February's Artist of the Month - TerryGH

Jan 28, 2002 at 12:00 am by ClintH


Congratulations to TerryGH. Renderosity's Artist of the Month for February. Take a moment to view TerryGH's Art Gallery at the following link: TerryGH 1) Who is TerryGH? TerryGH is some odd fellow who gets up at 5:00 a.m., or stays up late at night to fuss around with computer graphics for a couple of hours when his more sensible and hardworking real-life counterpart, Terry G. Halladay, should be sleeping or occupied with take-home work from his day job as a department manager at major rare book and manuscript firm. Since I've simply been too indecisive to come up with a more creative online nickname, 'TerryGH' has stuck by default. I'm just barely on the far side of fifty years old, and live with my extraordinarily patient and supportive wife, Laura, in Hamden, a town just to the north of New Haven, Connecticut. I'm a computer graphics amateur in the literal sense of the word, finding in that pursuit my own form of building ships in a bottle - a diversion wholly divorced from the tasks, concerns and interests that occupy my daytime hours. Though I am considerably hampered by a complete lack of skills as an original artist -- in the sense of someone who can pick up the tools of an artistic medium and, from scratch, establish a working connection between an original thought and those tools that results in a translation of that thought to paper, pixel or canvas - some years working with photography and many more years looking jealously, enviously, and appreciatively at the works of real artists have made me at least conscious of the rudiments of light and composition, in a way sufficient to make me want to give it a try in my own small way. 2) How long have you have you been rendering? It was late in 1996 that I came across Peter Plantec's really quite excellent book, The trueSpace 2 Bible, while browsing in a book store, and though up to that point I'd never really thought to try my hand at anything serious in the way of 3d design, the book intrigued me, and that led to my first encounter with trueSpace. I think version 2 was then in its final days, and I followed the upgrade path shortly thereafter from 2/SE to 3. Still, it wasn't until a year or two later that I moved from the inevitable phase of occasional "chrome balls on a checkerboard" renders and quick Saturday afternoon throwaways to the first of my images that engaged me for a while in its construction and revision - that was in the Fall of 1998, with the image "Closing Time." 3) What are you currently working on? I've probably got as large a collection of half-started works-in-progress as anyone I know, perhaps more. Among them are several more images in my series in homage to Fritz Lang's Metropolis, a subject I love and think offers a vast number of possibilities for both directly derivative works, as well as thematically inspired works. It is, after all, a very small leap in the mind -- though an enormous technical leap -- from Metropolis to Blade-Runner. There's also a project involving carnival life that's been nagging at my mind for at least six months now, and I've got at least three images I've poked at on occasion that have their roots in some of the work of the Vorticist artists and their depictions of the Great War. At any given moment, I may pick up one of these projects and create a bit of additional mesh for it, or adapt a texture, or, as they say, "do deep background research" J 4) What software do you use and why? The great majority of my work has been with trueSpace, most particularly with trueSpace 4.3. That's the modeling and rendering application I feel most at home with, and it remains an immensely accessible, versatile program that I'd recommend without any reservation to someone wanting to learn the 3d ropes. But I've not had the time to make much of a transition to version five, although it's been out over a year now. Since any moment I spend on graphics is a moment stolen from other activities or necessities, I can't help but return most often to that application in which I feel most productive for those few moments. Late last year, after spending some time with a demo, I bought Maxon's C4DXL7, and am gradually learning my way around in it. I was particularly attracted to it because of its very effective use of my dual-processor system, and because of the implementation in this version of several significant elements of Cebas Software's rendering technology. I'm a very big fan of Cebas, having worked with their Pyrocluster plug-in for trueSpace as a beta-tester. It'll likely be awhile before I am up to speed with C4D, but I've had a great time rendering out a long series of doodles as I get acquainted with its features. I'm finding that I get along with its internal logic and workflow quite happily. I won a copy of DeepPaint 3d in the 2001 Pixxelpoint.org competition, and have at the same time been working toward getting a feel for its potential. I regularly turn to Corel Painter for texture, cloning and compositing work. I think it's an amazing program, and though, as I said above, I have no capacity whatsoever for original 2d art, it's a great program to simply sit down and spend a few minutes with, doing throw-away doodles that no one other than I have to look at. Though I seldom do much in the way of post-processing of 3d renders, I have Corel Photopaint here at home and Photoshop at my office when the need arises. As far as other apps.well, I use Poser 4 for generating human meshes for importation into my main 3d apps, but I can hardly begin to say that I' ve explored its potential as an animation package, or put it to any real tests with work such as we're lucky to view here everyday on Renderosity. I' ve still got Bryce 4, though I've never felt at home with its interface, and consequently gave up on trying much more than an occasional doodle with it back with version three. But that about covers the applications I use to any measurable extent. I've worked with either demos of a number of other 3d packages, or spent time with them on the workstations of other local license holders, and stand in awe of some of their features, but given that I'm likely to always remain a simple amateur, it's unlikely that I could justify the expense of equipping myself with one of my dream applications and the adjuncts to go with it. 5) Why do you like 3D art? Computer generated 3d art, as a medium, has gotten its hooks into me for several reasons. For one, it affords an appealing mixture of the technical and the aesthetic. More years ago than I care to reckon, I was involved