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La Grande Astrazione Celeste

La Grande Astrazione Celeste

The MiC (Musei di Roma Capitale) in SL is a remarkable place that often has cutting edge work. There are currently two incredible installations. One is a series of remarkable dioramas by nessuno Myoo — tributes to favorite horror writers: Poe, Mary Shelley, Bram Stoker, R.L. Stevenson. I love nessuno’s work. It’s very expressive, and this show is appropriately dark, but has elements of humor if only because the figures are rendered somewhat abstractly in prims.

The other show is perhaps one of the best things I’ve ever seen in SL. The amazing Merlino Mayo has recreated and interpreted in grand 3D scale a series of paintings from the rl show “La Grande Astrazione Celeste” featuring work by Chinese artists at MACRO Testaccio, a contemporary art museum in Rome. Merlino has not merely duplicated the pieces, but made them into immersive environments, utterly faithful to the originals, yet somehow given even more depth. I won’t describe the pieces here. I just urge everyone to go see this beautiful work.

You Can Rent Land at Cost: Doing my part for arts sustainability

Treehouse at ArtemisiaI inherited the private island of Artemisia about 4 years ago from a patron who had started a community of artists there. After a year or so she had to give the place up for personal rl reasons and offered it to me. I have kept it since then with the firm resolve to use it in service to art. I have a normal job that doesn’t pay a lot of money and it’s a serious challenge to make the payments on the island every month. Any who owns land in SL knows that the initial cost is nothing compared to the burden of supporting it month after month.

I’ve been lucky. Over the years I’ve had people to rent parcels to help pay the costs. I used to have half a dozen long-term residents. For various reasons the situation has evolved now to where I share half the island with one other artist (fiona Blaylock). This has worked very well for both of us over the last year or so. She’s had complete freedom to terraform and build whatever she wants, to run a gallery and have events, and I get to keep the island that I love. She’s been an awesome neighbor, but unfortunately, rl issues are diverting her attention from work here. Fiona is having to give up her half of the island at the end of February.

I’m saddened to see her go, but now I have to consider the future. I’m offering the same deal to some other artist or artists: I’m not trying to make a profit. Rent half of a full island at cost. All you have to do is convince me that you’ll be a good neighbor, that you’ll serve art. and that you can pay the rent. If this sounds attractive please contact me ASAP.

Specifics are as follows:

  • One half of a full sim (the west side of Artemisia)
  • 7500 prims
  • 32768 square meters
  • Estate manager perms (terraforming, parceling, just about anything a sim owner can do except sell the place)
  • Cost: $150 US per month paid via Paypal. This is slightly less than my actual cost for the parcel after fees. (There is no better deal unless someone else is willing to pay for your space.)
  • You may partner with others, but I will not subdivide unless you have a proposal that makes sense to me.

Death and Transfiguration

I hate to think of the loss of an important SL site as a death in the family. Sometimes it feels like that. As with a beloved aunt or cousin who lives far away, perhaps we don’t visit as often as we should or would like to. But those people and places that hold strong memories for us become a painful loss when they are gone. And I feel guilty about not keeping better in touch.

We get busy. And more importantly in a place like SL, we crave novelty. There is so much new happening that it’s sometimes difficult to revisit a place we’ve been to before, even knowing they’ve had changes. The initial experience is often more muted upon repetition. It has been one of my strongest missions in life (both first and Second) to get people to slow down and actually take the time to experience things in depth, not just in breadth. And yet I have to plead guilty myself to neglecting old friends and focusing on the new. But then I hear the news of a friend or relative who is sick or dying or gone and I get a pang of remorse.

In the last year or so we’ve seen the loss of friends and institutions that will all be sorely missed. First was my friend Sabrinaa Nightfire, who passed away after a noble battle with cancer. Her impact on many lives and the SL art community as a whole is well known. We are all poorer for her loss.

More recently, we’ve seen the demise of the UTSA sims, which hosted so many amazing sim-wide art exhibitions including the amazing “Snowcrash”   installation by Igor Ballyhoo and Rebeca Bashly – the last of a string of important activities from the UTSA sims run by Dr. Carmen Fies (SL: constructivIST Solo). Carmen has been a strong advocate and supporter of art in SL. UTSA was a partner in the UWA 3D Open Art Challenges. Not only did they select group awards each month, but they supported those selections by inviting the artists to show their work at UTSA.

And speaking of Igor, I didn’t know him, really. Probably exchanged no more than a few words ever. I certainly have respect for his work and I was saddened that he felt the need to leave SL for whatever his reasons.

Then there is CrossWorlds Gallery, run with such class, grace, and devotion by Fabilene Cortes with the often less overt, but equally essential, owner and patron Nerd Bert (who I’m not certain I’ve ever actually met). When I first visited CW, I was simply astounded at the scope and size of the gallery. Dozens of real artists… and I mean REAL in the sense of not only being rl artists, but also in the sense of being authentically creative…spread across floor after floor of gallery space. I could scarcely imagine a rl gallery of such magnitude.

Both UTSA and CrossWorlds are closed due to the obscene cost of maintaining a sim. I know how this pressure can be. I’m not wealthy by any means. I’ve maintained the sim at Artemisia for nearly 4 years now and it has always been a challenge to come up with the money all this time, primarily by working hard and renting out large portions of the sim to cover the costs.

I just heard that Pop Art Display is closing due to lack of funding for the host sim.  I visited on Sunday and it was still intact and just got an update that is will be open until January 14. I urge you to see it if you can. My first time there, I ended up spending about 3 hours going through the place.

The original group notice from eros Boa was brief and lacking details beyond this quote from Andy Warhol:

“The most beautiful thing in Tokyo is McDonald’s. The most beautiful thing in Stockholm is McDonald’s. The most beautiful thing in Florence is McDonald’s. Peking and Moscow don’t have anything beautiful yet.”

and a reference to Linden Lab and “goodbye” in a couple dozen languages. I thought the tone of the message was a little bitter, but I can understand the pain of losing something you’ve poured your life’s energy into only to see it go away because it’s unsustainable.

