage is the same with one noteable exception: Paul Power the storyboard artist. They even do a time-lapse of his starting a storyboard and talking about his philosophy.

Crossing the Frontier: Making The Last Starfighter
In the 32-minute making of featurette, “Crossing the Frontier: Making the Last Starfighter” key members of the crew are brought back to talk about the making of the movie and it's mind-blowing. From one scene where the technical director does the math on a chalkboard and tells them they should use models to stories about sleeping on Cray computers it really makes you appreciate how much work it took for the film.

The highlight for me was watching Ron Cobb. The guy is humble and honest talking about the development. Part of the feature focuses on how they took advantage of his drafting skills to plot every single line of the ships he designed. They basically scanned them into the computer and ran with it. Besides designing the vehicles he also designed Xur's scepter.

Image Gallery
An extensive Image Gallery has numerous production and promotional photos on the characters, ships, merchandise. The gallery shows concept art and drawings for the Starcar, Starfighter and Starfighter landing bay.

Overall, it would have been nice to see some more designs, but the interviews with the great Ron Cobb more than made up for it.

You can see more amazing storyboards from Paul Power at his website http://www.paulpower.com/
Maybe one day Cobb will finish his website http://roncobb.net/ 

Stars: 3.5 out of 5