This is our eighth issue! In this issue we have a music review, an interview, a tourney review, and a tutorial! We also have one guest writers this month; Tokyo Rose and Alice Margatroid. This is also our second PDF Magazine! In the PDF will be tutorials, interviews, and much, much more! Remember, we're always on the lookout for new contributors. Happy Reading! - The Magazine Team
Contents Page 1 – Cover by Tokyo Rose Page 2 – Note from the Team Page 3 – Contents Page Page 4-8 - Interview with MerDeNoms conducted by Torak Firenze Page 9 - 26 - Team Tourney 2010 Review by Tokyo Rose Page 27 - 42 - Artist Interviews: Anything Pink conducted by Tokyo Rose Page 43 - 49 - Artist Interviews: Harry conducted by Tokyo Rose Page 50 - 77 - Featured Artists: Harry compiled by Tokyo Rose Page 78 - 85 - Artist Interviews: Mikey conducted by Tokyo Rose Page 86 - 98 - Featured Artists: Mikey compiled by Tokyo Rose Page 99 - Liste Noire: Armour Interdict! by AnythingPink Page 100 - 101 - Come Around Sundown Review by Torak Firenze Page 102 - 105 - Fallout: New Vegas [PC/360/PS3] by Alice Margatroid Page 106 - 115 - Signum: A Fractal Tutorial by Tokyo Rose Page 116 - 132 - Vesper: A Fractal Tutorial by Tokyo Rose Page 133 - 156 - Amalthea: A Fractal Tutorial by Tokyo Rose Page 157 - 159 - The Artist Palette: Deadly Emerald by Tokyo Rose Page 160 - 161 - The Artist Palette: The Cultural Aspects of Purple by Tokyo Rose Page 162 - 164 - The Rule of Thirds by Tokyo Rose Page 165 - Closing Note
Interview with MerDeNoms Torak: Alrighty, hey everyone, (I know omg Torak is doing the interview !?), today the interview will be conducted with the leader of a very successful team… Yes, it is indeed MerDeNoms, from Avant Garde! So, MerDeNoms, can you tell us a little bit about yourself? MerDeNoms: There’s really not much to say, my real name is Jag, and I’m from Montreal, Canada. People often wonder where my nik comes from, it’s the name of an album from the band A Perfect Circle. Torak: Cool Now I know you’re pretty big into the “art” deal. Do you take it seriously, or is it just something you do for fun in your free time? MerDeNoms: This is something I do when I have some free time. I work about 50 hours a week, so I usually check in on PR from work. I don’t have as much time for graphics as I used, but I still make time to make sure the team is up and running. Torak: Wow, that's impressive I know a LOT of your works are real hawt. This obviously comes from plenty of practise! How long have you been in the “Graphics community”? MerDeNoms: I started a few years ago, I think it was back in 2006 or 2007, but you’re being too kind when you say my stuff is “hawt”, it’s ok at best Torak: Stop being modest haha What exactly brought you into the community? Perhaps you could show us some early works of yours, so we can get an idea of how far you’ve come! MerDeNoms: I used to play a game called Red Alert 2, and there were always a few guys on the games site that had these really cool sigs. That’s pretty much how I got into it. I got photoshop and started playing around. Actually, one of the guys who always made nice sigs on that forum was Joel, who is also a part of aV right now. I don’t really have most of the stuff I made when I started out, had a hard drive crash a while ago, and lost all those psd’s. But these are pretty old and crappy
Torak: Wow, those are pretty good for your first pieces xD Did you have a “muse”, or some form of inspiration for these pieces? A mentor, perhaps? MerDeNoms: I didn’t have a mentor, I just did what most people do when they start out, I read tuts, learned how things worked that way, and then started adding my own touches to everything. Once I learned some of the basics, I started going off on my own. Torak: Do you follow a certain “plan” or order when you create your art, or do you work more on impulse? MerDeNoms: I never have a plan or an idea of what I want to do. Most of the time I won’t do anything for weeks, until I find a stock that sparks my interest, and then it’s anything goes. Torak: What brought you to PR? MerDeNoms: When I started out in graphics, I used to be at GR. It was a great site, lots of
people, active teams, and tons of activity. But it started to die out, and it wasn’t long before the team scene died as well. That’s when I came to PR. Torak: Awesome! Let’s have a little team talk. Is Avante Garde the only team you’ve been with during your time at PR? How long have you been with them? MerDeNoms: I have been in 2 teams since I joined PR. The first team was aV, I left after a few months because some friends from GR started their own team, and asked me to join them. I was in Humification for 2 months I think, and I soon left because I didn’t agree with the direction the team was taking. I never truly felt that Humi was the team for me, it never felt like home there. I then rejoined aV and haven’t left since. Torak: What motivated you to be a part of Avant Garde? What’s makes it special? MerDeNoms: I made a looking for a team topic, and told myself that I would join the first team to answer, no matter who it was, and aV was the first to respond, I look at it like it was just meant to be. The guys who make up the team are really cool people. What makes aV special in my eyes is the atmosphere and mood of the team. We have some incredible artists, and they’re all just really great people, down to earth, funny, and chill. We are all respectful towards each other, and the community. There’s no ego in the team, we all get along, we all help each other out, and we tend to be very protective to each other and our team, it’s like we’re family. Torak: I’m sure it can be stressful leading such a team sometimes. What do you think makes Avant Garde the great team it is? MerDeNoms: I don’t find leading aV to be of any pressure at all. It’s more fun than anything else. Like I said, the general mood in our team is very friendly and chill, we joke around more than anything else, it’s my pleasure and honor to lead AV. Torak: What are your duties as a team leader? MerDeNoms: Let’s see, I schedule battles for the team, I make sure everything is done on time, I process whatever apps we get, that’s about it really. The guys do everything else, I just manage a few things here and there. Torak: You're lucky to have such a good team! such duties prior to Avant Garde?
Did you have any experience in performing
MerDeNoms: I was the co-leader of a team on GR, that's my only real experience leading a team prior to this. Torak: Where do you see Avant Garde in the future? Do you just wanna keep going as you are now, or do you have other aspirations? MerDeNoms: AV has gone through some tough times the past few years, it was almost disbanded a couple of times from inactivity, but its always managed to pull through and survive.
All I want is for the team to go on, its had a long history here on PR, and I want to make sure that this team continues to make history on PR. Torak: I imagine it was quite a tense time during the Tourney for Avant Garde. What got you guys through it? MerDeNoms: The guys, and gal, got us through it. Every single member of the team got active, and stepped up for the tournament. There was one moment where the team was a little doubtful about whether we would move on or not. That was when we went up against ML, and lost. We were all on pins and needles then. Torak: What was the team’s response to winning the Team Tourney 2010? MerDeNoms:: It’s safe to say we’re all really happy we won. AIR isn’t a team to be taken lightly, ever. They are an incredible team, a team filled with amazing artists. We knew that going into the final round, we would have to put out one hell of a lineup to have any chance of winning. When I saw the entries the guys started posting, I was in awe. I can’t say this enough, they’re all amazing. Torak: I’m sure it was a joyous occasion for all of you! Do you have any last words you’d like to add? MerDeNoms: I want to thank you for the interview. I know some guys in the team will be surprised I agreed to this, it’s not something I would normally do, but it was an interesting experience. Oh and if there’s anyone who’s looking to join a team and learn, apply for Novus Ortus - http://planetrenders...pic=277751&st=0 - it’s aV’s junior team, we all have access to their forums, and are always around to help out. Torak: Well MerDeNoms, from the myself, and the PR mag team, a very big thank you to you! You have been a pleasure to interview, and although we hope that under your guidance it won't be needed, we wish you and your team good luck! --AnythingPink, on 16 November 2010 - 07:50 AM, said: As a friend Merd is really awesome. We have been friends for awhile now, he's the type of person who will help out his friends and teammates if they need anything to the best of his ability. As a leader, he couldn't be any better. To take AV from the brink of being dead and disbanding to what it is now is true leadership. The Whaler, on 16 November 2010 - 02:21 PM, said: I could honestly do an entire interview on my own about Merd, he's an incredibly kind person and one of the most reliable leaders I think the team, or any team, could ask for. As AP said, he brought this team from death, literally nothing going on to winning team of the year, winning the
team tournament and who knows what's next? Literally no one is accountable but him and him alone, that's an incredible feat. I'm also lucky to call him a friend and I'm honored to help lead the team alongside him, it's been a great time thusfar and can't wait to see what else is down the path for us, it's going to be a blast. I may also add he's quite a cutie, tehe. ;D Shadowâ€˘ , on 16 November 2010 - 04:53 PM, said: Merdenoms was newer than some of the other members in the team but he took a great deal of initiative in setting up battles and organizing our entries. He was an excellent artist (though its almost tradition for leaders of aV to stop making as much art when they are leader, it must be some curse haha) and was genuinely interested in the well-being of the team. I knew I was leaving one of PlanetRenders' dynasties in good hands when I made Merdenoms leader. - Shadow's response when asked why he made MerDeNoms leader
Interview conducted by: Torak Firenze Artist Featured: MerDeNoms
TEAM TOURNEY 2010 REVIEW Let's begin with the first round! The theme was Team Logos, which presented a couple of difficulties to the teams. One, it was difficult to meet the theme, how do you portray your team in a logo? Two, we had one team that was a bit late in sending in their entries. Thankfully everything turned out okay. Let's take a look at the best entry from each team.
