Talking with Anne Powers about CINEMA 4D: The Artist's
Project Sourcebook Most graphics instruction books focus on
the nuts and bolts of the applications they feature, and tend to
fall short when it comes to creative inspiration.
CINEMA 4D: The
Artist's Project Sourcebook, by Anne Powers, takes a different
approach, in many ways more akin to arts-and-crafts guides than
technical manuals. Each chapter teaches a different element of
CINEMA 4D by going through the steps of making assorted cool
graphics with it. Even the simple objects created in the first
chapter are fun to look at and display the basics of the
application at the same time as showcasing Powers' considerable
artistic chops.

Each chapter provides a step-by-step guide through the project it
features, along with multiple sidebars that explain the functions
and concepts used in the chapter. This enables more experienced
users to breeze through the chapter focusing on the steps of the
project, while novice users can take their time and read all the
sidebars to learn the application in depth. In every chapter, the
goal is to make a pleasing image, object, or animation, rather than
simply to learn how the program works. In the course of learning
about primitives, splines, nurbs, deformers, and booleans, readers
will create a box full of lightbulbs, a whimsical car, a viking
helmet, a string of dice, and a bunch of fun odds-n-ends. Advanced
chapters cover materials, lights, head modelling, character
creation and animation, plugins, Xpresso. Powers finishes up with
chapters on using CINEMA 4D as part of an artistic toolbox, and
incorporating the skills learned in the book into a full creative
process. The included DVD comes with all the scenes and sample
files you'd expect, and also with a considerable goodies library of
objects and materials that can be used in later projects.

Powers' qualifications as an art instructor include a BFA in Fine
Art/Painting, an MA in Art Education, an MFA in Graphic Design, and
thirty years of college teaching. Currently she teaches CINEMA 4D
in the Digital Media Academy at Stanford University. She recently
took the time to share her thoughts about the future of digital art
instruction, about CINEMA 4D, and about her reasons for writing the
book.
Can you talk about teaching at the Digital Media Academy[DMA]
and how it differs from teaching in a traditional college art
program? I come from 30 years of teaching in the naturally
eclectic community-college environment, where many different kinds
of students are mixed in one class. So I am used to classes where
teenagers are working side-by-side with senior citizens and persons
of different ages are learning from each other and valuing each
others experience. My classes with DMA at the Stanford location
have had an even richer, more varied mix. The students come from
all over the country and all over the globe, and have extremely
diverse educational levels and subject backgrounds. I have
literally had a Stanford PHD guest lecturer sitting next to
14-year-old gamer. Their goals for learning 3D skills are usually
the same. The mixes are unorthodox, but that makes for very
interesting classes! Because all the students are focused on
learning the subject matter in the limited time of a week, they all
work side by side with generally the same mature concentration.
Which brings up the other difference about DMA. I cover the same
material as a college semester in a week (Five days, 8-5 with
breaks and lunches). Focus, focus, focus! It is a pretty intense
learning experience, but it is amazing what these students are able
to do at the end of the week. They are usually in shock that they
are accomplishing so much in 3d after a week. The DMA environment
is charged with creative excitement! Everyone there is serious
about getting in there and learning as much as they can, and they
have lots of fun doing it!
Does your background in
traditional media inform your approach to teaching digital
creation? Totally. The Computer Art and Design program at
Roane State Community College (where I was Department Head for a
number of years) was actually based on a cyclical relationship
between digital media and traditional media, and also fine art and
commercially-purposed art. Because I had a Fine Art background
there was, in the planning of that program, emphasis on critical
Fine Art abilities like drawing, painting, sculpture and the
quest for content. There was also emphasis on bringing the richness
of traditional media into digital work by importing or the use of
natural media tools. Also, the love and knowledge of traditional
media makes a gargantuan difference in the look of digital work.
