The Kick-About #19 Art Forms In Nature – Ernst Haeckel


Following the simple, unadorned charms of our previous still-life inspired Kick-About, in which we were encouraged to turn our creative attentions to objects rather ordinary and domestic, this week’s edition is a good deal more fanciful. With Ernst Haeckel’s Art Forms in Nature as our collective stomping ground, we’ve generated between us a veritable coral reef of different ideas, processes and creativity.


Simon Holland

“Haeckel’s images have that other worldly alienness of the microscopic, to me, they tread a line between the interspatial and the outer spatial. With this image I started “riffing” in Maya with repeated forms, influenced a little by Hebrew descriptions of the Ophanim. With a bit of “evolution” a tiny bit of “Interstellar” and a smidge of “Event Horizon” I ended up here.”


twitter.com/simonholland74 / corvusdesigns.blogspot.com / instagram.com/simonholland74


Charly Skilling

“As regular Kick-Abouters are probably aware, I’ve been playing around with freeform crochet off-and-on throughout these last few months. First I tried faces, then a whole new world, and then the use of crochet to visualise forms from different environments. I had also started to play about with mathematical forms, and I came across the work of Christine and Margaret Wertheim. (Check it out. It is mind-blowing!. I had to have a go. The Kickabout 19 gave me the perfect opportunity to put some of these ideas together. If Ernst Haeckel reveals art forms in nature, what better example than the myriad forms and colours of a coral reef? I just loved this Kick-About. Great fun!”




James Randall

“Ernst had me take a few snaps of garden toot – nigella, poppy and rocket (or is it arugula over there?) seed heads and some other scraps in a vase on a rainy day. Low light and not much in focus but I think moody.



And one little gauche pic – no husband, it is not a pumpkin!”


Tom Beg

“I imagine these images (created by mashing together a bunch of images and outputting them through different software) as explosions, atoms, cells, planets or even galaxies seen in their most embryonic stage, viewed through some impossibly powerful microscope.”


twitter.com/earthlystranger / vimeo.com/tombeg


Vanessa Clegg

“I’ve admired Haeckel’s work for years but had never really researched the man. A surprise was in store… which made me see it in a very different light. He was a eugenicist/scientific racist believing in both the superiority of German culture/ race and monism (represented as a circle with a central dot). This guided my response. I decided to find beauty in the…so called…imperfect, which, to me, has always been a more interesting area to explore: dusty dead insects picked up in my studio, broken / found objects, scratched and stained surfaces, ageing skin… all this evidence of life long lived… so many layers of history.”


Charcoal on Fabriano. 30” X 22” / Crayon on Fabriano. 19” X 19”

vanessaclegg.co.uk


Phil Cooper

I’ve been a fan of Haeckel’s work for many years. In the mid-1990s I used to work in Covent Garden, in London, and there was a wonderful shop selling books of source material for artists and designers. There would usually be a volume of Haeckel’s images in the window, with a cover illustration of strange and otherworldly creatures.

Haeckel’s prints are an absolute marvel. They record every, tiny detail of each subject with such laser-sharp intensity, an intensity that gives the images a uniquely mysterious and odd quality. In fact, many of the images are quite nightmarish to my mind. What may be harmless sea creatures often seem to have spikes, tendrils and/or tentacles. There are creatures here that remind me of The Thing, when it gets the dog in the kennels...

At the moment there is a jam-jar of twigs and berries on my desk, gathered on a winter walk in the woods just south west of Berlin, not far from where Haeckel was born, it turns out. So, I’ve photographed them for the kick about this week and played about with the images a bit to try and draw out some strangeness. Nothing as remotely strange as a page of Haeckel drawings of plankton though!


instagram.com/philcoops / hedgecrows.wordpress.com / phil-cooper.com


Marion Raper

“As per usual I am torn between going down a textile or a painting route with the wonderful art of Ernst Haeckel. Oh, how I wish we had been given such fabulous ideas and examples for study back in the O level days! But hey, it’s never too late and the Kick-About and lockdown is a great opportunity to make another run at the tape, so to speak.

These last few weeks I have spent many hours trudging through soggy woods and finding lots of examples of lichen and leaves. Around my area, Oak and Beech are prevalent, as they don’t rot away easily. Consequently the woodland paths seem to shimmer and shine in the wet and make wonderful shapes and patterns underfoot, which I have tried to capture in acrylics. My other submission is using various stitches, beads and shells depicting an underwater scene I did a while back.”