The shading and the details ARE amazing, the pastel colors are also helpful. Overall a lovely work.
This is another amazing logo, the stylized logo fits perfectly with the nature of the team!
The Terminator like look works wonderfully for this logo!
The stylized space themed logo just works beautifully for Moonlight.
This logo is uniquely AV, the details work though simple, is used effectively.
The jagged look makes this logo work.
This is an exquisitely detailed bouquet of flowers, it must have taken hours upon hours to complete!
Team Toxic Remix:
This logo just works with Team Toxic perfectly.
These chosen logos will be featured on the team list page! Six teams proceeded to the next round, Carbon and Hollow were eliminated. The second round was team lyrics. This was also a difficult theme for the teams, because how can you use art to interpret song lyrics? There was also a disqualified entry, but thankfully, this was handled without any major issues as well. Let's take a look at the best entries!
Try this trick and spin it, yeah Your head will collapse If there's nothing in it And you'll ask yourself Where is my mind There's just something about the atmosphere of this work, its beautifully done. The colors just seem to pop, but they still remain subtle.
Team Toxic Remix:
Let go, let yourself fall into the light The colors are beautiful, it just seems to fit with the lyrics.
Stranger, left alone now Go free, stranger girl Wanderer, love to meet her Be free, stranger girl Be alone Be alone The depth and movement of this piece are perfect.
The Ascension Nothing will survive The detail work in this piece is wonderful!
This is not my life This is not my home This is not me I hate this Your voice in my mind Come home it ain't time Burned down Not me you see me suffer Solace to inspire Lowness to my life Taunted by yourself alive Dazed and burning state Hazed and spinning fate Dazed and burning I say I can't come You say this ain't home Hating this I mouth your name This is a unique tag, its perfectly done. The colors may be muted, but they seem to work.
Now all I can see are the pretty purple lights, dancing round me. I see pretty purple lights, green yellow and even brown. I'm going all crazy, and I cant slow down. The glowing colors among a muted background seem to pop!
Four teams proceeded to round three, Hue and Demented Ninjas were eliminated. The third round was the 30th Century. This round seem to come easier to the teams.
The complementary colors just work for this piece, the orange really pops because of it.
Team Toxic Remix:
This disaster scene for some odd reason also works, though the color scheme is muted.
Avant GardĂŠ (for this one, I have selected two entries since to me its a tie):
Though the colors are muted and dark, this oddly enough stands out beautifully. This is a unique view of the world a thousand years from now.
This is simply amazing.
This while not excessively detailed gives the appearance of details, this is a clever piece of work!
Round three was a safe round with zero eliminations, all teams proceeded to the next round. Round four's theme was Retro Futurism! Teams once more seemed to enjoy this theme, though some said it was too similar to the previous round's theme.
The colors seem to just work for this piece, it screams retro futurism with its portrayal of the moon!
This is 100% retro futurism, from the car, to the era that is featured. This actually looks like something you could find in a magazine from the early 60s, even the colors work!
Two words: Daft Punk. Also, the animation works perfectly, its a perfect rainbow!
Team Toxic Remix:
This is another perfect portrayal of retro futurism, its perfect.
Two teams proceeded to the final round, Moonlight and Team Toxic Remix were eliminated. The final round's theme was Surreal/Dream-esque. I think both teams found this theme to be easy.
This is literally one of the most amazing pieces I have EVER seen on this site. This is insanely detailed!
The level of detail work is amazing, yet the most stunning part to me is the gleaming floor. Beautifully done!
Avant GardĂŠ ended up winning the tourney! Overall, this was a very satisfactory tourney, congratulations and thank you all for participating! Team Tourney 2010 Review by: Tokyo Rose
ARTIST INTERVIEWS: ANYTHING PINK Hello, welcome to the monthly featured artist interview! Today, I'll be interviewing Anything Pink. Wendy: Thank you for this interview, can you tell me a bit about yourself? Anything Pink: No, I thank you for taking the time to interview me. A little about me.... I'm 20 years old, my real name is Sam but I've grown to people calling me Pink so either or. People wonder about my user name and how I got it... Well I made this user name for an online game as I pretended to be female to get free stuff from guys and get ahead. I do like the color pink, but I'm not obsessed with it as some may be lead to think. Wendy: You're 20? How does it feel on this site being an older member? Can it be frustrating at times? Anything Pink: Yeah I'm 20, hehe. I'm actually not bothered by the fact that the majority here are younger than me. It's cool because when I'm online either on here or online games I'm in a place where others around me are ages of 13-18, but outside the internet all of my friends except one are all older than me from 23-33. Age never seemed to bother me; I can be a kid myself. Wendy: What brought you to the graphic art scene? Anything Pink: I used to play this online game... And on the forums players had signature shops. And this one guy had some pretty cool looking signatures, he even did animations. That to me at the time was awesome because I never knew much about it. So he showed me Gimp, and a basic tutorial. I started out in Gimp, and then about seven to eight months into graphic designing I switched over to CS2, I now currently use CS3. Wendy: Can you show me some of your earliest works? How did you like using Gimp? Anything Pink: Sure, letâ€™s see what I can dig up for ya! I'm surprised I still have some of my Gimp work! I actually enjoyed using Gimp. People like Curly Haired Boy, and Kamangir were my heavy inspirations at that time. They both kicked some major butt with Gimp and showed how the choice of program is really not that big of a deal.
Wendy: Those are really pretty, especially since they're early works. How did Curly Haired Boy and Kamangir inspire you? How did this inspiration show up in your work? Anything Pink: Thank you hehe. Well Kamangir inspired me by his sprite tags, the first two I just posted were tutorial outcomes from Kam. Curly Haired Boy also had great work, he would play with using different types of stocks for effects and I incorporated that into my work as well. Wendy: Why did you switch over the photoshop? Anything Pink: I switched over to Photoshop because after awhile I did become frustrated... Besides GimpTalk, places like GR and PR hardly had any Gimp users. And it would always be discussions about how Gimp is crap and how PS will always be superior. And so when I had switched, those at GimpTalk were kinda disappointed in that decision but surely after my work continued to improve after I adjusted. Wendy: Do you have a creative process that you go through when creating your art? If so what is it? Anything Pink: When I first started out it was like I took procedures for making my work. Because I followed tutorials when I first started and so I had got used to doing certain steps at a certain time before doing a certain kind of effect. But now, my creativity is completely random. This is why my style is constantly changing over the months. I love to experiment. Everything I make now is actually an experiment because I no longer go back to old styles. I just continue to try new things each time. Wendy: How would you describe your latest experiments? Anything Pink: My latest experiments are about pulling out great colors from textures. In fact that is all I ever work with now, textures. I enjoy working with textures because it is so many different ways to use
them, opposed to using basic C4Ds which doesn't always have versatility. Wendy: How do you work with textures, can you describe it? Anything Pink: Well I can't give away too many of my secrets. I love to play with different modes, from Pin Light to Darken Only, to Exclusion. Different colors of textures bring out different effects. So it's a matter of toying around and knowing which textures to use. Wendy: What are some of the teams you've been on? Which one was your favorite, and why? Anything Pink: Well when I first came here I was on Ultra Violet, and then I believe after that was Lumiere then I went back to Ultra Violet (Not sure...) Then shortly after I joined DN, and then from there I helped join up the new team Humification. After Humification I had got into AV for a few months but I had left and I had rejoined earlier this year. My favorite will always be AV. I'm not saying that just to say it; it is really the perfect team for me so I have no complaints. Wendy: How did you like it on those teams? (Ironically enough those teams merged into what is HUE currently). Anything Pink: I enjoyed just about every team I was on except for Lumiere. I had joined that team and within a few days I had removed myself. The team leader well... She just didn't seem to care about how the team was led so it just wasn't for me. I like structure and stability in a team. Wendy: How does it feel to be in Avant Garde? Anything Pink: It feels awesome to be in Avant Garde. I can say it is definitely a team that has the essence of friendship. Some of the teams I've been in, it was just about battles, and nothing else. It wasn't like anyone tried getting to know anyone. That is how I know Avant Garde is different. We all love what we do and have fun doing it as well. Wendy: Which teams do you think will go to the final round? Why? Anything Pink: It is really hard to say... I feel like every team in the tournament now has just as much potential to get into the final round as any other. None are to be underestimated for sure! Wendy: Can you show me some of the tags that inspired you when you were just beginning? Anything Pink: Okay I found a few that inspired me. The thing that stood out to me about Curly is that he pushed the limits of Gimp. He did it all. From rendering, to vexels, creating objects from default settings, playing with filters. So I really respected that, he was a hard worker. Kam had that magic to his work that made every PS user second guess. They would say: "Was that made in Gimp??" And I loved that. They gave me my inspiration to work with Gimp.
