All of the unique character images above were created through new software called Artbreeder, mingling images together to produce new ‘child’ images, using artificial intelligence. Not only can face images can be “bred” together, but also landscapes, anime characters or even album covers! The genes of each generation can be edited to emphasise how the next generation of artwork may be spawned.
Joel Simon, the developer of Artbreeder talks about his extraordinary work that creates this “generational” art and John Haverkamp goes through his experimentations and results with the software.
Webinar date, time and duration
Saturday 30th of November
20:00 GMT (London) / 15:00 EST (New york) /12:00 PST (Los Angeles)
Joel Simon : The Artbreeder creator and developer
- Joel’s background
- What inspired Artbreeder?
- How Artbreeder came into being.
- Artbreeder’s categories
- Emphasis on face mixing
- Editing genes
- Where Artbreeder might go next
- Surprising results gained from Artbreeder
John Haverkamp : Digital Artist
- Recreates his experience in creating his universe of Artbreeder characters.
- Explains his strategies for mixing uploaded images to discover unique new character portraits.
- Shows you Artbreeder as part of a larger workflow in polishing generated characters:-
- Using orginal 2D art
- Using photos
- Using DAZ Studio or Zbrush renders
- How to take Artbreeder output and make it shine with Photoshop painting
- How to use compositing techniques such as Abobe’s face-aware Liquefy filter.
About Joel Simon
Joel is a multidisciplinary artist and toolmaker who studied computer science and art at Carnegie Mellon University before working on bioinformatics at Rockefeller University.
He is currently pursuing Morphogen, a generative design company and developing Artbreeder, a massively collaborative creative tool and network.
His works are somewhere in the region between art, design and research and inspired by the systems of biology computation and creativity.
About John Haverkamp
John Haverkamp was born in Ohio and then moved to the pristine Blue Ridge Mountains of Virginia at a young age. There he spent a semi-isolated childhood re-enacting the Lord of the Rings and being corrupted by Dungeons and Dragons. Always with the fondness for the fantastical and medieval, Art school drove him deeper into Luddite territory by granting him the skills of a traditional metal-smith. This meant post-college jobs making copper fountains, welding and steel fabricating, casting and finishing bronze sculptures, and working for an architectural blacksmith throughout his twenties.
Digitally, John got sucked into cyberspace and the arcane mysteries of 3D studio max. The perfect software match for John was Zbrush discovered six years ago. Now he teaches digital arts part time, and constantly endeavours to improve his craft as a digital-sculptor and visualizer through personal work, illustration and indie game projects.