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Art
in
Japan>Contemporary
Art
1930-2004>Digital Beauties
Original articles on art,
artists, architecture, exhibitions, galleries, museums and cultural
institutions around Tokyo, Japan.
Digital Beauties
by John McGee
Webbie Tookay got her first modeling contract with
Elite in 1999. Since then, the long-legged Australian has appeared on
TV and in print worldwide. Not bad for a virtual girl: Tookay is a
CG-animated model, one of nearly 200 featured in the new Taschen book
"Digital Beauties," the first title in the German publisher's new
digital culture series.
Kaya by
Alceu Baptistao
Editor Julius Wiedemann says he wanted to showcase
"beautiful women in
normal situations," meaning he chose mainstream images like those found
in Japanese computer magazines rather than the hardcore erotic material
often found on the Internet. With section titles like "Bikini Girls
with
Machine Guns," "Canadian Techno-Fantasy Warriors," "Cyber Native
Schoolgirls" and "S&M and Motorbikes," Wiedemann's idea of
"normal" is broad. In these 2D and 3D-modeled CG scenarios, semi-clad
fantasy vixens ride dolphins, naked European women with bad boob jobs
hold hands and kiss, and Japanese teen idols—in
bikinis—look vacant and cute.
Webbie Tookay, the first model
to sign
with Elite Models digital agency,
by Steven Stahlberg
Most of the animators (98 in total, from 15
countries, including 40 Japanese and 10 women) work full time in film,
game or other CG-intensive industries, dedicating the hours or months
it takes to build a model in their spare time. "They don't do it for
money, but for love," Wiedemann says.
What they love is fairly
predictable. There are a couple of darker-skinned women, a number of
mutant aliens and several tattooed ladies, but there's apparently no
Affirmative Action in cyberspace—the majority of these
figments of desire are young, lithe, and white or Japanese. Wiedemann
suggests that these types mirror the beauty standards of the artists'
home countries. "In Japan, for example, the digital model is pretty
much what you see in Harajuku or Shibuya," he says. For their
contemporary take on bijin (beautiful women) paintings, most of the
Japanese artists
recreate the big eyes and perfect outfits of manga or idols. Western
artists mimic fantasy illustration, Vargas girls and Playboy. A few men
and animals make appearances in select scenes, but only as
accessories.
Model with flowers by Sasahara
Wiedemann sees this book as an important document
of a new movement rather than a technical production guide. "With this
book, I wanted to focus on the look and style, not the 'how to,' which
changes too frequently," he says. Basically, though, 2D computer
animation is like traditional illustration or photographic retouching,
whereas 3D modeling is closer to traditional
sculpture—animators build a wire frame of the body parts,
then apply layers of skin, clothing, hair and other features.
From wire model to
supermodel—
the making of YAMAG's Ryoko
Most animators are eager to share their work
online (the book includes the bios and websites of the artists), but
some avoid the spotlight, concealing their identity to promote their
characters as autonomous stars.
To some degree, CG models are already sending out
head shots. "This is leading to a point where the industry will have to
choose between a digital or real model or actor," Wiedemann says,
adding that the commercial failure of the film "Final Fantasy" (in
which
all characters were computer-generated) was due to a weak plot, not
talent.
Besides losing work, real-world actors may lose
their identities to technological doppelgangers. As constructions of
famous talent get more convincing—"Digital Beauties" features
Angelina Jolie, Marlene
Dietrich, Ryoko Hirosue in a bikini, and Elizabeth Hurley in period
costume—Wiedemann says that
flesh-and-blood stars may have to copyright their own faces.
_______________________________________
"Digital Beauties," published by Taschen, is
available at bookstores and online at www.taschen.com.
©2007 John McGee
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