Wendy: What makes those tags special to you? Anything Pink: What makes them special to me is that I absolutely love the first two. Curly always had fresh work and I will always enjoy his work. Wendy: What sort of career are you going for in real life? Does it have anything to do with graphic arts? Anything Pink: I'm not even sure what type of career I want to do... Currently I just got hired at Express a retail store, once I start college in January I'll be taking general classes. I don't want to take up a major if I'm not sure about making it my career. I feel as though I could take up graphic arts as a career but I love to do it on my own time. When it becomes professional, it's a totally different story. For me at least, I'm someone that does my own thing I know that when it comes to graphic designing I can't restrict myself to strict guidelines and deadlines. I design at the spark of the moment. Sometimes that spark lasts for a few weeks, sometimes a few days. Wendy: Why did you decide to join PR? What drew you here? Anything Pink: Well I'm originally from GR. So are a few others, such as Merdenoms. Those who were in teams at GR came to PR because of the dying activity. Before GR started to die out, I loved it there. I had a lot more friends there than I do here. So I came to PR for activity. Wendy: What was it like at GR when it was at its most active?
Anything Pink: I loved GR when it was active... The regulars from GR were just awesome; the spam section of GR was where all the magic was. Just were constantly crazy topics or flaming others which I loved. But besides that little evil aspect hehe, GR had some really awesome designers that you won't find here on PR. When it came down to it, those on GR didn't like PR. And those on PR didn't like GR. So when GR died, those old time members didn't leave, although Merdenoms scooped up a few from GR onto Humification, people like Virtuoso. Yet people like Neuron, and Broken who both had amazing work always stayed at GR. I'm not sure exactly why it was that way, but there just seemed to always be a little member feud between these two sites at the time GR was active. Wendy: Can you show me some works of these designers? I've never heard of many of them. (I'm talking about the GR ones) Anything Pink: Here are both of their DA's. http://brokenl.deviantart.com/gallery/ http://n3ur0n.deviantart.com/gallery/ Broken was actually the guy who got me to do large pieces. I did a couple and it improved my work at the time. So I'm always thankful for that. Wendy: You've started writing a story, can you tell me where itâ€™s heading without revealing too much of the plot? Anything Pink: The story I'm writing about is titled She. This story involves the life of Lazarus as things start to turn upside down... He starts to become sensitive to the world and spiritual energies and in doing so he ultimately will experience life in a new light. The thing that I enjoy about writing this story is that some of the experiences he will go through, are things some of my friends have went through. So it's not complete fantasy, it has a twist. Wendy: Can you describe the twist, or is that a secret? Anything Pink: The twist is that even though the story I'm writing is geared towards fantasy, it still has elements of truth. Not everything you are going to read in this story as it progresses is from my imagination. It is either from my own experiences or experiences friends have had. Although the core of the story will be fantasy... Just it has pieces of it that will make my readers think and question the possibilities of life itself. Wendy: Can you show me some artworks of yours that are your favorites? Anything Pink: These are pretty much most of my favorites from two years ago until now.
Wendy: These five are especially beautiful:
Did you have any particular inspiration when you made those five? What advice would you give a new artist trying to replicate the same feelings that these convey in their own work? Anything Pink: Aww thank you... All five you picked actually show different styles I engaged in actually. The first one was when I was using stocks for effects. If you look you'll see how there are stairs I have in front of her face, and the back of her head the effect was made from using a stock image of a motorcycle helmet. At that time I played with stocks like that. The second was just a little manip. I'm not too much into manips. Three and four were at a time when I was using textures pretty basically. And the last was inspired by the atmosphere of the original image. Wendy: What advice would you give to new graphic artists? Anything Pink: My advice for new designers is to basically love what you do and don't burn it out. When we all start that new hobby we are so excited about it, that we overdo it. I know when I first started out, I loved making tags so much that I did it way too often. One or two tags a day at least for a straight period of around 2-3 months. It's like once you go through that period and burn yourself out, then that's when it becomes a little less fun. But really if you are looking to ALWAYS have fun. Always experiment. You can never go wrong with that. Experimenting with new styles is exciting and fresh. And hey, even if no one likes your work, just know you will get to a point in time when your work becomes proficient. People such as Lian, Junk, Lepo, Macabre and some others have unique styles that they progressed. I seen each one of them when they began the styles they have now, so it goes to show how experimenting with different styles takes you to a place where no one else can touch what you have because it makes you unique. Wendy: That's a wise piece of advice, where and how did you start experimenting?
Anything Pink: I actually don't know where I started to experiment but I believe I started to experiment mostly when I had got comfortable with my work enough to try new things. I would say now recently my experimenting is a little more out there than it used to be, but it's still rather appealing since I stick with good colors. Every few weeks or months it changes. Before this style I was doing hard smudging. And it was really cool because it was still in my element, because hard smudging at full opacity with some jittering works so well on detailed textures. So I'm always experimenting, it's just now I've kinda grown to learn what kind of experimenting I love to do. I will always incorporate textures into my work. Yay for Resurgere! Wendy: What do you think needs to change in the graphics scene and why? Anything Pink: I feel like things that need to be changed in the graphic scene would be resources... I wish quality resources were not so hard to come by. If only there was a website that had every major resource available I think I would fall in love. Wendy: What sort of resources are you always hunting for? Anything Pink: I'm always looking for new resources that no one uses. It's a little more difficult to do that with textures... Pretty much everyone knows the right places to get good textures. And even then specific textures can be hard to come by. Like I'm into painted textures. And you don't find too many of those which is why Resurgere is the best for it. And when it comes to stocks it's much easier for me to find what I like. I used to download resource packs and stuff but now I find it better for me to find my own resources even if it is a limited amount. Wendy: Do you have particular method when you're experimenting, or is all freestyle? Anything Pink: Completely freestyle. I may use the same type of textures; I just use them in different ways. I just go with what looks good. The thing is, you can't help but to freestyle when it comes to experimenting with different works. Because the BG color of the stock ultimately affects the way the texture can be used. So it's fun it's like when I'm working with a new stock I never know what I will get, I just have to play around until I see something I like hehe. Wendy: What would you want changed about Planetrenders if you could change something? Anything Pink: I would change how new designers are treated. I don't post much outside my team forums but when I comment on work in the critique section I try commenting on as many topics as I can. Regardless of who makes it. I usually aim to comment on topics that either have 1 or 0 replies. And it's usually because the person is new or the general public does not like their work. Which isn't helpful. If anything, those new should be the ones getting the most comments. They NEED it. But people aren't like that on PR. They see something nice made by their favorite designer and they all repeat about how "hawt" it is for two pages or so. Wendy: Do you any art pieces that you're working on now? If so, can you show us how itâ€™s going so far? Anything Pink: I'm not currently working on something. However you, Wendy, will be getting something from me.
But I did make just one entry for the 30th Century, didn't turn out that great but hey guess
what... I had fun making it.
Wendy: Do you have any last words? Anything Pink: In closing, I would like to thank you for taking the time out your day to do this. I enjoyed this interview very much. Wendy: Thank you for this interview Interview conducted by: Tokyo Rose Artist Featured: Anything Pink
I enjoyed it as well and it was not any trouble
ARTIST INTERVIEWS: HARRY Wendy: Hello sweeties, today we're going to change it up a little. I'm going to do the interview! And I'm not joking when I say this, but the only interview I've ever conducted was with a 80+ year old stroke victim. So I'm not exactly good at this! I'll do my best though to keep it off the topic of silly goosies and cute
I'm going to interview the artist of the month, Harry! How would you like to introduce yourself sweetie? Harry: Well I'm Harry. Most of you probably already know me Wendy: When did you start to become interested in graphic art? And why did you become interested in it? Harry: I used to on a gaming forum, and this guy called Faylstarr made some lovely signatures. He began tutoring me, but then he left for university and he said just keep it up. Wendy: What brought you to Planetrenders? How does it feel to be a staff member? Harry: I was looking for ubercool things to use in my tags, and only when I had been on the render gallery for a year or so did I make the decision to register. I've never looked back. And being a staff member feels pretty much amazing. I don't know why, but I always wanted a position, and I tried hard for it. Probably slipped up here and there and made some bad choices, but after a little growing up, I got lucky, I guess. Wendy: Since you've been making art for so long, what do you feel has changed in the past couple of years? Harry: So much has changed. From this site, to the numerous styles I've witnessed and been a part of. I joined in the hype days when Team HD was big on this site. Oldies might remember. From that style, to now, I've seen almost every style change. Sprites were big at one point, then it was C4D spam. Now there is a lot of traditional stuff, and originality is starting to play a massive part in how people view tags. Classing has changed a well - things that would have been classed Semi, no barely touch Moderate. I must be getting old. Wendy: You started this a lot younger than most of the people on this site. How did this effect your artwork and the development of your style? Harry: It was not so much that it affected my artwork, but instead how I viewed it. I constantly wanted to better myself, as there was some big role models in my day, especially kids like EvilC, Guille, Zuma. They influenced me a lot, and because I was so young...about 11 when I joined, I bitched at them constantly to help me. It paid off, and now whenever I see a newbie ask for help,
I generally try and offer something up, as I remember it helping me so much. Wendy: That's a good attitude to have. How did it feel to be 11 and on this forum? Did people treat you any differently? Harry: At first, yes. I was immature and stupid. I grew out of it and slowly earned respect around the forum. It took a lot of time though, but around about the time PR began to hit it's prime, I headed off into the spam section and got to know people. It worked well. From there I gained some friends. I went to other forums and met up with others. I joined some teams. Then I started to make better tags, which is about the time I joined Moonlight. That was the peak of my "tagging" career, the rest is, as they say, history. Wendy: Can you show me some works that influenced you? How did these artworks influence you? Harry: Corr. It'd be too difficult to track down the stuff that really influenced me, pieces from way back when I usually only found in the inspiration topic I could name some artists though: people like EvilC, Disaster, kricket, Zuma, Chief, Chilled, Guille...the list goes on These guys inspired me because those were the big guys when I really started to take tagging seriously. EvilC was my tutor for around a year - I really couldn't have got to the skill level I am at now without him. Wendy: What was the first team you joined? How did you like that team? Harry: I joined AlphaZeta as my first team. Oh yes, going way back now. Early 07, I believe. I loved it. It was my first team and it was all new for me Wendy: AlphaZeta? Can you talk more about this team. I don't think I remember that one! Harry: At least I believe it was AlphaZeta. It was an old, old team. I remember only small parts of it, like the logos and such, but it was closed shortly after I left. Wendy: If I'm remembering right you were one of the starters of Team Carbon. What inspired you to create that team? How did you come up with the team name? Harry: Yes, I was the main founder. Me and Aaron. I think the main reason behind creating a team is that I had a lot of good friends around the site that I wanted to be a team with; i thought, what better way is there than to create my own? So I did The team name came from a long, long talk with Aaron. Is was hard finding a name, it really was Wendy: How did it feel to lead a team, was it easy, or was it hard? Do you have any advice for today's team leaders?