Jan Blake

This was a curious Kick-About, as the subject matter was immediately attractive to me, mainly because the sense of patterning and natural forms has always attracted my attention. I saw this tower of watch parts in a workshop window in Bristol last week and it reminded me of the images of Ernst Haeckel.

However, in my own work it flows between 2 and 3 dimensions. The desire for me is not so much the patterns as the incongruity and movement in the growing process, and the cellular transparency of delicate organisms.

I started this piece some while ago and I have been trying to come to grips with it over this year. It is made from cardboard boxes cut into strips and reassembled to create a more transparent filigree effect. I do some, then leave it, and then this prompt made me come back to it. Thank you. It needs reviving!

I anticipate it will grow more towards the original drawing as the ‘Limbs’ will become more numerous. I want the piece to curve so that the viewer can stand within to look out on a different world. It’s going to take a while!


janblake.co.uk


Graeme Daly

“I was spoiled for choice with this Kick-About, with rural Ireland having a bountiful abundance of botany with textures, colours and shapes, all the flora and vegetation feeling like an endless pick’n’mix. I always find myself thinking about the intricate patterns and shapes as I snap away; mint green reindeer moss looking like bleached coral under a microscopic macro lens, and the swirling and meandering of ice a jigsaw of frozen motion. Twigs, branches and petals look like spores – after some manipulation. Suffice to say, I loved this kick-about and I loved learning about Ernst Haeckel and his gorgeous Illustrations. I could go on and on with creating designs like this and I have a hankering to do so!”


@graemedalyart / vimeo.com/graemedaly / linkedin.com/in/graeme-daly / twitter.com/Graeme_Daly / gentlegiant.blog


Phil Gomm

“It was while producing these images for the Kick-About No.18, that I picked up the wrong sort of marker pen, which reacted to the spritzing of alcohol in some fascinating ways. I noticed how the solid lines of ink blossomed unexpectedly into a squirm of tendrils or fine feathery hairs. I noticed too how some consequence of the varying drying times of the ink and the alcohol produced a creeping tide-mark that moved across the surface of the tile – before suddenly retreating again. It was a bit like observing some organism in a petri dish or under a microscope. Suitably-inspired, I set about capturing these evolving ‘Art forms’ through time-lapse photography. It was difficult not to think about images of virology and bacteria, and my affection for the b-movies of the 1950s surfaced as quickly, producing something moodier and more ominous than I’d originally planned. What’s fascinating is a technique, which previously gave rise to a sort of image suited to tasteful greetings cards, should now produce something so tonally different. However, given what we know about some of Haeckel’s other ideas, perhaps the underlying menace is not so wide of the mark…”


Photographing the interaction of the ink and alcohol taking place on a ceramic tile.



Phill Hosking

“Here’s my little offering for this week’s Kick-About: a plain and simple graphic study of some fascinating fungi I had in my photo archive of interesting stuff to draw one day. Not sure of their name, but this is no impediment to studying their forms and surfaces. The pattern in the backdrop is based on the folded, rippled surface on the stem. I think I’ve made them look monumental, when in reality they’re probably quite tiny. Great inking practice, my current obsession.”


instagram.com/eclecto2d linkedin.com/in/phill-hosking


Kerfe Roig

“What fun this was! I looked in my collage box/reference book collection for nature images that I could combine to create new forms based on Haeckel’s paintings. This is a project that could go on and on…”


be always
impossible be
enchanted
reaching out
in reciprocity to
meet the world halfway


kblog.blog / methodtwomadness.wordpress.com


Gary Thorne

“‘The Story of the Development of a Youth’ consists of Haeckel’s letters home, whilst studying age 18-22 (1852-56). A really good read, brimming with exuberant enthusiasm, energy, and appetite for learning, each letter of enchanting spirit and feeling, humour, impulsiveness, apprehension, mood swing and a deep devotion to Christianity. Haeckel’s left-eye was fixed down the microscope, his right focused on the drawings so, I’ve tried capturing Haeckel’s spirit, framing it within the scope, and beyond it is representation of his melancholy and homesickness.” Oil on prepared paper 50cm x 50cm


linkedin.com/in/gary-thorne


Many thanks to Kick-Abouter, Jan Blake, for our next jumping off point – the following quotation from Cifford W Ashley’s The Ashley Book of Knots (1944):

“To prevent slipping, a knot depends on friction, and to provide friction there must be pressure of some sort. This pressure and the place within the knot where it occurs is called the nip. The security of a knot appears to depend solely on its nip.”

Looking forward to seeing where this one takes us – and if you’ve enjoyed this week’s kick-about and fancy a run around with the rest of us, get in touch and get involved.



