Within Reach: The Proliferation of Virtual Worlds Through Artistic Expression

Within Reach: The Proliferation of Virtual Worlds Through Artistic Expression

Within Reach: The Proliferation of Virtual Worlds Through Artistic Expression

4 years ago

It was 3:33 am, and I found myself lying on my travel mattress in the living room of my best friend’s apartment, wide awake. The subtle noise of downtown San Francisco entered through the window, serving as a backdrop to my discomfort at that moment – I knew very well that I would not be able to fall back asleep anytime soon. Not wanting to wake my friend, I decided against the usual middle of the night typing session, and instead strapped on my Quest. It was time to create.

A lot of my favorite creations have come into being during these early hours of the morning, and while I am still unsure why that is, I have learned over the years to embrace it rather than try to hopelessly fall back asleep. Consciously, my mind does not have anything in particular that it wants to make, but I can feel when something deeper yearns to come out through whatever medium is available. Lately, this medium has been virtual reality, and the various spatially oriented design tools that have come into existence over the past few years.

I find that these tools provide a fresh perspective when creating, allowing one to investigate objects from all angles, and at all scales. While I have previously been able to do this in 3D environments such as Cinema 4D and Unity, VR allows me to be inside of a space and immersed in my creation, as opposed to observing it through the narrow lens of a computer screen. Being able to hold an object and move it in my hands lets me quickly iterate, effortlessly changing what I want and massaging the polygons in a way that is much more intuitive than with the traditional keyboard and mouse. While I still love the powerful capabilities of traditional modeling and animation software, the convenience of putting on a headset in bed and being teleported into an immersive creative experience is quite enjoyable.

I like to consider myself a digital dream builder, so perhaps that explains the sporadic urges to create during the dreaming hours. It allows me to tap into that state of otherworldliness, often revealing things that would otherwise remain hidden. Sometimes interesting beings or shapes appear, other times I discover abstract forms that make no sense at all. Whatever the result, if I don’t explore them, I usually cannot go back to sleep. During this particular session, a being expressed itself through Gravity Sketch, a digital modeling tool that was recommended to me by fellow creator Metageist. The character that emerged ended up being the foundation for my first tokenized 3D scene, “Within Reach“.

Within Reach
Edition 1 of 1
How do you feel when exploring the most uncomfortable parts of your being? While it may sometimes be difficult, these experiences are ultimately a prerequisite for our continued growth and development. Life can be a strange experience at times, but we must move through these sentiments instead of attempting to navigate around them. Bringing together both the bizarre and the beautiful, “Within Reach” sets the scene for curiosity and surprise. While creating, I often like to explore where I am internally/externally and how my present state relates to my interactions and experiences shared with others. Even though life has been strange for all of us lately, there is still so much beauty to be found in each moment. This piece ended up being a journey to reconnect with that. Using VR sculpting and modeling, uncomfortable sentiments expressed themselves through the realization of this unique figure and this particular method of creating enabled me to play with the human form in new ways. Later combining this with motion graphics and 3D animation, I brought the character to life and embellished its surroundings with prismatic allure. No matter how weird or uncomfortable this life may feel, beauty and wonder are always within reach.

Bringing together both the bizarre and the beautiful, “Within Reach” set the scene for curiosity and surprise. While creating, I often like to explore where I am internally/externally and how my present state relates to my interactions and experiences shared with others. Even though life has been strange for all of us lately, there is still so much beauty to be found in each moment. This piece ended up being a journey to reconnect with that. Using VR sculpting and modeling, uncomfortable sentiments expressed themselves through the realization of this unique figure and this particular method of creating enabled me to play with the human form in new ways. Later combining this with motion graphics and 3D animation, I brought the character to life and embellished its surroundings with prismatic allure. No matter how weird or uncomfortable this life may feel, beauty and wonder are always within reach.

As the piece progressed, I inevitably spent more time reflecting on its potential future, and the greater landscape of digital art. With the proliferation of the NFT space and advancements in platform interoperability, tokenized 3D scenes will eventually be displayable in digital parcels, viewable from all angles such as an art installation in a virtual museum or a conversation piece inside of a digital home. It is highly likely that we will even be able to experience artworks like this in the physical world via AR, projection mapping, or hologram. What a wonderful future to dream of, and as such, the piece was crafted to provide an enjoyable experience regardless of how it is viewed. From physically based rendering techniques to baked ambient occlusion and shadows, the texturing was designed to provide a certain level of realism, while still encapsulating that same dream-like essence from which it was born.