Harry: It was great at first, but it got harder as real life comes first and I was going through a lot of exams. My main piece of advice would be to talk with your team members and get to know them, life is just little bit easier if you know you can talk to your team. Wendy: You said your peak was while you were in Moonlight. Why did you think this was your peak? Harry: I had wanted to be Moonlight for a long time, and I worked hard for it. I reached my first ever Semi classing and I felt it was just the peak of my tagging career. From then on, it hasn't gone exactly downhill, but I no longer care for tagging as much as I did then. Wendy: Can you show me your favorite works? Why are these your favorites? Harry: My own? Or?
I'll pick out some of mine, and some that have inspired me recently
Recently I've been trying some new styles, from traditional, to photography and then back to tags.
lovetherobot on dA really brought my traditional ambitions to life, and I was determined that one day I could make something as nice. Stuff like this, even just recently:
Om nom nom, departeds old stuff â™Ľ
Wendy: I was meaning your own art, but having both your work and others makes it that much better. Where was that second image taken? How did you come up with the idea to photograph that from that perspective?
Harry: That image was taken when I was in Cornwall just recently; for Americans that's the South West of England...where it's all cliffy. You know? And I loved the way the groynes seemed to sink into the sea and it inspired me to take a picture. Wendy: What inspired that third image, the one of the sneaker? Harry: I Sharpie'd over my Vans, and I was like, hey, I'd like to draw some shoes and make them look funky. So I did. Wendy: That's a lovely example of Departed's work. Why is it one of your favorites? Harry: It was one of the first large pieces I saw from Departed, and from then I have followed his work avidly. Probably one of my favorite large piece artists, but he also inspired me with his tags when I first started out. This piece in particular struck me as clever, but also different and quirky. Wendy: Where do you think digital art is going? What trends are you seeing? Harry: There is a lot of traditional stuff on the scene today, along with vector. I think it will keep going on like that until someone that's popular creates a new/revives style. Until then, who knows. Wendy: What are your future plans? Do you plan to go into graphic design, or something else as a career? Harry: I hope to go into journalism and broadcasting, but with graphic design/illustration as an on-the-side job. Wendy: Oh, that's really neat! Why do you want to go into the communications field? Harry: I'd love to be on the radio, or to write articles for a magazine/newspaper, or both. I'm not sure why, but I think that's what I'd be best at. Wendy: What would like to see changed on the team scene? Harry: At the moment I like the team set up. Things would be easier with a team mod, of course, but the teams we have today are varied and well balanced. Wendy: What changes would you like to see on the site? Do you have any suggestions that would help the members of the site? Harry: After all the updates are done, I think the site is pretty much sorted. I've learnt to cope with PRs changes over the last 3 years. Wendy: Which team do you see winning the tourney? Why?
Harry: I'd boring if I just said Air, so I'll say Moonlight. Just because, you know? Wendy: What do you think digital art will be by the time Oscar (Harry's baby brother) is your age? Harry: It could be anywhere - 3D design will probably come to fore, with a lot more options for digital editing and animation. Photoshop CS5 is astounding, and it can only get better. Wendy: Thank you for this interview Harry! Do you have last words? Harry: No problem, thanks for interviewing me and I hope everyone enjoys this issue. I'd do some shoutouts, but there is just too many. Carbon + Whaler, perhaps? Interview conducted by: Tokyo Rose Artist Featured: Harry
FEATURED ARTISTS: HARRY Let's begin with some of his favorite most recent artworks!
So now, let's take a look on how he got there!
As you can see towards the end, his artwork is really maturing! Now, let's take a look at some of his large art pieces.
Thank you Harry for letting us interview and feature you these last two months! Interview conducted by: Tokyo Rose Artist Featured: Harry
ARTIST INTERVIEWS: MIKEY Hello, for this issue's second interview and art feature, I'm going to interview Mikey. Mikey has been a long time blog contributor as well as leader of Team Toxic Remix. Wendy: Can you tell us about yourself Mikey? Mikey: Hello! Thanks for interviewing me! Well uh... A little bit about me... Well... I'm 17 years old and currently in year 12 working towards a Cert II in Art. My real name is Michael, but I prefer to be called Mikey... It's just... better! I also come from the 'land down under’. And yes... I do have a pet kangaroo... Wendy: Are you kidding about the pet kangaroo??? If you're not kidding, tell me what they're like as a pet o.o Mikey: Haha, yes I’m kidding... It's just a lot of people who haven't visited or don't know much about Australia think we've all got kangaroos roaming around in the cities. This is not the case... out in the Aussie outback, there's a shit load! And it also makes great burger!
Wendy: So you've ate kangaroo? How does that taste? Mikey: Better than beef... Actually I think it's better than most red meat. Although, I’ve only had it in patties & I’m not a steak eater. Wendy: For people outside of Australia, can you tell us what year 12 is, and what a Cert II is? Mikey: Year 12 is the last year of college. eg. 1-6 is primary, 7-10 is High school, 11-12 sometimes 13, 14 are College & after that is Uni or TAFE. Although some areas of Australia have a different system. Wendy: So what do you want to do with art? What sort of career do you envision yourself in? Mikey: I'm currently undecided. Something in the Art or graphic design world. I don't really know, it's a hard decision, I’d love to be a free roaming artists but I really don't have a good enough income to do that. I plan on studying a bit more to keep my options open. Although, my dream job is something like a landscape artist. I love gardening; I grew up doing a lot of it with my Nan. Wendy: How is art viewed in Australia? Is it a good career to go into? Mikey: Well, I don't have a great understanding as it's my first year. I'm guessing it's as big as it is anywhere. But because Australia's a multicultural country, there is a lot of diversity in styles. Wendy: You mentioned that there's a great diversity in art where you live. Can you tell us about some of that diversity? Mikey: Well, Australia is a very multicultural place, even though most Australians are very racist (we
aren't really, we're just a very open opinionated country). There are a lot of people with an Asian decedent or background. I don't really know much about it, but I've read about it a little. Anyway, yeah I guess that would play a huge role in the amount of diversity in art styles. Wendy: What are your current inspirations? Mikey: My girlfriend mainly, she keeps me making art & overall makes me a happy person. Of course, my art teachers are always helpful & my mum mostly. Wendy: You mentioned your Mom, is your family artistic, or just supportive of your ambitions? Mikey: They're just really supportive, so is everyone that is around my life My Nan is very artistic, which is a plus. I think that's what really pushed my into it, Iâ€™ve always been a really creative person. Wendy: What sort of art does your Nan make? Mikey: She doesn't make any real art, just with the kids & she has a fantastic garden. Wendy: How did you get started in art? Mikey: Well, I've been doing graphic design for nearly 4 years, tags etc. Visiting some sites that had a few sig makers. Although, this year I have started to do larger art & make vectors using illustrator. I also decided to open up my options a bit more and do a course in art, and yeah... here we are! ... Although, I still make the odd siggie here and there, but I usually don't have much time. Wendy: To further expand on the question, exactly where did you find out about graphic arts? What made you want to start making signatures? Mikey: I played a game called soldat, and I visited an Australian site where someone who played the game also made siggies (two of those people used to visit here; Enpo & Asiantofuboy - not sure if anyone will remember them) and yeah it just went from there. I made siggies for my own fun really, and I gave some away. They were pretty terrible. Wendy: Nope, I've never heard of Enpo & Asiantofuboy, what were they like? Mikey: Enpo was pretty quiet, made a few cool tags but I havenâ€™t heard from him in about 2 years. Asiantofuboy... was Asian... and has plenty to talk about. Hah. Wendy: Can you show me some of your first signatures? Mikey: Sure... I lost all of my first ever signatures, but these are the oldest on my photobucket... Around 2008 -
Wendy: Do you have a method to your art; do you have to be inspired? Mikey: Not really, I just to what comes to mind. Random abstract usually. I think about what it is after I make the piece. Wendy: How did you find PR and why did you join? Mikey: I needed some renders, so I came here for basically the renders. I never clicked on the forums until about 4 months later, decided to get some tutorials and post my tags... So it basically went from there Wendy: What was the first team you joined, and why? Mikey: Team Haze, aha. I wasn't in it for long though, as I didn't like the idea of being in the "worst"