English: Andy Warhol

Image via Wikipedia

For those who haven’t seen it (stop reading this and go NOW), PAD is an extraordinary document of the Pop Art era from the 1950s-1970s. Especially highlighted are Andy Warhol (Merlino Mayo built a fascinating reproduction of Warhol’s Loft studio), David Hockney, Roy Lichtenstein, and many others. This was a beautifully curated exhibition by the Italian team of Matteus Taurog (coordinator critic), with Zorro Hirvi (who constructed the multi-level building with an ingenious traffic pattern that ensured you would not miss anything), and eros Boa. eros created many wonderful interactive elements, including full 3D dioramas of many of the classic paintings, along with free wearable avatars that you could wear and become a living part of the image. You literally walk into the paintings on the wall. They had some remarkable events there, including an episode of Susa Bubble by Rose Borchovski.  But what excited me about PAD as much as the content was the quality of presentation.  The logic and flow of the massive installation was intuitive and informative. In addition to the participatory dioramas, many objects had links to vetted Wikipedia or YouTube resources for more depth. I often touted this place as a model for museum-like education. It was not merely a gallery. It was a totally engaging experience.

And finally we come to Immersiva. Anyone who is unaware of Bryn Oh’s full sim playground has simply been living in a cave. Arguably one of the more important artists working in SL, Bryn was fortunate to have the generous support of patron Dusan Writer for the last couple of years. If you know the cost of a sim, you know what an incredible boon it is to have someone believe in an artist enough to put up the cash for it every month. But inevitably these things end, and now Bryn is looking for a new home. She has petitioned LL to provide sims for her Immersiva and for Kiana Writer’s MadPea projects (similarly supported until now by Dusan Writer).

Bryn is one of the lucky ones. She’s had incredible opportunities to be freely creative because she is brilliant and people want to support and be a part of her brilliance. And part of her brilliance is being aware of opportunities and taking advantage whenever possible. Most people are not nearly so fortunate, and it’s not because they aren’t as brilliant. It’s because they aren’t connected.

So what will happen to us all? It costs $23.60US to maintain a single 100 prim object inworld for a year. A full sim only gets 15K prims. Simple math indicates that in order for new work to happen, old work must go away. And someone has to pay for it. Cost is the single greatest force driving people from SL to alternative grids, followed closely by prim limits. Most people I know have a presence in at least one other grid. This is not a bad thing. Diversity, decentralization, competition, are all good for virtual worlds in general. Ultimately the balance between cost and value will determine where things happen. At the moment, SL is still the place to be if you want to have your work seen. But that could change as more people–an especially as more institutions–are frustrated by the burdensome costs.

I hate to see these great institutions of art in SL disappear just because LL fails to understand that the artists and educators are the ones who are legitimizing the platform as a viable place to work. That we are pushing the technology. That we are the ones showing the way. It is unfathomable to me that LL raised the prices to education and nonprofit users and has been milking the rest of us for every penny they can, when cost is THE barrier to growth in this industry. We don’t need more features. We need a break.

For my friends in the arts community I’ve begun a project to bring people together to talk about sustainability of the arts in virtual worlds. I’m calling it ArtGyro for the moment until someone comes up with something better (and surely someone will) using as a model a spinning top that creates stability with movement. The project is getting a slow start because of the holidays and needing to get the new series started at UWA. But I’ve been talking with several people about this and I think there are opportunities to leverage what we have as a community. If you’d like to be part of the conversation, please join the ArtGyro group and drop me a note or IM or email.

Perseus & Andromeda

after an original painting by
Edward Burne-Jones  (1833–1898)

Perseus saves the Princess Andromeda in this p...

Image via Wikipedia

I am often attracted to works of figurative art in the peculiar sense that I want to experience being a part of the scene depicted. Many of my more complex compositions are recreations in 3D virtual space of scenes from pulp fiction book covers, advertising art, and as in this case, historical works of fine art. I find it amusingly ironic to recreate in three dimensions a scene that has only ever existed in two.

I’m not particularly attracted to this archetypal, iconic, but rather idiotic story of Perseus and Andromeda. As with many classical myths, the protagonists are driven in part by unrealistic passions in unlikely and unnecessarily complex situations created by gods (deus ex machina) with overinflated egos and questionable motives. And yet these stories are a fundamental part of our cultural fabric and the images they inspire are compelling in themselves.

In this story Perseus comes across the fair princess Andromeda, who is chained naked to a rock by her parents to be sacrificed to the sea serpent Cetus, sent by Poseidon in retribution for Queen Cassiopeia declaring herself more beautiful than the sea nymphs.  (A collision of vanities as in Snow White: The vain queen attempts to destroy the innocent girl who, through no fault of her own, is simply more beautiful.) The hero Perseus, having freshly banked street cred from the slaying of the Gorgon Medusa, is still hopped up on testosterone, primed for another conquest and an opportunity to score with the babes. He’s smitten with Andromeda at first sight, apparently because she is naked and beautiful and defenseless, all good qualities for a lasting relationship. Perseus determines to save the girl from her unjust fate in the archetypal “slay dragon, marry princess” episode. I think the symbolism of the hero depicted with a large angry serpent between his legs is rather obvious: He is not merely saving the girl from being ravished; he is slaying his rival in order to claim her for himself.

Edward Burne-Jones was a Pre-Raphaelite artist who worked closely with English artist and writer William Morris. Morris’s epic poem ‘The Earthly Paradise’ (1868) includes the story (‘The Doom of King Acrisius’) upon which this and several other illustrations by Burne-Jones were based.

Perseus and Andromeda, Diorama by FreeWee Ling

Process

First, let me acknowledge the shortcomings of this piece. If I were a master sculptor, the thing could have been much closer to the original. The greatest challenges were mapping out the serpent loops in 3D and adjusting scale and perspective.

For this diorama I used a clever inworld sculpt generator called CordMaker to create the serpent’s body. It lets you create a sculpted cord or rope by setting a series of node prims and then generating a sculpt map. It’s quite accurate, but is limited to 15 nodes. My serpent consists of 4 of these sculpts and the connections among them are a bit crude, but they are  inconspicuous.