Two ready examples of fine art shining through in digital work are
the French (as with much European work) and Ringling School of Art
and Design. It should be said that this was mucho difficult in the
early years of digital art and animation, when artists dreams were
limited by the technical boundaries. Everything was so stiff and
difficult. Now, twenty years on, technology is leaping ahead to
better serve fine artists visions. The old clich its just
another tool, applies. The artists hunger to communicate is the
same, design principles are the same, but 3d digital tools bring
certain advantages and disadvantages to the process. As technology
improves, the disadvantages are shrinking and the advantages are
becoming more pronounced.
In contrast to the realistic
engineered objects seen in many tutorials and books, the objects in
your book are whimsical and frequently have no real-world
counterparts. Is this your personal style coming through, or is it
a deliberate choice for your teaching method? Or both? I
suppose it is a little of both. First of all, this book was born
from numerous requests, by students and teachers, for short, fun
projects that would keep students interested and teach them basics.
So one of my main goals was to design projects that were engaging
and short enough to be completed before the student starts to feel
bogged down. And yes.fun! If you can learn the same skills and
concepts with a dull scene or a fun scene, I choose fun! This
summer in the Stanford Digital Media Academy (DMA) classes, I was
able to use the book for the first time in a real teaching
situation. On several occasions, students jumped up and yelled
Wow! This project is so much fun! That was exactly the reaction I
was going for. While were talking about teaching method, it is
important to say that I tried to design the projects so they could
be very open ended and lead to personal options and a legitimate
art process, rather than just being follow-the-leader. For example,
students learn C4Ds six NURBS modeling tools in Chapter 3 to
create elements for an animated box, but the design of the box can
be personal. One student at DMA this summer interpreted the box as
an automotive box (complete with spewing mufflers, boombox audio
speakers with vroooom vroooom sounds, chrome and auto paint, and a
license plate) because he was personally into cars in a big way. It
was cool and original, but he learned the same tools and skills as
everyone else in the class. As to personal style coming through, I
hope my personal work does celebrate CINEMA 4Ds greatest
advantage: the ability to create anything and totally disregard
natural laws. I have been a college art teacher for many years, and
with digital tools just as with traditional media I would naturally
encourage students to personally interpret what they see in the
real world. A powerful application like CINEMA 4D makes it so easy
to explore the subjective because anything goes and the speed of
the process allows the artist to virtually explore many choices!
Apart from that, I have used elements that I do value personally
for their fun aspects, both visually and in their potential to be
animated in enjoyable ways. Things like twinkly lights, energetic
colors, surface qualities and patterns, magical elements like smoke
and glitter, dirtied-up surfaces and the like.
In a nutshell,
what's so great about 3d? Ive worked in and taught about
every media in art, taught music and photography, and taken dance.
I love it all. To me, inventing and animating 3d worlds is the
ultimate creative adventure. In 4D (3D + time), it all comes
together. Infinite artistic possibilities and interactions are at
your fingertips. Its almost more than you can bear.
Clearly,
you have made a major commitment to CINEMA 4D, both in your
classroom teaching and in writing a book about it. In a nutshell,
what's so great about CINEMA 4D? After teaching several
major 3d apps to college students, I happened upon CINEMA 4D
shortly after it came to the US. I knew the higher end apps and
they were were fine for me artistically, but too steep a learning
curve for my students, who worked hard learning the software but
never managed to create anything. CINEMA 4D is elegant and
intuitive and users can be quickly productive. Thats why students
can make animations in Chapter 1 of my book. Also, I needed learn
one application to teach and use personally. CINEMA 4D was the most
powerful program that would allow me to do the artistic things I
wanted to do, and that my students could succeed with. Also, I have
to say I was shocked by how MAXON would actually talk to you. With
the other apps, sales and support was like trying to contact
someone on Mars. Im sure this has had to change because of its
growing popularity, but back in the old days the CEO would talk to
you on the phone. After my struggles with other companies, that
made a big impression on me. When I first started teaching CINEMA
4D in a classroom, my students were absolutely amazed that they
could PRODUCE with it. In their former experience, they struggled
to learn bits and pieces but it was all so complex and unintuitive
that they could never put it all together into actual work. They
were tutorial rats with no demo reels. They were also blown away by
the free demo, the availability of online documentation and the
reasonable student pricing. Still are.