team. Me and Frost (that polish fella) both went and joined Team Hollow some time after. I had quite... the anger problem and kind of made a fool of myself. I left about 6 months after, regretted that but I still love my old buddies (Lian, Freezer, Lastrobe, Medja etc). Wendy: When and why did you join Toxic? Mikey: I think it was about... six months ago? Bear sent me a PM asking me to join; he said he would love to have me in Toxic. This was just after I left Humification & my co leader spot, so I thought why the hell not. And yeah. Wendy: How did you end up the leader of Toxic so quickly? Mikey: Well, Iâ€™m not 100% sure but Bear knew that I just left Humification. I told him why, and how I would like to, well 'help out' in showing some leadership. He needed a co-leader, so he quickly nominated me. I think this did upset some of the older members but yeah. He soon went missing (exams etc.) so after about a week I took a hold of leadership, and nominated Vasco to help me out. Vasco had been around the team long enough, and was one of the most active in the hardest of times. He also helped in gaining more people to join which was a massive plus. Wendy: How did you manage to calm down some of the older members of Toxic? Mikey: I don't think I did, most of them have left now or were inactive so yeah. Wendy: How do you feel about leading a team? Is it fun? What are some of your responsibilities as a team leader? Mikey: It's fun. We have some pretty chill blokes, who like to have a laugh (penguin mainly). I just basically make sure everyone is getting along, keep the forums pretty clean & keep an eye out for new members who I could invite to join. I also try to push the team as far as possible, not in a way that causes them to go crazy (I hope not). But mostly, the team is mature enough to look after themselves when I'm gone for a few days, so my job isn't really that hard. Vasco has been away doing exams for a few weeks and it's been great to see some people stand up & help out. Wendy: Did you feel overwhelmed when you took over the team? Mikey: Kinda, I was happy though that I got another shot at leading a team. I was really disappointed after Humi, so yeah. Wendy: Could you give other team leaders some advice on how to help their teams over rough spots? Mikey: Just keep at it; donâ€™t give up like I nearly did a few times. Look for talent every day, invite people, and make the team an overall fun place to be. Wendy: You were involved in the leadership of Humi? Why were you disappointed? Mikey: Me and UA originally applied for the team & we got the spot. He wanted me to be leader but at that time I wasn't as active as he was. Anyway, he turned out to be leader. One thing that really pissed
me off was bash stuffing up the system and I having to wait 5 days or so to actually get into the team forums... we already had 10 members at this time and I didn't even know any of them. Basically I felt like I was robbed of my position, I didn't feel like being there & I didn't enjoy the way UA ran the team. Some members had some problems with me, Iâ€™m not 100% sure why, but yeah, the team kind of collapsed after that. Most members left for aV. Wendy: I'm sorry about that. So everything seemed to go wrong all at once? Was there anything positive about it? Mikey: It was a good learning process, and I meet some cool people & some fantastic artists! Wendy: How was the team application process? Most members of the site have never gone through this. Mikey: Pretty easy, we just made our application up in a matter of 2-3 days. The hardest thing was picking a good team name, UA found Humification; I forget what the meaning was behind it.
Wendy: Where do you think your team is heading in the future? Mikey: Well, we had a rough patch but things are going good. Hopefully we can stay strong for a long time. I believe we will with the current members we have, a lot have showed that they're members for life which is always good to know. Wendy: How do you feel about your team making the fourth round of the tourney? Mikey: Feels great, I keep telling the team that we shouldn't worry what happens from here because we've already done the not so possible. Although, we're still trying our hardest to stay in it & I believe we gave AIR a run for its money last round, which was also great Wendy: How do you feel about your chances in Round Four? Do you like the theme? Mikey: Well, I can't really paint anything for this theme myself, but I think the team should be able to pump out just enough entries. Iâ€™m hopeful for this round, as I think we could make it to the next if we all put in 110% Wendy: Who do you think overall will win the tourney? Mikey: Avant Garde would be the 'dark horse' & my favourite. Wendy: Why do you favor Avant Garde to win? Mikey: I think they're the most respectful & they deserve to win. Wendy: How does it feel to be a blog contributor? Mikey: It's a pretty alright job, even if you are PM'ing us every 4 hours to get something done! Hah jokes
but yeah, I enjoy contributing to this site, it's a pretty easy job. (Some people should totally apply) Wendy: What do you think is the future of the blog? Mikey: Well, I think we need more members for it to be more successful for a long time, as the current contributors may have trouble contributing for a very long time. But for now it's going well. Wendy: Do you have any suggestions about changing things on the site? Mikey: I think the forums are alright atm. Although, I think the little errors and things like that need fixing... (Profile pages, shop, pr points). Just the stuff that makes this place more fun. I think thereâ€™s a few people out there who are 'toying' with the mods & admins and are just asking for a ban, which could also help if they were 'removed'. Also, a cleanup could be nice like the home page etc. and inactive sub forums. Wendy: Do you have any advice for members of the site? Mikey: Just play it cool. I hate those poser kids running around the forums, posting shit that's been posted before. I think they "do it for the lulz" or whatever. I've only ever had 10% warn and Iâ€™m guessing that's because Iâ€™ve tried to keep to myself. But yeah, those people annoying & is mostly the reason I don't post outside the team forums very much anymore. Wendy: Can you show me some of your own favorite art works? Mikey: These are my favourite tags:
Haha that's a lot but yeah, some are nearly 2 years old And some of my large pieces: http://mykeii.devian...F25482628&qo=36 http://mykeii.devian...F25482628&qo=26 http://mykeii.devian...F25482628&qo=29 http://mykeii.devian...F25482628&qo=23 http://mykeii.devian...F25482628&qo=12 Wendy: Do you have any last words? Mikey: Shout outs to my TTR family & my old hollow friends Interview conducted by: Tokyo Rose Artist Featured: Mikey
FEATURED ARTISTS: MIKEY For this month's art feature, we're featuring Mikey! So let's begin with some of the earliest work's he has available.
Now let's take a look at some larger art works!
As you can see, he's made incredible progress! Thank you for letting me interview you and feature you this month Mikey! Interview conducted by: Tokyo Rose Artist Featured: Mikey
Come Around Sundown Review: Take I Kings of Leon has always been associated with that “decrepit” kinda vibe. No matter where they were performing, no matter HOW BIG the gig, there was never a show beyond a set of those grainy black and white screens (that or the occasional shower of bird droppings). Their music maintained its rough and frayed quality as if they were just rehearsing in one of those Tennessee barnyards, no matter where they were playing. However, there is inevitably that fateful moment in every band’s “lifetime” where they lose their coolness, and become slightly ridiculous. For me, Guns N' Roses, Oasis, and U2 are three good examples of bands that lost their “cool”. Nickelback also seemed… Oh wait, Nickelback was never cool. With Oasis, it was Noel Gallagher paying 10 Downing Street a visit, only to release “Be Here Now” a couple of weeks later. U2 also crashed when it splurged millions on an extravagant feature film, Rattle and Hum. Personally, KoL lost their appeal to me when they release the “Radioactive” video. The video felt enormously phony, and made many of us question whether or not the band were going a bit bonkers. It is for a multitude of reasons that I say this, like the heinous shooting style etc., but I need not elaborate. Then again… Was it such a catastrophe? In an odd fashion, the video boded well for their next album, the album that would follow up the enormously successful “Only by the Night”, which was so triumphant it managed to achieve the ultimate accolade: One of its songs was covered by Pixie Lott. As another critic rightly stated: “Music is lacking in cartoonish personalities right now: we could do with a few space-cadet rock stars who’ve utterly blasted off from reality.” So… If KoL were able to produce something as ridiculous as the “Radioactive” video, perhaps their next album would be an ostentatious, maximalist folly, overloaded with gongs, harps, and male voice choirs. What price an avant-garde odyssey that consisted entirely of Caleb Followill whacking a slab of meat and barking into a flugelhorn? Well I’m sorry to disappoint... But ‘Come Around Sundown’ is none of those things. It’s not a leftfield swerve. It’s a dignified modern rock album that’s so anxious to prove its own legitimacy it forgets to be tenuously moving. This is music designed to waft around arenas big enough to have birds nesting (and shitting) in the echoing rafters, this is music made to be blasted through FM radios, not…. Zzzz… Oh sorry, did I fall asleep? Well my point exactly, it’s a rock album, it is supposed to get you banging your head, not lull you to sleep. Sonically, it combines the band’s steady shift from ramshackle charm to clean-lined grandeur. Guitars sparkle and shimmer, rather than scratch or chug. The album contains one indisputably great song: ‘Back Down South’, a marvelously delicate country-rock stomp that showcases Kings Of Leon’s ability to conjure sonic drama from the simplest of ingredients: for the first two and a half minutes it’s just one bass note and one chord. Such a track, coupled with the theme of Radioactive, would suggest such an album is all about the band reconnecting with the southern soil after the rootless intemperance investigated in the track “Only By
The Night”. Cool. That’s awesome, a good topic. The only issue is, they don’t see the theme through. Ultimately, too many of these tunes are rehearsal room grooves in search of a hook. They’re clearly meant to convey a sense of wide-open highway: the feeling of a band cruising in effortless fourth gear. Actually, it just sounds like they’re spinning their wheels.