CordMaker showing original nodes, resulting sculpt, final model.

What I realized after struggling with models is that the perspective in this picture is seriously out of whack. I used a camera control script to fix my camera position or I could never have done even this well (which I admit is not so great). Getting all the details really perfect would be a monumental chore and I’d already spent too much time on it. I may come back to it someday, perhaps when I’ve mastered meshes.

The rock faces are a stock texture. The serpent’s tongue is a sculpted pre-fab tree root. I created the serpent’s teeth and skin in Photoshop. The organic serpent’s mouth interior is a texture from Artistide Despres from an old Caerleon theme show. The sculpted chain is a stock pre-fab.

For the photos I used my alt to play the role of Perseus. The outfit is from Bare Rose. I made the helmet and sword myself. The body shape is original with particular attention to the face to make it resemble the painting. I also edited the skin to more closely resemble the slightly yellowish cast of the original.

Andromeda’s outfit was somewhat simpler… I didn’t try to alter my normal shape for this, but I used a paler than usual skin. I made several sky adjustments to light my pictures and didn’t keep a copy of the final Windlight setting. I created both poses in Qavimator. Andromeda’s pose was actually the more difficult. The angle of her head in relation to her body is actually a bit extreme. I took a little more freedom with her hair, both because I had this one in inventory and because I like how it flows down her back. I imagine the original arrangement was to maximize the exposed flesh .

I spent a lot of time on this piece and I could easily do a lot more tweaking to make it match the original better, but I think I’m done with it. On to the next. You are welcome to visit the diorama in my Laboratory and take your own pictures if you like.  There is a notecard giver there that also gives a copy of the sword.

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Art is often doing the work nobody else knew needed to be done

NASA StarChild image of Stephen Hawking.

Image via Wikipedia

An interesting thing I learned recently from Steven Hawking is that the sum of the total energy of the universe is zero.  I knew this. I’m not a physicist, but I’m culturally literate.  Einstein showed us that mass is energy. For every atom there is an anti-atom. For every erg there is an anti-erg. That doesn’t mean that for every me there’s an anti-me. Just that there is sufficient antimatter/anti-energy to equal the congealed energy state that I think of as “me”. So when you add up the total energy and anti-energy in the universe the sum is: zero. The sum is zero. Well, almost. There is some asymmetry or everything would just disappear. Anyway, the new thing I understood from all this is that the Big Bang happened and it was possible because nothing new was created. The laws of conservation of energy was not violated. The universe was already here when the universe happened. It simply shifted into dimensionality or something. Don’t ask me to explain it and please don’t offer to explain it to me…

A pie of pie chart illustrating the cosmologic...

Image via Wikipedia

Another interesting scientific tidbit I learned recently is that the Earth is one of the most diverse chemical resources in the known universe. The story is that in the beginning there was only, say, hydrogen. Then all this dimensional shifting happened after the Big Bang and created a bunch of new elements. Helium, lithium, and on and on. Well, up to a point. I don’t recall the details, but the gist of it is that in the first few seconds after the Big Bang maybe a dozen elements were formed. As things heated up and collided, more and more elements and complex chemicals evolved. In all the known universe there are only like 1500 different chemicals. (Don’t quote me on any of this. I’m paraphrasing from a memory several weeks old.) But on Earth there are many thousands, most of which could only occur as the result of biological processes that exist, as far as we know so far, nowhere else. So without life the diversity of chemicals in the universe is fairly limited. But with life the diversity is vast.

No one has ever come up with a definitive explanation for what life is. We can describe it in exquisite detail, but no one has ever created a living thing from non-living chemicals. “God made us” is not a satisfying explanation even if it’s true. It’s not about who, but how.

Life on earth, the total biomass–the evolution of protein chains and bacteria and jellyfish and dinosaurs and republicans and apes and so on–is a continuity of some special kind of animated energy. And the special feature of this energy is that it is constantly wanting to make more. To create something new. To leave a legacy. To not cease to be. It has developed elegant means for ensuring its continuation–cells and bodies and DNA and sex and so on.

And evolution. Life diversifies to find better ways to continue itself. Most experiments (like viruses) fail, but many (like viruses) succeed. They succeed by trying something new. Something no one has done before. And trying again and again. Life wants to become more complex, which is contrary to other physical systems. It’s anti-entropic.

In essence, life itself is art–the creation of something new out of (the universe being a zero-sum game) what was already here, but is somehow different. The fundamental urge of life his to make something that is not only new, but better.

The country needs and, unless I mistake its temper, the country demands bold, persistent experimentation. It is common sense to take a method and try it: If it fails, admit it frankly and try another. But above all, try something.

~FDR speaking about the Depression
Oglethorpe University, May 22, 1932

Creativity is essential for survival. If we keep doing things the same ways we always have, thinking the same ways, we are doomed. As individuals, if we are not actively engaged in seeking new solutions to new challenges, we are not serving the fundamental purpose of life. As artists, some of us do this because nothing else satisfies our craving for novelty. Art is not trivial. Art is not expendable or peripheral or marginal. Art is not unnecessary or unimportant. Art is fundamental to our very reason for being. All else is only necessary if it supports art. We educate ourselves so we can find creative solutions. We build roads and hospitals and water purification plants so we can communicate and be healthy for the sake of art. This is my credo.

I look at art and if I don’t see at least the germ of something completely original, I find it disappointing. Been there, done that. It’s a sort of neurosis, I suppose. I think at my core I feel that life is too short for reruns. I want to experience as much diversity and novelty as I can. I don’t re-read books or watch reruns on TV. I own almost no DVDs and few music CDs because I don’t feel like going over that material again and again. But when I do watch a movie or listen to music, it has my full attention. I never have ambient music playing when I’m trying to do something else. It’s too distracting. When I listen to music, that’s what I’m doing. And when I’m done, I don’t often (with notable exceptions) feel a strong urge to listen to the same thing again. I’ve got this huge world waiting to show me what’s next and that’s where I want to put my attention.

