Musée Magazine Issue No. 14 - Science & Technology | Page 11

I see the 3D world as the closest thing to thinking about something and making it happen. love that 3D rendering is used in most practical purposes ANDREA: So you incorporate a lot of humor into your such as product pre-visualization or architecture. work, but unlike a lot of digital art, you don’t rely on glitches for laughs. In fact, it’s easy to mistake your ANDREA: Would you say that Fake Shamus is a form of work for photography. Do you strive to instill a sense of self-portraiture or self-invention? suspension of disbelief in your viewers? SHAMUS: I started with the concept of him as a digital SHAMUS: Yes, sometimes I want viewers to be complete- Golem. When I first got into 3D, I was readin g a lot about ly doubting what they’re seeing. They think what they’re the Golem myth and something just clicked for me: that seeing is tricking their brain, yet they know it can’t be real. you can make this sort of clay, figure-like creation and I build things in my scenes to look almost photorealistic, there were a lot of similarities in the way you were bring- but I think there are characteristics of them that don’t quite ing it to life in the digital sense. Everything you tell the make it all the way there. That’s what makes it interesting. computer to do is followed literally, completely literally. Anything that goes wrong is actually your fault. There’s ANDREA: Would you consider your digital work a form a lot of Golem mythology where that same thing happens of photography, sculpture, or painting? – you tell it to do something and it takes it very literally, and ends up demolishing a city or whatever. Over time, SHAMUS: It’s something completely different. Obvi- it’s almost like I wanted to give him a life of his own. ously, there are elements of all of those processes built So instead of him just following my words – the instruc- into it because you’re building visual sculptures. But then tions that I gave him – I wanted him to become more of you’re giving them color, tone and texture through more my nemesis, or someone who was taking over the world of a painting process. Then you create the final rendered as I was creating it. I was building these environments image with a virtual camera within the software, which and putting him into it, and everything he touched he has all the characteristics of a real camera. So you’re play- inhabited and made trashy. There are a lot of references ing with all of these different things, but it’s not equal to to low-culture, especially in the earlier work. any of those original mediums. ANDREA: Who are your artistic influences, both digital ANDREA: I’m waiting for the day when you can just talk and analog? to your computer and it will do what you say, so I don’t have to learn how to do all of this. SHAMUS: Most of my favorite artists are painters from growing up. A lot of them have an irreverent streak, I’d SHAMUS: That’s actually one of the links I think about like to say, like Sigmar Polke, Kippenberger, Mike Kelley. all the time. My problem with painting was my frustra- Polke’s paintings from the 60s, 70s, 80s were a huge influ- tion with it not being able to come out the way I was pic- ence on how serious you should take the art world or art turing it. I see the 3D world as the closest thing to think- in general. There’s an aspect of him being very serious ing about something and making it happen; the digital about making art that’s not entirely serious – I see myself stuff will come directly out of our heads and we won’t and my goals in the same way. even have to touch anything. Shamus Clisset. Astronaut, 2015. 9