Come Around Sundown Review: Take I by: Torak Firenze
Fallout: New Vegas [PC/360/PS3]
Fallout: New Vegas is the 4th game in the main Fallout series(excluding spinoffs) released on October 21st, 2010 by Bethesda Softworks on the PC, Xbox 360, and PS3. It has received fairly good reviews on metacritic, ranging from an 82 for the PS3 version to a 87 for the PC version. (of course, keeping in mind that there is a certain...bias in the reviews due to this being a release from one of the lager companies) All right, this review is going to be short, REALLY short, because to be blunt, this is Fallout 3: The Expansion pack. Now, as insulting as that might sound, it's not necessarily a bad thing. I enjoyed Fallout 3, and more of that isn't a bad thing. The expansion pack thing is still the truth though; aside from the new map and a few minor tweeks, this is Fallout 3 in the desert. Okay, let me just state the differences. The city of New Vegas is RADICALLY different from most cities in Fallout 3, with towering skyscrapers left over from one of the few cities spared from the nuclear holocaust central to the
Fallout series. With the casinos of the strip come minigames, namely Slots, Blackjack, and Roulette. (There is also a minigame called Caravan that "the casinos won't play because it's too fair" which can be played with most wastelanders.
The city of New Vegas is impressive....
...especially when you compare it to some of the other places in the Mojave wasteland Outside of New Vegas, the look varies between the usual nuclear wasteland with some hints of a western theme about, the Mojave Wasteland is much more "alive" than the Capital Wasteland from Fallout 3, and is overall more fun to explore in my opinions. In terms of story, while not having the "destroy-or-save-humanity" vibe from Fallout 3, the story in New Vegas still does it's job and there are some likable characters to be found. Many factions from previous games make appearances in this game. The most notable being the New California Republic (From Fallout 2) and the Legion (from Van Buren (the canceled first version of Fallout 3) and Fallout: Brotherhood of Steel 2 (also canceled)), as these factions are the "major powers" in the region (much like the Enclave and Brotherhood of Steel in Fallout 3). Other factions from the Fallout series make appearances in New Vegas as well, such as The Followers of the Apocalypse(Fallout, Van Buren, BoS2), the Brotherhood of Steel (Fallout, Fallout 2, Fallout 3, BoS, BoS2, Van Buren, Fallout Tactics, Fallout Tactics 2, Fallout Extreme), Gun Runners (Fallout), The Crimson Caravan (Fallout), and many more. As for the combat changes, there aren't any. The fighting mechanics are more or less the same as in Fallout 3. The much-touted weapon mod system boils down to putting a silencer on your sniper rifle or a 90s-action-movie-pointless-laser-sight on your pistol. The companion wheel Bethesda also pushed in it's marketing is indeed an improvement from nothing in Fallout 3, but it isn't anything too impressive. In terms of looks and sound, the game is solid, as you would expect from a studio like Obsidian with the monetary backing of a publisher like Bethesda. The music does get very repetitive very fast, however. Something to not from those screenshots earlier in the review, they are from the PC version of New Vegas, and are at the highest possible quality settings that my card (a 1GB Radeon 6850)
can run, which is rather high....okay, I just wanted to gloat that I bought a new GFX card...but keep in mind that what's above is about as nice as the game would look. Also note that I didn't show any character animations; the Havok animation engine does it's job in this regard, but it's nothing Earth-shattering. And that's it, that's all I can think of writing about Fallout: New Vegas. If you liked Fallout 3, you'll probably like New Vegas. If you hated Fallout 3, then New Vegas isn't different enough to change your opinion. Fallout: New Vegas [PC/360/PS3] by: Alice Margatroid
Today we are going to learn how to create this fractal:
One of the fractals we will be making today.
This is an extremely easy fractal using a method that is not commonly used, though this method produces extremely interesting fractals. Remember to start with a new blank flame. This flame should already have a transform. Duplicate this transform FOUR times.
Click on the blue triangle to duplicate a transform, the arrow is aimed at it.
Find transform two, move it down 1 unit.
On the triangle tab youâ€™ll find a set of four arrows with an input box in between them, this is how you move the triangles on the grid accurately. The arrow is aimed at the section Iâ€™m talking about.
On transform three, move it up 1 unit. On transform four, move it to the left 1 unit. On transform five, move it to the right 1 unit. The transforms should be in a diamond pattern, like this:
Your transform should look this. You can create all sorts of patterns in this method; this is just the most basic of patterns.
This is called tiling, this enables your fractal to form repeat patterns, and this is an extremely powerful set up. Add a new transform, set the linear3D to zero, and set polar to -0.25 and blur3D 0.05.
This is how transform six should look. See the pattern?
Make sure to keep transform six in its default position.
As you can see, itâ€™s a continuous pattern without any fade out.
You can try other variations that will produce interesting effects, like bubble set on 0.5 or bipolar set on 1.
Bubble and Bipolar are just a couple of the possible options. Transform six is the MOST powerful transform on this fractal. The possibilities just on this transform are endless.
Letâ€™s examine some of the possibilities of JUST transform six. The following three fractals share one setting, Blur3D 0.05. The first image has a setting of Bipolar 1. This creates a very flowing look, almost ribbon-like. The third image has a setting of Xtrb 0.5; this creates small circles everywhere in the image. The third image has a setting of Flower 1, and a variable setting of flower_petals 5. This creates a sharp looking image with a much built up look. All three images are intricately detailed. As you can see transform six is truly powerful.
Blur3D 0.05, Bipolar 1
Blur3D 0.05, Xtrb 0.5
Blur3d 0.05, flower 1, flower_petals 5
Now enable a final transform. Set linear3D to zero, set julia3D, and julia3Dz to 1.
This is how the fractal should look so far.
Go to variables and set julia3D_power to -12, set julia3Dz_power to -4.
Final transform variables.
You should have this result:
You can do even more with this fractal! For example, you can play with the weights. As you can with the image below, changing the weights of the transforms can provide drastic changes. Set the transformâ€™s weights to: Transform 1: 5 Transform 2: 2.5 Transform 3: 5 Transform 4: 2.5 Transform 5: 5 Transform 6: 2.5
Our fractal with weights applied to it.
Locations are also a way of changing a fractal drastically. The following individual instructions show what each setting will do to the original fractal. Location 1: Triangles 2, 3, 4, and 5 should only be moved 0.5 units instead of 1. This makes the image much softer look. Location 2: Triangles 2 and 3 should be shifted another additional unit in their directions. This gives the image more of a shell like look. Location 3: Triangles 2 and 3 should have been shifted by only 0.5 on the original fractal. Triangles 4 and 5 should be shifted an additional 0.5 in their directions. This makes the image more bare boned, but much more defined. Location 4: Triangles 2, 4, and 5 should be shifted an additional 0.5 in their directions. Triangle 3 should have only been moved by 0.5 units. This increased the bare boned look. Location 5: Triangles 2, 3, 4, and 5 should all be shifted an additional 0.5 units. The images gains more details now, while being somewhat defined looking in appearance. Location 6: Triangles 2, 3, 4, and 5 should remain in their original positions. Triangle 6 should be shifted 0.5 units to the right, and 0.5 units upwards. The final transform should be shifted 1 unit to the right, and 1 unit upwards. This change makes the image further defined, and also changes the colors. The center is very interesting looking as well.
As promised, here is how to make the cover image. Thereâ€™s very little changed actually! On transform six, use these settings: Polar -0.25, Blur3D 0.05, and Bipolar -0.5. The only change should be a setting of bipolar_shift -1. As you can see, the fractal has drastically changed, and the details are far more intricate than what they were before.
If you have any questions; please pm me. I hope you enjoyed this tutorial!
elcome to my third fractal tutorial for the PR Magazine! Today we're going to explore the 3D aspects of Apophysis! The fractal we're covering today is an offshoot of my main fractal tutorial Exploring Apophysis 3D
This fractal is for moderate to intermediate users of Apophysis. Thus, I will not cover every little step; you guys should know how to create a blank flame, and how to enable a final transform. Now let us begin!
Go to the adjust window and set the pitch to 75. Set the x position to 0.9, and the y position to 0.74.
The adjust window is a grand thing; you can zoom, rotate, use some depth of field, and even change the pitch of the fractal all in one place! You can also do several more things like changing the gradient.
On your first transform set linear3d to 0, and set crackle to 0.5. Go to variables and set crackle_cellsize to 0.5, and crackle_distort to 1.
Transform Oneâ€™s variations.