A critical eye is something that comes from experience. I grew up in Chicago haunting the spectacular museums there, especially the Art Institute. I learned about Asian art and Surrealism and Cubism and pointilism and Dada. I looked at the Rembrandts and Warhols and O’Keefes and the medievalists and symbolists and architectural elements by Wright and Sullivan.

So, for example, when I saw Miso Susanowa’s piece “Time Considered as a Helix of Semiprecious Stones,” it resonated with me because I’ve read Samuel R. Delaney (from whose writing the title is taken) and I was confused at first when I saw the subtitle referring to Kandinsky when the dominant identifiable element on the floor was clearly not Kandinsky, but Mondrian. I can’t tell you how delightful I found that piece. Reading Miso’s explanation of the elements and looking at it carefully to really understand. This is the kind of work that makes me get out of bed in the morning. When I get to experience a truly new idea by someone who actually thinks about what they’re doing… It just doesn’t get any better. I could list a dozen or more artists in SL who do that for me routinely, and another dozen who have their moments.

The creatives–those who daily spend their lives thinking new thoughts–are the ones who give me hope. All is not lost while we have such people in the world. We must support artists. They should be our heroes.

Without deviation from the norm, progress is not possible.

~Frank Zappa

I’d like to share with you some lines from Arizona poet Alberto Ríos. The poem was a presentation piece, nicely printed, at an arts awards banquet. I have it framed and hanging on the wall of my kitchen where I see it as I leave for work every day. (Reproduced with permission of the author.)

Invocation: On Gathering Artists

Art is often doing the work
nobody else knew
needed to be done.

We are cobblers of the song
And barkers of the carnival word,
We are tailors of the light
And framers of the earth.
We fish among the elements
And hunt the elusive green in gray and blue.
We drink forbidden waters
And eat an invisible food.

In this time of e-mail and phone conversations
We send as our voice
The painting, the poem, the photograph
Whose electricity is made of pencils and brushes,
Whose song is sung in the colors yet unnamed
Drawn from the solitary etudes of the soul
And given up in tender to the world

How easy to spend a day writing a poem,
How hard to spend a life writing a thousand.
A poem, a painting, a photograph,
Dances, sculptures, bowls—
The warp and weave and waft of iron
And paper and light and salt:
We labor for a lifetime
But take every day off.
Who knows what to make of us?

We are not the ribcage, but the legs;
We are not the steering wheel, but the headlamps.
We gather happily, if not often. We can’t
Sit still. We hurry off. Good-bye to us,
Hello to us, a tip of the hat
To us, as we go about
The drumming of our stars.

~Alberto Ríos
[AZ] Governor’s Arts Awards

March 9, 2000

More stuff you probably missed

I know it’s way late to be talking about the July round at UWA, but it’s taken me this long to pull it together. I hate doing post mortems on our shows, but because I’m on the judging panel, I can’t really promote these things until they’re already gone. But I feel it’s important to illustrate the need to be observant about art.

I’ve said many times before that it is a qualitatively different experience living with art than just visiting it. I spend a lot of time at UWA each month documenting and arranging things. As much time as I spend there, though, with a large show like we had in July (73 pieces by 53 artists), I know there are aspects to some of the entries I must have missed. As I photograph the work, I’m often surprised at some aspect of a piece that I had not noticed before. I hope this review will encourage you to spend more time really looking at and thinking about art. In many cases in SL, you only get one chance.

A side note about my photos.
The pictures in this blog and my Picasa site are compressed and reduced jpegs. I normally take hi-res photos inworld that are over 9MB each, which I save as lossless BMP files. (Please don’t EVER use jpegs inworld! There is an outstanding explanation by Chosen Few about how SL uses textures. This is MUST reading for anyone using textures or taking pictures in SL.)  I seem to get the best pictures using Imprudence. If anyone has recommendations for getting exceedingly good resolution photos on Firestorm, I’d appreciate advice on that. (I prefer not to use multiple viewers because, with over 80K items in inventory, rebuilding the cache is a pain.)

Milly Sharple: Lotus

This the striking example that motivated me to write this article. In the daylight on the light wood floor and so on, the piece looks nice, but unremarkable. A flower in a mostly transparent sphere. This is especially bland if the texture on the sphere has not fully loaded. But when I moved a dark background behind it for the photos the colors in the sphere suddenly popped. I was struck by the depth and beauty of the piece — an experience I would not have had unless I had done some rather dramatic alteration of the environment. If I had realized this earlier I would have placed the piece in the black area of the gallery.

This is an important point. Only a few artists at most each month approach JayJay or me to ask that we adjust the placement of their piece in the gallery or give us special instructions. We are usually very happy to work with artists to ensure that the pieces are shown in the best possible way. In fact, one of my favorite aspects of the job as curator is working with artists to show their work to best advantage.  On the other hand, we also do what we can to ensure that placement in the gallery is fair, so obviously not every piece can be front and center. We work hard to present an attractive show each month that provides a good view of every piece, and I think between JayJay and myself we do a pretty good job. But if we fail to see what the artist intended, there’s not much we can do unless they tell us. So make sure I get what your piece is about.

A related point is about the judging. If there is any doubt that your piece is being seen and fully understood, you really should make a point of educating us about it. We can then educate the main judging panels, who don’t have nearly the leisure to examine every piece thoroughly. They rely on JayJay and me to point out what makes a piece special.  (I’m speaking primarily of the main prize panels rather than the group prize judges, though we do sometimes get questions from them as well.)

Here are some other pieces you probably didn’t notice:

Anley Piers – Fantasy

I don’t have to tell anyone that Anley’s pieces are worth looking at closely. But this piece was especially rich in details. It was difficult to photograph both the large gestalt of the piece and its many details.

One issue with this piece and many others is the time it takes to load all the textures. It took me about 5 minutes of staring at this doll’s face before it loaded in my viewer sufficiently to get a picture.

The piece is insanely detailed. It came in right at the max prim limit.


Corcosman Voom – Hurdle

I love these expressive pieces by Corcosman. He has a real knack for capturing exuberant motion in static prims. Since it is all one solid color, it’s not easy to show it in a 2D photo.