Spotlight #5 Deanna Crisbacher


When I needed someone to help me transform a series of digital photographs of local rural landscapes into a range of vivid far-off exoplanets for our most recent Kick-About challenge, I contacted my friend and former student, Deanna Crisbacher.

Dee and I have worked together on a series of animation projects, including Red & The Kingdom Of Sound, Spectrogram and Marcus & The Mystery of the Pudding Pans. In all these instances, Dee moved heaven and earth in support of the projects, her work characterised by meticulous attention to detail, pristine visuals, expansive technical know-how, and a formidable work ethic.

In addition to inviting Dee to collaborate on the exoplanet project, I also took the opportunity to catch up with her for a longer conversation about her life and times and the continuing impact of the ‘new normal’.


The ten planets of Wanderer (2020), created by Deanna Crisbacher


Phil: It’s potted history time, Dee. So you graduated back in 2018… what happened next?

Dee: Things for me were extremely hectic post-graduation. I had begun applying for jobs a few weeks prior, so by early August I was attending interviews at a few studios around London. During this time I was preparing to fly to the US for my annual family visit, but that year I was also going to Vancouver to volunteer at the SIGGRAPH conference.

Phil: What’s SIGGRAPH?’

Dee: SIGGRAPH (ACM Special Interest Group on Computer Graphics) is a yearly computer graphics and technology conference that showcases the latest technology and computer graphics for film, TV, video games and more. This includes anything from visual effects software used to create films by Pixar, Marvel, etc. to artificial intelligence and 3D printing. A huge array of companies such as Google, Industrial Light & Magic, Disney, Nvidia, Microsoft, EA Games, Weta, Sony and many more participate to exhibit, share and educate others on upcoming technology. What is really cool about it is it’s not just about visual effects or films, but also video games, coding, hardware and more abstract art applications. There is SIGGRAPH North America and SIGGRAPH Asia that each takes place once a year in different cities around the world. As a student volunteer it was a great way to meet people in the industry, apply for jobs, get special insight into the developing technologies, and to get showreel feedback.

It was hard managing all of this at once, especially because I had several interviews at a company called The Flying Colour Company (TFCC) and the day before my flight to the US they offered me a job as a Trainee Visual Effects (VFX) Artist. I needed to head into London to collect paperwork that day on short notice. It was stressful, but very exciting. I then took a little time off with my family, went to Vancouver to volunteer and meet some amazing people at SIGGRAPH, before returning to London to begin my new job. Since then I’ve learned how to use Autodesk Flame, but also helped integrate more 3D work into TFCC’s workflow.

Phil: Autodesk Flame sounds like you were being taught how to use a military-grade flame-thrower or similar! Without getting too technical, what is Autodesk Flame and how does it fit into making tv shows and film?

Dee: Autodesk Flame is a compositing and VFX software. Flame gives VFX artists tools to blend live action footage with other pictures, video clips, artwork or 3D CGI assets to create the final image. For example, a VFX studio may be given footage that was filmed in front of a greenscreen. We will then use Flame’s tools to replace the greenscreen with whatever the director wants in the background…such as a cityscape. We can also use Flame to do things like remove safety wires, add gore, remove crew members from reflections, replicate crowds, adding rain, inserting television screens, adding 3D assets like helicopters, changing lighting and so on. The possibilities are almost endless really. The name is a little deceptive…although we can also add fire using it if we have the right assets for the job! It has been intimidating and overwhelming at times but very rewarding and fun. I’ve gotten to work on some amazing shows like Killing Eve, Peaky Blinders, Years and Years, Baghdad Central and more. I’ve learned so much during that time; I look forward to learning more in the future.

Phil: Ooh, Killing Eve – expectations around shows like that are immense. Do you have to sign non-disclosure agreements? And what is it like living with spoilers etc? Do people try and wheedle out plot points from you or try and trip you up? (Of course, I wouldn’t try and do that, other people I mean).

Dee: Yup! That was a pretty huge part of getting hired and all of the paperwork involved. I can get into major trouble if I leak anything, so I often don’t even talk about what I am actively working on. I tend to wait until it is airing on TV before I say ‘hey I worked on that!’. That can be tough with shows like Killing Eve, where we have worked on multiple series so when a new series is confirmed people assume we are working on it. I have had a few people try to get some spoilers out of me before. It can be tough especially if you’ve never watched a show that you are working on, such as Peaky Blinders for me, so sometimes what I see I don’t even know I’ve seen a big plot point. So it’s just safer to not talk about it till it’s been aired! But for shows I do watch, it does sometimes ruin the surprise… but it’s also fun trying to piece disjointed shots together. We don’t get things in chronological order so it doesn’t always make sense.