Transform Oneâ€™s Variables
Your image should look like this:
Transform one should look like this, see how clear the crackle is?
This is also the most versatile of the transforms; you can change the fractal quite a lot with this transform by your choice of variations.
Create the second transform, set it to the following: linear3d 0 pre_blur 0.001 pre_ztranslate -0.456 zscale 1 Julian 5
Transform Twoâ€™s variations
On the variables make sure they are set to julian_power 3, and julian_dist 1.
Transform Twoâ€™s variables
Go the triangle tab, set the rotation angle to 45, and rotate the transform counter clockwise. Make sure the triangle scale is set to 125, click the small triangle icon FOUR times in order to downscale this transform.
This is how the fractal set up should look like. The pink arrow is aimed at the rotation area, the blue arrow is aimed at where you downscale the triangle.
Your image should look like the following:
This is what your fractal should look like so far, do you still see the crackle?
Create the third transform and set it to the following: linear3d 0 zscale 0.421 Julian 0.5
Transform Threeâ€™s variations
The variables should be set to julian_power 2, and julian_dist 1.25.
Transform Threeâ€™s variables
Go to the triangle tab; once more make sure your rotation angle is set to 45. Click the counter clockwise button THREE times.
What transform threeâ€™s set up should look like.
Your image should look like this:
This is what your fractal should look like so far. As you can see, the crackle is now topping the towers. Your fractal is also starting to take shape. You can stop here now and have a basic fractal, but why not go even further?
On the fourth transform set it to the following: linear3d 0 Bubble 0.01 pre_blur 1 pre_zscale 1 curl3d -5
Transform Fourâ€™s variations (bubble setting is not shown)
Double check that the following variables are set correctly: curl3D_cx -0.48750 curl3D_cy 0 curl3D_cz 0
Transform Fourâ€™s variables
Go to the triangle tab once more; rotate the triangle 45 degrees counter clockwise. Set the move triangle area to 1.2, and move transform 4 down.
Transform fourâ€™s set up should look like this.
Your image should look like this:
Your fractal should look like this now. The crackle is still there!
Enable a final transform and set it to the following: Zscale 1 Julian 0.75
Final Transformâ€™s variations
The variables should be set to Julian_power 1, and Julian_dist 2.
Final Transformâ€™s variables
Go to the triangle tab and repeat the directions I gave you for triangle four, the final transform should go exactly over transform four.
The final transformâ€™s set up should look like this.
Your fractal should look like this:
What your final fractal should look like! Do you see the crackle? If you use other variations on transform one and youâ€™re lucky, you should be able to see them in the final fractal.
As promised in last monthâ€™s issue, here is how you make the second fractal!
Our alternative fractal!
The alternative fractal is actually quite simple to make, and requires just a couple of changes. Here are the only changes: On transform 1 set crackle to zero and set xtrb to 0.25. On transform 2 only change the Julian setting to 3. On transform 3 only change the julian_power to 3. On transform 4 change the curl3D to -15. On the final transform change julian_dist to 1. See? Easy changes can produce grand results. Now letâ€™s look at other alternative fractals you can create just from the main alternative fractal. Remember, we are modifying the alternative version of this fractal. If you use the main one when changing things up the results will not be the same as the oneâ€™s shown below. Letâ€™s begin by exploring the first transform. The first image shows a setting of hexes 0.1. This results in an interesting image that shows more motion. The second image shows a setting of pyramid 0.25. This of course places pyramids as the main focal point of the towers. The third image shows a setting of rings2 0.25. This creates an extremely elaborate snowflake like pattern as the main focal point. As you can see experimenting with the first transform can give you grand results!
The first image is set to curl 3, which means Julian is set to 0. Curl 3 produces a stair like effect. The second image is set to Julian 2, julian_power -3, and a julian_dist of 1. This forms more of a natural looking city effect, with the image looking more random. The third image is set to Julian 2, julian_power -5, and a julian_dist 1. This produces a center centric image but with far more interest, it looks a bit fuller. The fourth image is set to Julian 5, julian_power -2, and julian_dist -1. This produces once more a center centric image, and it is very full. The fifth image is set to xtrb 3, xtrb_power 2, xtrb_radius 1, and xtrb_width 0.5. This image is extremely center focused. It also has lots of motion. The sixth image is set to zscale 0.25, julia3Dz 2, and julia3Dz_power 10. This image has lots of motion, and produces a unique look.
The first image is set to curl3D 0.5. This produces a chaotic image that is oddly enough organic looking. This is by far my favorite alternative fractal. The second image is set to Julian 0.5, julian_power 10, and julian_dist 1.25. This produces an image somewhat similar to the original alternative fractal, though itâ€™s highly uniform looking. The third image is set to Julian 0.5, julian_power 10, and julian_dist 5. This image while uniform also has a range of motion. It is one of the better results.
Now let's look at the fourth transform. Remember, unless I say so; do not fiddle with any setting but curl3D. The first image is a setting of curl3D 15. This produces a more solid looking fractal. The second image is a setting of ngon 1. This produces a sort of sharper, but emptier image. It also produces an interesting halo effect. The third image is a setting of pyramid 0.25. This setting of course produces pyramids. This setting also produces a bare bones look.
We have finally arrived at the final transform; this transform is incredibly powerful and can change the very nature of your fractal. So be careful what you change! Remember, unless I say so leave the zscale setting alone! If you mess with that you can make your fractal flatter than a pancake! The first image has a setting of curl3D 1, curl3D_cx 0, curl3D_cy -0.03518, and curl3D_cz 0. This produces an image that drifts towards the left side and gently tappers off. Itâ€™s lovely. The second image has a setting of bipolar 4. This produces an image that is somewhat in two parts, one area is an intense tower. The second tower allows some depth into the image. The third image has a setting of bipolar -2.5. This produces an intense tower that is concentrated in the left side of the image once more. This tower is thin. The fourth image has a setting of julia3Dz 1, and julia3Dz_power 1. This produces an image that is once more heavy on the left side of the image; once more it tappers off. The fifth image has a setting of julia3Dz 1, and julia3Dz_power 2. As you can see the image is now in two parts, one part seems to flow right into the other. The motion of this fractal is not entirely straight, but curved. It is not a pleasing result to my own eye. As you can see a simple change in the julia3Dz_power can produce drastic differences in fractals. The sixth image has a setting of zscale 0.5, Juliascope 1, juliascope_power 1, and Juliascope_dist 1. This produces an image that is very interesting. There are several towers, none of which appear to be the same exact size. This image is really visually appealing. The towers are more broad and shorter due to the smaller zscale setting. The seventh image has a setting of zscale 1, Juliascope 1, juliascope_power 1, and juliascope_dist 1. This is exactly like the previous image except not as short, its less visually appealing, but still a decent result.
I hope you enjoyed reading this tutorial. If you have any questions please pm me.
Welcome to my fourth fractal tutorial in this series. Today we are going to make this image:
This type of fractal is called a Mobius. If you don't know exactly what you're doing its difficult to create this type of fractal from scratch. Most people thus use baseforms. If you want to, you can use baseforms. I'm not sure if I used a baseform or not in this fractal since itâ€™s from a year and a half ago. I'm going to give you instructions on how to make it on your own. Anyways, I'm going to trust that most of you are not basic Apophysis users. If you are a basic user, please read my first tutorial in this series. If you wish to download the best baseform's pack, download Penny5775's Mobius Design Pack located here: Penny5775's Mobius Design Pack Youâ€™re also going to need the Mobius plugin, and the spherical3D plugin. The plugin pack is downloadable at The Aposhack Plugin Pack The first step is to create a new blank transform.
Set linear3D to zero, and set Mobius to 1. In the variables, you will see a series of funny letters, here are the possible variables listed:
Re_A Im_A Re_B Im_B Re_C Im_C Re_D Im_D
Don't ask me what they mean. Most of them will be set to zero, here are the three that will be set differently.
Set Re_A to 1, Im_C to -1.1, and Re_D to 1.
Now go to the weights area and set the weight of transform 1 to 50.
The last thing you need to do is to change the location of transform 1. This will only be a slight change, go to the triangle tab. Move the triangle up by 0.1. Move the triangle right by 0.05. The fractal should look like:
Create a second transform, set linear3D to 0, and set linear to 1.
Set the weight to 40.
Transform 2 will remain in its default position. Go to the transform tab, under where it says Reset post-transform enter in these coordinates: X: -1, 0 Y: 0, -1 O: -0.05, -0.1 This is how your fractal should look:
Transform 3 is an extremely adaptable transform; you can get plenty of different effects just by changing this transform just slightly.
On transform three set linear3D to 0, linear to 1, spherical to 2, disc to 1, blur to 1, and spherical 3D to 5.
Set the weight to 6. Move the fractal to the right by one unit. This is how the fractal should look so far:
Create a new transform, set linear3D to 0, set linear to 1.
Set the weight to 6.
Move the triangle to the left by one unit. This is how the fractal should look so far:
Create a new transform. Set linear3D to 0. Set linear to 1.
Set the weight to 2.5
Flip the Triangle vertically.