Dekka Raymaker – Sole Survivor

Visually, this piece didn’t really do much for me. Nonetheless it’s really quite powerful. The stark composition belies the message. Sole Survivor shows a long list of airplane crashes in each of which all but one person died. There is a “black box” (which is not really black, of course), a disembodied wing hanging in space, and the sounds of voices in radio contact. I was personally moved to remember an event just 5 years ago that was on the list. The crash happened within a few miles of where I live. 49 dead and the only survivor was the aircraft’s first officer, who was piloting the plane. He had taken off from the wrong runway, which was too short for the plane. It went down in flames in a field just west of the airport. There was plenty of blame to go around for this crash. The runways were not properly marked. The control tower was understaffed, etc. The survivor lost a leg and because of brain damage from the trauma apparently has no memory of it. I can’t even imagine how the event must haunt him.

Faery Sola – Tiny Ivory Cell

Faery’s great talent is scripting and animation. All we see is a small box. But when you sit on it, it transforms and presents a short series of strong emotional statements – a brief poem. This was another piece that was difficult to photograph because of texture lag. There were text images floating within the vignettes. It’s almost a miracle that I even noticed those. I tried all the various menu options for quite some time and only saw what appeared to be a faint white haze. But these resolve into clear text if you wait long enough for them to load.

Gingered Alsop – Welcome to our parlor and Starforged

Ginger is so cool. A brilliant rl photographer, and an enormously creative SL artist and scripter. Welcome to our parlor is fairly straightforward: An environmental sphere with a forest scene and fun sunflowers that turn to face you as you move around. What impressed me most was the almost surreal crispness of the forest texture. Trust me, this is not a simple matter to wrap an image around the inside of a sphere and make it look natural and seamless.

Starforged is also deceptively simple. The immersive sphere in this case was the heart of an exploding galaxy.  Such things can often be kind of touchy-feely-new-agey, and while there is an element of that here, the intensity of the space pretty much overwhelms. Great job of combining the environmental textures with floating objects and particles.

As an aside, it seems as though pieces that because of their scale must be placed on a platform in the sky often don’t get high numbers in the People’s Choice voting. I suspect it’s because they are not focusing on it when they leave the platforms as they would be if the voting board was sitting there in front of them as is usual. I don’t know what the answer to that might be.

Gleman Jun – The matter of ideas

OK, you probably didn’t miss this piece, but I bet not many actually sat through the whole 15 minute cycle of scenes. Some were pretty much Gleman’s usual stuff, but there were also some remarkable new things (like the face emerging from the Phoenix viewer) that were a surprise and the whole production was pretty awesome.

Kolor Fall – Adjacent Lovers

Anyone who knows Kolor’s work would guess that this was an interactive piece. I imagine most people didn’t give it a thought. It’s pretty minimal, especially compared to some of his grander scale works. Just touch the cubes to make them go up and down. I’ve seen things like this before lots of places. I’ve even made one myself. While there’s nothing particularly special about it,  I have to say I stopped and played with it pretty often as I was zipping around the gallery. It’s kind of addictive.

Maya Paris – LightRoot

Maya is one of my favorite artists and one of my favorite people. She has an absolutely original and unique style that usually includes interactive elements and humor. This piece is not really humorous, but it’s certainly different. It’s basically a mirror image of stars and flowers gone to seed. The upper part suggests heavenly objects while the inverted part on the bottom suggests roots, the two mirror halves pointing to earth and sky, respectively. There is an animation to let you fly about in either half. It’s a good piece for playing with Windlight settings.

Miso Susanowa – Down On The Data Farm

Miso is always good for a poke in the ribs. Or in the eye. Her work may be satirical or ironic or subversive, but it is always deeply thoughtful. This piece is about the recent controversy regarding social networks requiring “real” identities. Many people in virtual worlds consider that a direct threat to their existence as virtual beings, but on a more global level, it’s about the growing willingness of individuals to sell their personal information to corporate interests. It’s an important issue.

Nino Vichan    Four Medieval Scenes

Nino never does anything simple. He’s one of those artists who struggle to create work within our prim limits. He just has too much to say. This entry shows vignettes from classic Arthurian legends. The four scenes depict: The the jealous Mark killing Tristan with a poison lance (Tristan & Isolde),  Sir Gawain beheading the Green Knight, the Lady of the Lake presenting Excalibur to King Arthur, and the killing of the dragon by St. George.

oona Eiren    Remote control

Another piece where there’s a lot going on. The eerie examination table in a post-apocalyptic laboratory is creepy. It would have been creepier were it not for the sunbathing animation…

Pinkpink Sorbet    Aleatoric

Flying boxes don’t often do much for me, but this piece is pretty interesting. An immersive environment with objects bouncing in all directions. The walls have video projections of more of the same, which opens up the space. A lot of people didn’t notice the tp device for entering. This piece had massive invisible prims surrounding it to keep the physical objects from escaping.

RazorZ    Tunnel with light at the end of it

This piece has the illusion of remarkable depth achieved by the shading of the angular prims. Joint recipient of the non-scripted award.

Secret Rage    Inundated (would you like fries with that?)

What I admire about Secret is how she boldly puts things out there just to see what reactions she’ll get. Inundated is the recreation of a disturbing dream she had.

spirit Radikal     Baubles

This is another piece you have to wait for. It’s not that complicated, but there are gems within gems that rotate to give an interesting shimmer. And the dripping blood is not obvious at first glance. I’ll leave it to you to determine what it might mean.

Thoth Jantzen    World Egg of the Ogdoad

Thoth’s fascination with Egyptian mythology is beautifully expressed in this piece. It was well worth reading the notecard on this one where he described the symbolism in detail. The egg is, naturally, related to creation myths. The piece is best described in the artist’s own words:

Touching the exterior and interior shells opens the egg and turns it into a lotus flower with 8 petals.  The lotus reveals the primordial ‘mound’ which becomes the world and from which Re emerges.  To view the lotus, center your camera on top of the sun and swing directly overhead (looking down).  The petals represent ‘the Eight’ [creation deities], with the two colors representing the male and female aspects of the primordial Ogdoad gods.

The rotating double helix and associated particles also have meanings that the viewer is left to work out on their own.