What programs have you
worked with besides Cinema4d? Which do you like the best?
Outside the CINEMA 4D arsenal, my top three would be Photoshop,
Illustrator (3D Artists just about have to know those), and
AfterEffects for compositing. Z-Brush, Studio Artist and Corel
Painter offer endless creative interactions for surfacing and post
processing. BodyPaint, Sketch and Toon and other MAXON Modules are
an inherent part of my CINEMA 4D Arsenal.
What traditional
media do you still work with? What do you value about that
experience? To be perfectly candid, yes, my fingers do
start twitching after a while and I have to go to the studio and
squish tubes of paint and glue down collage elements and make
sculptures. I still and always will value splashes and mushy paint,
getting dirty hands and smelling mineral spirits. So obviously,
those really messy hands-on kinds of things, wellI think they just
have to stay hands on. That will never go away and I dont want it
to. To also be honest, I would probably steal elements from that
experience and take it into the digital world as well. I just see
them as two separate things, but both greatly influence and boost
the other. I also do a lot of photography (both traditional and
digital) and digital video, which I also integrate with 3d
elements.
Is there something particular that Digital
media/Cinema 4d has freed you to do that you couldn't accomplish
(or couldn't accomplish easily/efficiently) with traditional
media? The ability to try things out over and over and
explore complex, exponentially increasing possibilities without
expending media.
How have the past 30 years changed the way
art is taught? Obviously, the equipment costs more and
skills are obsolete after the semester final, so digital art
education is a fast-paced proposition. The answer to that question
depends on the type of learning institution. Some have continued to
teach the same concepts and design skills and leave it to the
student to master the digital tools on their own. On the other
hand, many skills-based programs have sprung up which turn out
those who kind-of know how to work the software but have nothing to
say and lack design knowledge. I think most successful programs
address everything. And thats a big, big job.
Is there any
new teaching method you hope to see become standard in the
future? Yes; it has been my experience that most students
would rather learn technical skills (for example: how to use
xpresso to make a light blink randomly) alone at their own speed,
asking the teacher questions as needed. I think educators need to
do a better job of creating self-paced materials for that and let
the teachers continue to address content and design. In the DVD of
my book, I included some Snaps PRO how-to movies, some CINEMA 4D
Files with integrated instructional notes.and other learning
resources. The more resources like that a teacher has to work with,
the more free they are to spend time on the conceptual and design
material.
You're uniquely qualified to weigh in on the "is it
really art?" debate that rages between advocates of traditional
media and digital artists. How do you personally define
art? That one could take a few pages, but the short version
is : communication, visual or otherwise, that makes people think
and feel and respond. I cant imagine any artist who had witnessed
Siggraphs galleries who would question the validity of digital
work as a medium. You can make art with backyard dirt if thats all
you have and you can say something compelling with it.something
that makes that flat line in your brain twitch up and down and your
inner voice say ahhhhh, arrrrgh!, now Im afraid, I never
thought about THAT before, Thats PROFOUND, or I never noticed
how beautiful that is. Remember the floating plastic bag in the
movie American Beauty?" Since Digital Art usually involves a steep
learning curve, some digital artists think thats enough and
expect a pat on the back for making a model that looks like the
real thing. Just like any medum, its about the personal idea, the
fresh insight, or the well-crafted story. A lot of digital art
you see is a rehash of someone elses manga or game character, and
a lot of it looks the same. (But when you think about it, thats
true for traditional media also.) Digital tools can also be used to
create the kind of art made by, say, Anselm Kiefer or Deiter Roth
but in multidimensional ways. I would just encourage young digital
artists to push outward beyond whats been done, and be active
participants in the continuous redefining of the medium. CINEMA 4D:
The Artist's Project Sourcebook is available at Amazon.com. --Mary
Dell
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