in purely technical pursuits, as a science and mathematics major in school, and then, for a short period, as an engineering major at university. While the path that got me from there to the rare book business is far too circuitous and boringly personal to merit retracing here - other than to say that, like many others, I was a child of the '60s - I've never lost my appreciation for, and interest in, the technical and scientific dimensions of our universe. Though the analogy breaks down on the physiological level, it's kind of a left hemisphere - right hemisphere connect for me, the two disparate worlds I've been involved in for half a century meeting on the screen of a monitor, at the touch of a mouse, in the tools and in the literature of computer graphics, and in the broad horizons of possibility that reach out ahead of us in the worlds of CG to come in the future. On a more immediate level, 3d art makes available to the artist an extraordinary range of variables and tools with which to create something. Speaking for myself, I'm drawn to the visualization of effects in large volumes of space - the effects of light, of atmospherics, of edifices in relation to each other and the spaces between and around them. 3d art gives me the opportunity to construct those voluminous spaces (whether they be on the macro or the micro level) and to create those effects, via special algorithms written by wonderful and talented techno-wizards, and to mold them, and revise them and to upset them in ways not possible (or easily possible) in other media, and without tremendous waste of materials and time. And there's a good deal of satisfaction to be derived from just gaining more understanding of the process of creation behind 3d imagery in film and other media. I've been an unabashed movie junkie since I was tall enough to reach the ticket window, and the extra insight that working with CGI allows, even on the limited level I am working with it, enhances my understanding of what went into the creation of the field of s/fx films I've admired, from the era of the silents all the way up to The Matrix and Final Fantasy. I still remember with no small measure of awe when a friend of mine in the Wolfpack sent me one of his remarkable meshes to work with for the first time. I sat there, in front of my monitor, working with a mesh no less than the carefully crafted equivalent of the model used for filming Babylon 5. It felt like I'd stepped through a door into a new level of appreciation and understanding of the process. 6) What inspires you? With just a handful of exceptions, I think the sources of inspiration for the public graphics works I've done are referenced fairly clearly in the images themselves: the Metropolis images, the Piranesi images, the homage to Things to Come etc. More often than not, I embark on a project after seeing somewhere a photograph or other source work that strikes me strongly at a particular moment, and I set out to consciously recreate something inspired by that source work - whether it be something clearly derivative in subject matter, or something less clearly defined.a tone, an emotion, an effect of light or space. For example, Street, which I suppose has gotten to be more or less my best known image, started off after I'd spent an afternoon looking at some photographs of 19th century New York street scenes. In the end, Street doesn't follow any of them in any particular fashion, and is of another time period entirely, but it was the cumulative effect of viewing all those photographs that got me to sit down and get to work. Imaginary Industry #5 is another case in point. It's one of several images I 've made utilizing this overall external building structure.the sequence of interconnected "lobbies," so to speak, in a much larger building. At various times, I've filled lobbies with different gizmos or substructures, just as idle exercises. But the overall building was vaguely inspired by some photographs of the ruins of an abandoned asylum I happened across. Once I point that out, the source becomes evident in the image, though the final subject matter of this particular use of the setting is far removed from it. There are actually a couple of rather spooky images I made using the structure that are quite obviously tied closer to the asylum theme, but they're still filed away as works in progress or "private" works. My own tastes in art are fairly catholic, but I do have favorite genres, and they tend to inspire/influence the images I've completed, and the far greater number that I've tried to make, but never brought to completion. Street speaks to my love of the photographers and artists of the 1930s associated, in either a specific or thematic sense, with the WPA and the move toward social realism, often of a political bent. On the other hand, I also have a preference for a lot of art associated with the advent of 20th century Modernism - much of it non-representational -- particularly as it is so often tied to equivalent developments in literature. Dada, Vorticism, Constructivism.all that sort of work. And of course, there are a number of CG artists whose work I follow, among whom I'll mention only one for the sake of brevity: Dave McKean, though he's hardly working only in CG. I'm constantly amazed at his capacity to combine several media in one work. I've gone on too long here, so will conclude with my sincere thanks to both the administrators and the artists of Renderosity for the unexpected honor of my selection as AOM for February 2002. The making of computer imagery, like any art form, is a solitary pursuit during most of the act of creation. But that act is in many ways incomplete unless the final work, or the work in progress, is subjected to the scrutiny of objective viewers for critique and evaluation. Without that scrutiny, the maker can never know for sure if the work he or she has undertaken has accomplished its aesthetic end, or conveyed its message, or communicated its narrative. Some of us are very fortunate in having a circle of trusted friends to whom we can show our work for advice and/or criticism as it progresses; for me, my friends in the trueSpace community and in the Wolfpack have been instrumental in helping me reach whatever level of accomplishment I can claim. But Renderosity makes available an unequalled forum for the exposure of artists' works for all to see, to comment on and discuss, to learn from, and by which to be inspired and challenged. It's something akin to that circle of friends, multiplied by thousands. Terry Halladay thallad@pcnet.com www.pcnet.com/~thallad
Sections: Archives