Toughlove Sabra     Inside a Troubled Mind

When an enormous lab jar containing a huge brain arrived in the gallery I was, to put it gently, a bit dismayed. I am always telling people to look at pieces closely to make sure they understand them before judging them. I wasn’t sure I wanted to look at this too closely. But it’s a fine example of why you should not leap to conclusions on first glance. Not only did the piece belie the secrets inside, but I was wowed enough to award it the July Curator’s Choice prize.  The piece was clearly deserving of a prize and came very close to winning several others. Toughlove always comes up with thought-provoking works, often in medium to large scale.

This month her entry was a total surprise and a delight. I mentioned to her when it was delivered that I was impressed that she packed so much space into this space.  The interior was a convoluted tunnel, (a feeling not unlike traveling through a bowel of sorts.. lol) covered with eye-popping animated images.

typote Beck    The Superheroes Breakfast and Autoreverse

Typote is a wonderful artist who has brought his rl drawings into virtual space to create amazing pieces. Inside the plain black box containing Superheroes Breakfast is a dreamlike fantasy room with detailed drawings everywhere. It was easy to get lost in the small space.

Autoreverse is a relatively simple yin-yang kind of piece.

Ub Yifu    Child play

Ub’s otherwise bucolic scene of an apparent father and son at play is made dark and disturbing by the extreme evil-clown-like caricatures standing in the rain.

Is this anything?

I was recently engaged, as I often am, by an image that made me want to explore it more personally. I have done a bunch of dioramas replicating vintage book and magazine covers, movie posters, etc. I seem to have a desire not just to make art, but to become art.

My most recent obsession is one of many images by Salvador Dali in which he adds a bunch of drawers to a human figure. If you do a Google image search for “Dali drawers”, you’ll see what I mean.  The most famous piece is probably his “Anthropomorphic Cabinet.” But this is the drawing that caught my attention. It’s a sketch for part of a 4-panel screen. (I haven’t found any images of the final work, and as far as I know the project was never completed.)

Dali did several variations, including the painting called “The Burning Giraffe“.I set about reproducing the image with my own body in SL. It was a little more complicated that I’d anticipated. I ended up making a special all-white skin with basically an alpha-layer transparent torso (drawer space). It’s always difficult to find hair that matches an existing picture, but I had one that was not too far off. Since it’s just a pencil sketch, I didn’t have to do much with the background.  I had to revise the pose a few times, but the trickiest part of this scene was actually making the shadow texture for the drawer pulls. I did a bit of Photoshop post production on this shot, which I don’t normally do for this kind of image. It was mostly an issue of making my av thinner.

The diorama is a set piece with camera control. But I thought it might be fun to have a wearable version as well :)

Entirely coincidentally, I came across this wonderful Hubble image of the Eagle nebula. The gas column shown is roughly 100 trillion km high. (Yes, trillion.)

Is it just me, or does this image look remarkably similar to Dali’s sketch?

I’m not reading anything into this. Dali died the year before Hubble was launched and the drawing was made back in 1935. But since I was attuned to the drawing, the nebula image just knocked me out. The mind likes to organize things and find patterns in randomness.  You can see the actual diorama on my laboratory platform at: http://slurl.com/secondlife/Artemisia/165/204/2508

Collaboration and Originality

I’ve had a number of reasons lately to consider the question of originality in art. One of my favorite metaphors is the idea of watching Rembrandt painting a portrait. He hands me the brush and says, “See what it does?” As though the brilliance of the work is due to the tool rather than the artist. And yet, what would he do without brushes? Perhaps use his fingers or a stick or some other medium, but that would result in a very different kind of work. The medium may or may not be the message, but it’s hard to send a message without a medium. So clearly the tools we use can have a profound influence the work we create. But we seldom credit the toolmaker. And this is appropriate, since it’s the vision of the artist that causes her to select a tool and to use it in some original way. While the making of a paintbrush or a computer graphics program are arguably artistic pursuits in themselves, their raison d’etre is to provide tools for the artist to render a creative vision.

But what about incorporating the actual work of another in your art? This, too, has a proud tradition. Art begets art. Inspiration begets inspiration. I have stated that much of my own work is clearly derivative. I can often point to the exact piece or artist that inspired me to explore a particular idea. I don’t often sell my work or exhibit it or write about it in any depth, so there is no context for explaining these origins and relationships, and I neither hide nor apologize for it.
Pleasant Hill - Shaker Centre Family Trustees' Office
One of my pet peeves, however, is photographic art using architectural subjects. There is a famous spiral staircase in the Shaker Village at Pleasant Hill, Kentucky, not far from where I live, that is a favorite subject for photographers. One in particular  (who did not take the picture above) has made a fair living off photographing that staircase and other details of the place and selling books, prints and calendars. He’s a fine photographer and not many could get such beautiful and evocative images. But what about the architect who designed the staircase? Is he not an unnamed collaborator in the photographer’s art? It’s easy to take beautiful photos of beautiful subjects. It’s not so easy to create a beautiful subject.

Mike Bidlo Duchamp

In US copyright law, at least in theory, a copy of a work of art cannot be copyrighted if its intent is to be a true and faithful copy of the original. A photographic reproduction of the Mona Lisa is not copyrightable because there is no new art. A photo of the Louvre gallery with the Mona Lisa in its frame surrounded by visitors is copyrightable because it’s a unique view. So in theory (and museums and other owners of original art would like to disagree), the use of any faithful photo reproduction of a 2-dimensional art work otherwise in the public domain is not subject to copyright by the photographer or by the institution or person that owns the piece. However, a detail photo of a 2-dimensional work may be copyrighted because it is intended to show something other than a faithful reproduction of the whole. The photographer is saying “look at this,”and that makes it original art. Similarly, photographs of 3-dimensional work is copyrightable simply because a choice is made as to the angle of view, lighting, etc. It’s a question of originality and uniqueness.

What has the artist brought to the work that is new? I see a lot of art in SL and elsewhere that uses components that are not original by the artist. Most commonly it’s just a matter of using textures created by someone else. Depending on how they are used, this could be a trivial or a significant question. If I paste a picture of the Mona Lisa on a prim, is it my art? It could be argued that no one has ever done that before (unlikely), but the question is where something new and original happens.