Go to the transform tab and under where it says Reset post-transform set its coordinates to:
X: 1, 0 Y: 0, 1 O: 0, 3 This is how the fractal should look so far:
Enable a final transform. Leave linear3D set to 1, set curl3D to 1. Here is what it should look like:
The final thing is to set the colors. The gradient I used was 99 in my gradient pack titled Silvers. Download Here: Silvers a Gradient Pack
If you want the same colors go to the color tab. You see the word symmetry? Each transform has their own symmetry setting for this gradient, here are the settings: Transform 1: 0.9 Transform 2: 0.9 Transform 3: 1 Transform 4: 1 Transform 5: 0 Final Transform: 1
Now go to Flame, and hit Randomize Color Values (or hit ctrl + n). The colors are still not the same, but they are balanced appropriately due to the symmetry setting.
Now go to the gradient window. Pull the gradient bar around slowly until you see the correct color scheme in the small preview window. Now you're done!!! As promised last month in the blog, we shall now learn how to make this fractal, and several other alternative fractals! Letâ€™s begin with examining some different alternatives, each of these groups are different changes to one transform.
Transform 2 is mainly changed by moving the fractal around on the grid. For example, the first image is a simple change of moving transform 2 down by 0.1 units. The second image was made by moving transform two to the left by 1 unit. The third image was made by moving transform two to the right by 1 unit. As you can see this can produce shocking changes. The third image shows my favorite change, the Mobius swirls are lovely and echo a stylized wave structure.
Transform 3 is able to be changed drastically, in fact other than the final transform it is the most adaptable transform in the entire fractal. The first image is set on linear 1, blur 1, and spehrical3d 1. The second image is set on linear 1 and curl 1. The third image is a setting of linear 1 and curl3D 1. The fourth image is set on linear 1 and rectangles 0.25. The fifth image is set on linear 1 and bipolar 1. The last image is set on linear 1, spherical 2, disc 1, blur 1, and sphereical3D 5, this is followed by moving the third transform 1 unit to the right and 1 unit upwards. The fourth image is my favorite; it produces sharp angles and lots of interest to the piece.
Once more transform five is changed by movement. The first image was created by moving transform five 1.5 units downwards. The second image was made by moving transform five by 2 units upwards. My favorite is the first image, the little concise glowing orbs and details are lovely together.
The final transform provides many different ways of changing the fractal. The first image is only a setting of foci 0.15. The second image is only a setting of juliac 1. The third image is a change of ngon 0.5. The fourth image is a change of polar2 4. The fifth image is a setting of scry 3. The sixth image is a setting of sigmoid 3. Linear on all of these is set to 0. My favorite of these images is the first, the flow of this image and the details create intense interest. The final alternative fractal is the one I promised you. This is how you get it. Leave the first two triangles alone. On transform 3 place these settings: bubble 3, blue 1, and julia3d 6. In the variable settings, set Julia3D_power to -2. Move transform three an additional unit to the right.
Change the weight of transform 3 to 3. The last change is on the final transform, set linear3d to 0, and bipolar to 1. You should get this image:
Remember, if you have any issues send me a note! I hope you enjoyed this tutorial!!!
The Artist's Palette: Deadly Emerald
Source: Chris Goulet, Wikipedia Back during the Regency Period (the early 1800s) the chemical industry was in its beginnings. Often this
industry produced pigments. Prior to the chemical revolution paint hues often were not as vivid as the colors you see today, only the best most expensive paint was incredibly vivid. These new chemical pigments were easily manufactured, and made widely available, but it came with a heavy price. They did not consider though the consequences of some of the chemicals they used to achieve these vivid hues though. To be blunt, it made the lead paint problem we have today look like child's play. I've mentioned the process of making the color white before in this series, if you remember it was literally made out of lead. Lead is deadly enough. Arsenic is even more deadly. Hint, arsenic was used as rat poison during the time. Arsenic though is infamous for its vivid hue; itâ€™s a bright emerald green that definitely appealed the art world. The producers of the hue knew they had a hit with the color, thus they did not tell anyone what was producing the color. The color became extremely popular for all sorts of uses in the mean while, it was used for wallpaper, for dying clothes, and even for food! If you used wallpaper dyed with the substance you were likely to become ill or even died. If the wallpaper became damp it would give off this weird odor. That odor was the arsenic escaping into the air of the room; it would enter your lungs. The wallpaper was a major hit, in 1870 there was 30 million rolls sold just in Britain alone. Green was also quite popular for a time in clothing. Until people started to notice that people who wore green usually were more likely to die. In France, those who are in theater avoid the color because of this tradition. Later once they figured out why people were dying satirical cartoons like this one were published.
Source: Fashion Plate from La Mode, 1848, webexhibits.com
In food the color was used in the decorations of baked goods. For example, sugar leaves were a really popular food. The girls who produced these leaves often had arsenic poisoning. What was even worse is diners at meals took the leaves home for their own kids. Sadly enough this would sometimes produce fatal results. Once a chef decided to dye a blancmange green, three of the people who ate the dessert died. It was not until the 1870s the pigment started going out of vogue, when synthetic dyes started encroaching on emerald green's market. By that time four out of five wallpapers in Britain contained this deadly poison, it had also taken a large dead toll. The moral of this story? Just because a pigment is beautiful, it doesn't mean that itâ€™s a good idea to use it. Be careful with your tools, even today several of the paints you use could be deadly. Keep them out of the hands of the wee ones in your life, and use common sense while painting.
Source: Jane Austen's World Source: Jane Austen's World The Artist's Palette: Deadly Emerald by: Tokyo Rose
The Cultural Aspects of Purple To put it simply, purple is a secondary color. Traditionally you achieve this color by mixing blue and red. It is somewhat separate from violet and magenta. In this article, we shall discuss a bit about the cultural aspects of purple. Let's begin by looking at the word itself, purple after all is quite a strange word. It comes from the Latin word purpura which was the Latin name for a very special dye. This dye was the dye that the nobility used to get that noble purple color that was infamous in antiquity. This dye produced the color Tyrian purple. The dye was created from mollusk shells, and was produced by the Phoenicians.
The mollusk which produces Tyrian Purple Source: Luis FernĂĄndez GarcĂa It was not cheap at all, the dye itself sometimes even cost its own weight in silver, and thus it was a very early status symbol. There were laws on the books that forbade commoners to wear the color, it was meant solely for the most important people in ancient society. Both the expense and the imperial elements were probably due to the fact that 12,000 snails would only yield about 1.4 g of dye; or one garment's worth. The great empires especially loved the color; it was worn by Alexander the Great, and even the last pharaohs of Egypt. Even the Roman emperors wore clothes dyed this color. Their robes would be dyed
purple, with a gold trim; Roman Senators also had the distinction of a purple stripe on their own robes. This color of purple was seen as more red violet than true purple.
An example of Tyrian Purple. Source: Wikipedia. In medieval Europe the color purple shifted again, it became more blue violet. Blue dyes were incredibly rare, so a blue violet color became the new "royal" color. Tyrian purple had disappeared by this time, mainly because the Roman Empire collapsed in 476. When you hear of a king wearing purple, its blue violet they are wearing. Purple also is very cultural, most people think of royalty when they think of purple, but there are other associations. For example in Japan purple symbolizes death. In the US and UK militaries purple is used as the symbol of joint programs, (for example a program that has both the army and navy working on it). Also, the Purple Heart is purple because purple represents courage. During half mourning in traditional mourning practices, purple is worn, being that it is a deep color close to black. Purple also has symbolism in our political system; a purple state is a state that's 50% Republican, and 50% Democrat. Another aspect of the color is that itâ€™s the currently pride color in the LGBT community. Also, symbolically in the world's political system, purple represents monarchies. As you can see purple is an extremely powerful color culturally.
The Artist's Palette: The Cultural Aspects of Purple by: Tokyo Rose
The Rule of Thirds
* Sometimes itâ€™s important to learn some rules of design (they do not apply all the time though because there are always exceptions to the rules). One such rule is the rule of thirds. Pretty much the idea behind the rule is that an image needs to be divided into 9 parts. Imagine a square image, in your mind draw a tic-tac-toe board on it. The idea behind the rule is that the most important parts of the image should either be on a line, or on one of the intersections. Doing this is supposed to create the illusion of tension and energy. It also supposedly creates a more interesting composition. The main point with the rule is to avoid two main things. 1. It gets rid of centering. While centering an image can produce powerful results, it can get boring. Placing the focal of the image off to one side creates an interesting composition. 2. It also prevents something very typical in art, a horizon dividing the picture in half. So let's take a look at some images. With rule one let's look at two different fractals.
? The first image is centered, while interesting, the focal point of the image shows no movement. Imagined movement is very important in fractals as it is in most forms of art. It's how you bring an image alive. The second image is much, much better. It almost comes alive for you because of the implied movement. Also the image is much more interesting. Let's take a look at the second part of the rule; the horizon is incredibly important in landscape photography. So this is a nice rule to help photographers!
?** The second one of course! The first image has its main horizon centered, and compared to the second image is highly boring! Look how much interesting the perspective looks in the second image! It almost feels like you're on that road. I hope you've enjoyed this article and learned something! If you have questions feel free to pm me.
* Source: Moondigger at Wikipedia. ** Source: filtsai.com ** Source: images.com The Rule of Thirds by: Tokyo Rose
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