Phil: Your graduate film, When, is largely autobiographical – tell us something about what it means to make such a personal piece of work.

Dee: I think it means being willing to explore yourself even if you do not like what you find…and being honest and transparent about it. It takes a willingness to be open and vulnerable to others, strangers and friends/family, about topics that are very deep, personal, and sometimes painful. I think there also needs an understanding that even though it’s personal to you, others may not be interested. They may not like it, not be interested in it, or just straight out reject it. I think it takes a willingness to face that sort of rejection but remain true to your goal. To me, it was worth feeling a bit uncomfortable to encourage people discuss these complex topics.

Phil: Were there moments when you thought, nope, I’m not going to share that? Did you have second thoughts at all?

Dee: Yes, anything that involved other people I either didn’t share or had second thoughts about sharing. Involving my family members, especially if I couldn’t ask for permission, made me wonder if they would want to be part of it or not. I never want to cross a line when it involves others’ privacy, since they may not want to have their part of the story told and it’s not in my right to violate that – also some of the more ‘serious’ stuff I decided to just hint at more than explicitly say, which I think is enough.



Phil: When has a very specific look. Can you tell us a bit about some of the creative decisions around the film?

Dee: One of the main things I wanted to achieve was the uncann, rather than horror. So I didn’t want to go for a standard ‘evil dark hospital’ theme. I wanted it to be recognisable, but not quite right. Realistic but distorted and fractured, like how it felt when I was ill. That also feeds into the sound design, where there are recognisable sounds, like fluorescent lights flickering or crowds of people, but to also take pieces of that and morph it into something very unsettling. The same goes for the narration vs the distorted whispers. I wanted there to be a thread of realism disrupted by the concept of ‘illness’ that makes it become unfamiliar.

The theme of hospitals also played into the graphic design of the project. There is an interesting similarity between medication prescription labels and nutrition labels. Numbers and nutritional information played a huge part in my illness, so including that obsession with numbers and a deep need for complete control was important to portray in the look of the project, to show how stark and life-draining that experience was.

The choice to use archived footage was an important one, because there needed to be a break out of that stark place to show the audience that it is a true story, with real people, feelings, and experiences behind it, that while it is not a horror film, neither is it a story that ends with a ‘happily ever after’. It was really difficult to figure out a way to incorporate them into the film, but I think it helps get across that fractured nature of it and the real lives behind it.

Phil: When went on to win many awards at film festivals; I know you were interviewed about it and did a few talks around mental health as a result. Were you surprised by the reception of the film?

Dee: I knew it had potential, since my second year film, Dysmorphia, seemed to strike people in a sort of similar way. I also knew it could totally flop, given how open I tried to be about everything and how untraditional the art direction was regarding animation. Depending on the situation, people cower away from these difficult topics when faced with them directly. I think if I had made the film a few years ago, perhaps it wouldn’t have gotten the same recognition since now mental illness is a more openly discussed. But the stories I started hearing from people about their experiences with eating disorders specifically surprised me. I find that while people are more open about mental illness in a general sense, eating disorders are still not talked about much. Given how abstract it was as well, there was a risk of people not ‘getting it’ so I’m glad that it made sense to people.




Phil: What is it about CGI/VFX that speaks to you as an art form?

Dee: I think it’s the world-building aspect of it. Granted, technically every art form is ‘world building’, but I find CG can bend reality in a way that feels more tangible. It’s a difficult medium to work with, but that is part of what makes it so satisfying when you achieve what you want, even if it’s somewhat of a compromise. Everything you do is a sort of puzzle; there are endless ways to create things using CG and VFX, and learning new tools is really fun and exciting. It’s a strange mixture having extreme control at times, but zero control at others. Sometimes the lack of control provides even better results, which is why I really enjoy simulations despite how frustrating it can be too.


A break-down of some of the key shots Dee created for Red & The Kingdom Of Sound (2018)


Phil: Okay – so you’re going to have to talk a little about what you mean by ‘simulations’ and where they fit in terms of VFX etc…

Dee: When I talk about simulations, I’m referring to anything involving particles or volumes (smoke, fire) but it can also involve liquid, shatter/destruction and cloth creation. These sort of effects need to be simulated by the software, meaning they take in a math formulas based on real-life physics such as gravity in order to create a realistic outcome. For example, when simulating an explosion Maya takes into consideration the temperature, velocity, and density settings to calculate the colour, luminosity, speed, transparency and movement of the explosion. You can also add wind, turbulence and other factors to further art direct the look of a simulation. The beauty of it is that it is totally random, it needs frame 1 to calculate frame 2 and so on… but that also means it can be unpredictable and time consuming. You can tweak things, like making gravity more or less intense than in real life, but it is largely a guessing game. But that is how you get more realistic results since it uses real-life calculations and formulas!