AMSTERDAM, NETHERLANDS - AUGUST 19:  Chewing g...

Image by Getty Images via @daylife

It’s not always easy to know how much of a piece is created out of nothing but imagination . I’ve seen a single unaltered plywood prim presented as art in a sort of homage to Warhol, Magritte, Duchamp, Man Ray, etc.  How a piece is presented is certainly relevant. If you find a wad of chewing gum on the street and scrape it up and plaster it on a gallery wall with a frame around it and a title card, it becomes something more than a wad of gum. It’s a medium and a statement. Someone has made a series of original creative decisions that has taken it out of context in order to present it as a thing to be considered. So what about the gum chewer or the gum manufacturer? They have no standing as unwitting collaborators?

It’s a silly example, of course, but the lines are not often so clear. We don’t credit the tool makers in most art (though it can be quite relevant in some digital work to describe the process by which it is made, which often includes software and hardware configurations, and even modifying an existing model). Certainly Duchamp did not credit the bicycle wheel maker or the urinal manufacturer. (As a curious aside, Duchamp’s original ready-made “Fountain” for the exhibition in 1917 was lost. But it had such a reputation that Duchamp had reproductions made (based largely on a Steiglitz photo of the original) in the 1950s, which are now in important collections around the world. Thus the unoriginal “original” object becomes an original work that is a copy of the original unoriginal piece. N’est pas? I want my Dada. )Fountain by R. Mutt

In SL, there are a thousands of ready made objects and scripts and textures that are commonly used in art.  One of the more common I’ve seen lately are mannequin figures. (I find this ironic that we use analogs to our digital bodies, which are analogs of our atomic bodies.) I used many of these figures myself in my Angry Gods installation, and the astounding Cherry Manga and others have used them in really imaginative ways.   They are nicely made and provide a useful shortcut to having to create a sculpted body from scratch. They can be dramatically altered in size and texture, so the final result is as much or more the artist’s work as that of the mannequin sculptor.

Understand, that when I refer to a mannequin, it is usually not used as a mere hanger for clothing. It is often used to  represent a human figure in a context in which the body is critical to the meaning of the piece. Historically, artists have used live models from which to construct their images in true-to-life poses. (Even Rodin’s contorted figures were based on possible, if uncomfortable, poses.) It is certainly a convenience to have ready-made mannequins that can be so easily modified.

Whether an artist uses a stone, a piece of wood, or a prim, it’s what she does with it that makes art. So taking ready made objects in original art is not, per se, a problem. The issue I have with it is the assumption by the public that an artwork on display is entirely the work of the credited artist. While there is seldom intention to deceive, the perception is that the artist has skills that she may or may not actually have.

In judging and discussing work for awards at UWA, I examine the pieces pretty closely. One thing I look for is originality in all its components. The use of ready-made parts and textures by no means disqualifies a piece in my mind. But that knowledge does influence how I think about it because it speaks to the artist’s approach to the work. E.g, the artist has chosen to place a ready-made mannequin here because it humanizes the message of the piece, which is more important or expeditious to her than creating a figure from scratch. As a viewer and judge, I decide whether that placement is effective and engaging, aside from the technical skills of the mannequin’s maker, and I will examine the technical skills of the artist in decorating and placing the mannequin within the context of the piece.

While the gestalt of a piece usually overrides the technical details, part of my mission is to educate the judging panels about these issues and to try and make sure they are not considering factors that are not the actual work of the artist. I don’t want to see awards given because a judge thought the artist made such a fine mannequin or whatever pre-fab object may have been included.

ANGRY GODS: An Apocalyptic Vision

ANGRY GODS: An Apocalyptic Vision

UPDATE: Angry Gods closed on 30 June 2011. People have been sharing some really great pictures:

For those few of you who were fortunate enough to witness the demolition of the Caerleon Identity Museum last November, I’m sure you’ll remember what it was like to see disruption on a massive scale. (Read the story and watch the machinima.) The usual procedure for any such demolition is to select the objects in Edit, unlink all the prims, set them to temporary and physical, then just let go. On a large scale this can be pretty dramatic. But in this case I deliberately refrained from setting everything to temp so the experience would last longer. (Setting to temp hugely facilitates the cleanup process, but limits the life to 60 seconds.) My colleagues and I bounced around on the installation as it struggled to free itself and as small projectiles from the hundreds of mannequin body parts flew in all directions. It took several days to clean up the debris that had strewn itself across the neighboring sim, but it was well worth it.

So when JayJay offered me the UWA Virlantis sim for June to do something spectacular, I couldn’t pass up the opportunity. The result is ANGRY GODS: An Apocalyptic Vision. I’m not calling it art. It’s primarily an excuse to blow stuff up. As with most of my work, it’s an experiment to learn about what’s possible.

ANGRY GODS: Opening

As of this writing (about 9AM SLT Friday, June 17) there is still some development to be done on the sim, but you are welcome to come visit. I am planning a general open house for Saturday around 10AM SLT and continuing through the afternoon. It’s best when there are just a handful of people here (i.e., more than one, but probably fewer than 8). I’ll be sending group notices tonight.

ANGRY GODS: Ethos

The first thing I want to make abundantly clear is that this installation is not borne of some deep-seeded repressive Catholic upbringing. I have respect for all beliefs and intend no offense towards any religious view in particular or in general. The recent ado about the impending Rapture and the upcoming end of the Mayan calendar all feed into this what-if scenario. I tried to be vaguely ecumenical (including Shiva, the Egyptian Book of the Dead, and a minotaur in my pantheon), but it is predominantly Biblical Revelations in tone. But at its base my intent was merely to provide a context for large scale demolition. Don’t look for any deeper meaning.

Angry GodsSecondly, this is not my typical work. Or rather, it is typical in that my work generally lacks stylistic consistency. I hope you enjoy this experience for what it is, but don’t assume that I dwell on such images or take this too seriously. In fact, Angry Gods uses just about every feature that I hate most when I see it elsewhere. Objects falling from the sky, skeletons, angels, devils, an overabundance of particle effects, etc.  I’m not sure why I went in this direction except that it seemed familiar somehow. I encourage you to visit my laboratory on Artemisia to get a better idea of what I’m about.

