Tag Archives: geometric

More material experiments with light

Just a quick update with more experiments with paper and light. I have been experimenting with this tracing paper that has a very plastic quality to it. It has potential to do what I want although in some ways I prefer the less plastic paper. The advantage of the plastic tracing paper is it’s hardiness. I submerged it in hot water and rubbed at the images vigorously and they remained perfectly intact. DSCN5472 DSCN5487 DSCN5483 DSCN5482 DSCN5481 DSCN5480 DSCN5479 DSCN5476 DSCN5470 DSCN5447 DSCN5438 DSCN5429 DSCN5430 DSCN5431 DSCN5378 DSCN5354 DSCN5350 DSCN5335 DSCN5322

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Paper Lamps

I started working on this mainly because I needed decor for my room, but it could easily feed into my main work. I first wanted to replace the ugly glass ceiling light shade that makes a horrible vibrating noise every time my housemate upstairs moves around, but that ended up being a bit of a disaster. It wasn’t till I started doodling that I came up with some potential workable designs.

01 lamp ideas 1

Led on to me making this


DSCN5047 DSCN5054

I still need to finish the watercolour work on the white tissue surface.

Since then I’ve been trying to figure out what to do next. I had a go at drawing it out in painter and seeing how other colours might look.

05 triangle light

and then [played around with more designs ideas.

03 lamp ideas 2

I also wanted to try and make a bunch of samples using tissue I put through my home printer by taping it to a regular sheet of paper. When you add the pva water mix to it the image runs but if you are extremely careful you can keep it mostly preserved

.success tissue print

And here is the little model I tried it out on. each surface had an increasingly clearer image as I got used to preventing the wet ink from running.

printed tissue tetra

I knew I was going to try a few more of these in the future so I played around with designs which might incorporate a number of these tetrahedrons into another lamp.

04 lamp ideas 3

The last design reminded me a bit of an xbox controller and made me think of potentially making an abstract wall piece based on video game controllers. A kind of impractical monstrosity that might work as a piece of art in a gallery space.

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Ideas so far

Idea development has moved on a fair bit in my head but I haven’t really recorded any of it and I thought I’d best get some of it down in case I forget it.

One idea is to build something out of voxels and then get it printed in 3d and then make a mould from the 3d print which can then be used to cast the form in other more workable materials such as glass, porcelain, bronze or paper. Within that there are more options. Initially I was considering the play off between organic and computer generated or digital image inspired forms. Maybe a series of sculptures starting with a very organic looking form and gradually being broken down to just a cube at the other end. I guess the equivalent of taking a photo and then lowering the resolution in paint, but in a 3d form. Then there’s vertices or polygon based breaking down of objects. In video games generally the same object is created more than once in varying degrees of complexity, so things in the distance are much simpler versions of when you see them up close with much blurrier textures. A mountain, for example, may be just a few polygons from far away but when you are walking on it it’s a much more detailed version. This is primarily so people’s computers don’t combust and so that you can play games at more than 1FPH (1 frame per hour).

To an extent it’s an idea inspired by the development of Piet Mondrian’s work as much as video games techniques. I really love the progression of his work from the early 1900s to the de stijl style he’s most famous for in the 1920s and onwards, which I have displayed at the bottom of this post.

So the breaking down would either be a recreation of the object built from increasingly larger and fewer cubes, or it would be a recreation of an object multiple times using increasingly larger and fewer polygons.

Other than that I thought maybe the contrast between natural and CG could be contained within the same object. So, for example, a tree that’s part hand built and then part lo fi (polygons or voxels)… Or maybe a sculpture that is lo fi but has soft organic surface textures or is being overgrown by something, or has been ruptured by nature. I found this work by Elisa Confortini very inspiring but also quite creepy:

Work by Elisa Confortini

Work by Elisa Confortini


As well as the lo fi sculptures I also considered going down a slightly more literal idea. Obviously video games have always been a big part of my life. As I’ve mentioned before I think it’s the most interesting area of the arts with the most new and unique ideas coming out of it, despite also being the most sneered at and overlooked area in the arts. It would be impossible to really translate anything other than the sound, narrative or the aesthetic into another media, being that video games strengths come from interacting. You can’t really have a credible opinion of a video game without ever actually having played it because it’s a completely interactive experience.

I am considering making stylized video game inspired sculptures, but ones that try and capture the essence of the atmosphere of particular games or styles of games rather than faithfully recreating scenes or characters. I always avoid being too literal because literal translations of everything are being done all the time, primarily by illustrators and fans of things in general. Someone who really likes Buffy the Vampire Slayer will have made a photorealistic sculpture of Buffy, and built various cars from the show, and made comics of the show. It’s not anything that really has any legs conceptually, or that lends itself to the artist coming through in the work which, for me, is very important.

So yeah. As usual a very rambley post but i thought it was worth getting these thoughts recorded and blogged. Below is the development of Mondrian’s tree paintings.

Expect sketches later today.


Piet Mondrian - Avond (Evening): The Red Tree (1910)

Piet Mondrian – Avond (Evening): The Red Tree (1910)

Piet Mondrian - The Grey Tree (1912)

Piet Mondrian – The Grey Tree (1912)

Piet Mondrian - Trees in Blossom

Piet Mondrian – Trees in Blossom (1912)

Piet Mondrian 'Composition Trees II', 1912

Piet Mondrian ‘Composition Trees II’, 1912

Piet Mondrian - Composition No. 6

Piet Mondrian – Composition No. 6, 1914

Piet Mondrian – Composition with Gray and Light Brown (1918)

Piet Mondrian - Large Red Plane, Yellow, Black, Gray and Blue, 1921

Piet Mondrian – Large Red Plane, Yellow, Black, Gray and Blue, 1921

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Creative constraints, Pondering the past

This is actually from an old blog but I thought it was an interesting to read after a year and a half, purely to remind me of why this year hasn’t worked particularly well for me in terms of work, but also that next year I intend to produce the most awesome and fantastic pieces of artwork of my life, having been given some genuine creative freedom. I was so much more driven and passionate my work back then.

Blogspot: Monday, 8 August 2011 (Includes images of my working process from 2011)

“When attempting to start a new project I usually start with random marks, or a work a very vague concept without too much care and just see what happens. After a few of these I reflect on what I’ve done and see if I can find anything in those images worth running with. The concept tends to change and refine very quickly as I go. I don’t like the concept to restrain the work.”

When I’m finally allowed to work how I work, all will be well with the world.

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