Phil: What has been your experience of COVID-19 so far, and likewise, the ‘new normal’?

Dee: It’s been a struggle. In one respect it’s been nice not having to commute…it ate up 3 hours or more of my day during the week and was also pretty expensive. So having that extra time and saved up money has been nice. However I find it’s been difficult in other regards… I miss being able to discuss work with my peers. Sat at home, it’s not as easy to ask for help or feedback when you’re alone. It also takes a lot longer to share work back and forth and feedback can be confusing when no one is there to point at the screen and go ‘there is the problem’. I really miss seeing how other artists work and what they are working on. I do admittedly feel I get more done though, since those sorts of conversations don’t happen now. It’s also more of a struggle to remember to stop working…it’s very easy to say ‘just one more shot’ and before you know it, it’s 10pm or later…but it has little consequence because you are already home. But in the long run with overworking like that, I’ve found burnout sets in very quickly if I’m not careful.

Phil: Lockdown meant the end of lots of film and tv productions – what has the impact been on your sector: you can only produce VFX sequences for stuff that has been filmed and made available to you, right?

Dee: That is correct. Luckily at the time lockdown first happened, the productions we were working on either had finished filming or had enough material to fill in the gaps. So once we finished doing the VFX for those productions…that was it really. We are still waiting on shows to get back to filming so we have stuff to work on but until then it’s just a waiting game. I know some other VFX and games studios are up and running again but it depends on what is being made. Some commercials for example are pure VFX/CGI… and same for games I suppose. It’ll be interesting to see how filming adapts to this new post-COVID world to ensure everyone stays safe.

Phil: Who and what inspires you and recharges your creative batteries?

Dee: Several people I met at SIGGRAPH I follow on sites like LinkedIn and Artstation inspire me, I like seeing where people go and how their careers and talents progress. Seeing art in general encourages me to create my own art. Ryan Barry is a good friend of mine now, we share art with each other regularly and have also began experimenting with ‘style mashups’ between his drawings and mine. He also does 3D work, more so for video games rather than film and TV so it’s interesting to see the process he goes through vs me.  



Here are a few other talented artists I met at SIGGRAPH and try to keep in contact with/follow:

Regarding other artists that I follow online, here are a few:

I’ve had more time to do some reading during lockdown and I enjoy taking different characters, worlds, or ideas and imagining what they’d look like or personify as. Normally I’d get a lot of inspiration from my co-workers and the different productions we are working on…but during this pause I’ve tried to keep up to date with what developing software and technologies are out there, which makes me excited for future learning. I also really love seeing any behind-the-scenes footage/articles about film and games. I really miss going to movie theatres though. Regarding specific films that comfort me…I’d definitely say Lord of the Rings. Lord of the Rings is what got me interested in art and filmmaking in the first place. So times where I feel I am struggling to feel motivated I watch those movies or the behind the scenes features. I find it exciting and fascination how much goes into making a film, and how much love and dedication is poured into some productions. The same goes for the original Star Wars trilogy. The innovation and creativity that was needed to problem solve makes me feel inspired and hopeful. Especially since “we didn’t know how to achieve this, but we tried our best to figure it out” is a common theme from junior artists to the directors. I know I often feel that way, so knowing that pretty much everyone in the industry feels this at some point is comforting.

Phil: When you’re not producing CGI work, what other creative outlets do you have? I know from your Twitter feed that you paint, for example…

Dee: So I do create some CG work on my own, more experimental stuff or things that I want to make in order to practice. However, behind CGI I also do like to draw both traditionally and digitally. I often find I prefer the basic structure of my traditional sketches and doodles so I’ll bring them into Photoshop and paint over them. I’ve mentioned as well that I have begun doing some style mash-ups with my friend, Ryan Barry, so that’s been a fun side project. I also try practicing some traditional clay sculpting, basic needle felting and baking if I don’t feel like drawing. I used to write short stories and poems as well, but I sadly haven’t done that in a long time now. But my creative interests are always changing so maybe I’ll get back to that!


deannacrisbacher.com