ANGRY GODS: The Title

As I was working on the project, I learned of a current iPhone meme–a game app called Angry Birds. You can look it up or even play the game in a web browser if you’re using Chrome. It’s basically a game where you use a slingshot to shoot birds at structures to make them fall on, and kill, the bad green pigs for whatever reason. When I saw this demonstrated, I got that annoying feeling that my project was going to be seen as having been inspired by the game–once again finding my creative work disturbingly aligned with the mainstream of popular culture. Argh. Anyway, I figured I’d just go with it.

ANGRY GODS: The Story

You enter in Limbo. A vestibule with only one exit. You must take the folder of goodies to fully experience the installation. In particular, I’ve created  a custom Windlight sky setting. It’s easy to implement in Phoenix and Imprudence. Less easy to do in Viewer 2, but instructions are provided.

You start at the bottom and work your way up. This is meant to be a difficult journey, but it is not a maze. It’s the end of the world. Your fate is sealed. Choices are irrelevant. There are ample opportunities to experience destruction, but there are variables. Not everything blows up. And the things that do have different triggers. They may not ALWAYS blow.  My advice is to be paranoid and assume the gods are out to get you.  It’s the end of the world. You will not survive. Might as well enjoy the ride.

ANGRY GODS: The Scripting

I learned some time ago how to script a linked object and make it unlink and turn physical and temp, thus collapsing into its individual prims. I’ve used this effect often because it’s funny to see when it’s unexpected. For this project I refined the script so I could drop it into any object and easily define the parameters under which the demolition would occur. Most of the objects that blow up in Angry Gods are triggered by the impact of a large meteor. I matched the name of the projectile to the target so each target could only be destroyed  by a specific projectile. There are different circumstances under which each projectile is fired. It is not random. They will normally only fire in reaction to avatars in some way (which you will have to discover). In most cases you won’t see it coming. You may hear it coming a split second before impact. Do let me know what you think :)

When less is more

A special exhibition of non-scripted entries
at the UWA 3D Open Art Challenge from the March round.
April 6-14, 2011

[N.B. This is being cross-posted on the UWA blog. Apologies to those who follow both. - FreeWee ]

UPDATE: April 12. I have published an exhibition catalog for this show:

A very interesting phenomenon has been impressing both JayJay and me the last few months: We are seeing more and more really excellent submissions to UWA that are not scripted. In the beginning, the UWA Challenge included a Best Non-Scripted prize in order to acknowledge pieces that had artistic depth, but that were not animated or interactive. It was feared or assumed that scripted objects would tend to dominate the competitions, with the belief that active pieces would tend to obscure more subtle artistry from their sheer intensity. I’m not so sure that’s ever been entirely the case as there have always been strong non-scripted entries, but in any case the non-scripted category is an opportunity to highlight pure visual design sans tricks.

At the end of the March round I did a quick tour of the 76 total entries and made a list of nine objects, any of which I thought could be prize-worthy. I really wanted to share these with the public, but as a competition judge I’m not able to comment on my favorites until after the judging and awards were announced. Unfortunately, that means most of the pieces I’m writing about would normally be removed already to make room for the April entries. I was talking to JayJay about this and he suggested we make a platform for these choices and leave them up for another week so you can see what we’re talking about. So this mini post-challenge exhibition will be up from April 6-14. Look for the TP sign at the UWA gallery landing pad or just go directly here (SLURL). I hope you will return for a closer look at these great pieces.

Here’s the list of favorites I came up with in no particular order. Tell me if you don’t agree that each of these is worthy of being appreciated.

Gingered Alsop: Shattered

This evocative Hockneyed image is not Gingered’s usual fare for UWA entries. I think its contrast with her other March entry is fairly stunning, but more than that it demonstrates her real talents as a thoughtful artist aside from being a creative scripter. This is exactly the counterpoint that the non-scripted prize is intended to highlight. “Shattered” received the joint first place award for March.

Gleman Jun: The fragility of the soul is not a defect …

Gleman is another artist known for his highly scripted pieces, often with particle pyrotechnics. This piece is a statement whose power lies in its simplicity and directness.This was the other joint first-place winner.

Dekka Raymaker: Garden of Eden

I’ve been intrigued by the work of the wonderfully imaginative Dekka for a long time. His work combines humor, satire, a certain steampunk flair, and a more than a little surrealism.

Daco Monday: Musico

As I’ve mentioned elsewhere, the best virtual art is often created by the best rl artists. Daco Monday is a good example. He uses the virtual medium to good effect with a keen eye to create art as he would in real life, but in ways not otherwise possible.

Haveit Neox: Marionette

Another example of aggressively creative surrealism, this piece has tremendous visual impact. It could have been created in rl, but the cost and energy required would be substantial. It could serve as an example of rapid prototyping for rl projects.

Corcosman Voom: The Rut

Corcosman is an interesting artist. He seems to have varying degrees of inspiration. His work is generally minimalistic, but he comes up with an occasional piece that is transcendentally expressive. As with his “Jump” piece from last year’s challenge, this piece shows power and motion in the simple lines, much like a sumi-e painting.

Miso Susanowa: Olah

Miso has a beautiful sense of political satire. Her pieces are often highly scripted, but this entry is an elegant self-referential statement ofwhat it is: an artwork being offered up for judgment.

Silene Christen: Tribute to Goya

Silene’s tribute is an interpretation of Goya’s iconic The Third of May 1808, depicting a scene from the Spanish resistance to Napoleon’s armies. All the important elements of the original are there. It may not have as much impact if you don’t know the original, but if you do, it retains much of the emotional power.

Yooma Mayo: Mantis Praying

Yooma impressed us last month with his infinitesimal gecko and more recently with his generous gift in appreciation for the world’s support of his native Japan in this time of crisis. This month’s entry is a similarly detailed example from the natural world, but this time on a relatively gargantuan scale.