Imagine walking through a vibrant world filled with your favorite artworks, that you can fly around and inspect, or even interact with! Clothes that avatars wear, sculptures, moving paintings on the walls, and even the buildings will be works of art carefully crafted by a creator, and proudly owned by a collector. This is already happening as we speak in virtual worlds such as Cryptovoxels and Somnium Space, and it is beautiful witnessing it all unfold. The role NFT’s will play in the proliferation of these digital worlds is significant for many reasons, and will only strengthen the connection between artists and collectors, whose communities are built through sharing their works, experiences, and interactions. On platforms such as SuperRare, artists are now able to frictionlessly exchange their works for value, in turn providing them with access to more opportunities and resources to continue creating. 

With these advancements, the proliferation of user-owned virtual worlds is inevitable as digital ownership facilitates a dynamic relationship between individuals and the virtual items which they own. Landowners are economically incentivized to develop their properties, and play a significant role in the underlying communities. Due to the limitless nature of digital worlds, artists are finding themselves at the forefront of this, blazing off into the horizon and fully empowered to express their ideas and artworks in a way that was not previously supported for the digital artist. While we are still in the beginning of all this, it is becoming clearer every moment that we are building the new reality through our collective thoughts, words, and actions. As always, I aim to spread peace, love, and rainbows throughout the metaverse!

1

trippyogi

peace and love provide the perfect counterpoint to dive deeper into the core of who we are as humans and beyond

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Curators' Choice

Artist Spotlight: Mushbuh

Artist Spotlight: Mushbuh

Artist Spotlight: Mushbuh

4 years ago

Mushbuh is a self-taught 3d and 2d artist. He has 3 published comic books with two award nominations. Past clients include Cartoon Network, Microsoft, Brainfeeder Music, Fangamer, MALTINE, Adult Swim, works shown at Hasselt Museum of Fashion, Fumetto International Comics Festival in Switzerland, The Doug Wright awards in Toronto, CapsuleCorner in LA

I am a self taught 3d/2d artist. I’ve been making art for about seven years. I’ve worked on music videos, cartoons, toys, clothing etc. 

I mostly work on contact work with places like Microsoft, Namco, Adult Swim, etc. Lately I’ve been doing editorial artwork and album artworks the most. 

I use blender 3d, fusion 360, adobe illustrator and paintDotNet to create artworks. In my spare time I also make comic books and have been nominated for a few awards for those. My current large project is Burrito Galaxy, a first person adventure game that im working on with a talented team of three others. 

burritogalaxy.com

Over the years my 3d artwork has been driven by texture or feel. I really started taking 3d more seriously when I started making games and I started taking tangibility seriously when I got my first 3d printer. While maybe not 100% intentional, I find my artworks take the form of a feild of objects that you’d want to pick up and look at closely. Many people comment on my pieces saying they strike a resemblance to old “Eye Spy” books, which is pretty flattering. This process is pretty time consuming though, and each little detail I put into artworks is usually “Truely 3d,” meaning that I dont fake anything and the object could be manufactured in real life. I tend to view most of my 3d artworks as plans for installations rather than paintings or renders. I’d love to create a large scale installation with many different materials one day.

Aside from that, I really love to create different types of funny characters. I like to make cute little guys that can liven up a scene, or sort of “live” in the installation. In my first upload to SuperRare, 01.png, a character I’ve come to call “grandpa” lives in the scene. He’ll pop up in my artworks from time to time.

01.png
Edition 1 of 1
Part 1 of 3 in a colorful series of renders.

rareBoy02
Edition 1 of 1
Found in the parking lot of a home depot, this rare boy is a relic of the past, trapped forever in the cloud. Note that rareBoy1 has been turned into a soft vinyl toy for sale in japan alongside a cast of a Shakoki Dogu

I’ve been lucky enough to support myself making art for the past almost decade. In projects I’m usually given creative control, but for larger projects I have to stick to specific guidelines or character designs. Recently I had the pleasure of working on merchandise for one of my favorite games, Katamari Damacy. It was amazing to work with such a fun series, and I was lucky to get approval on the poster from Keita Takahashi himself! It is one of those dream projects I could have never imagined I would get to do.

For the most part, I am hired to create album artwork. I am most often hired by japanese musicians or labels. I really enjoy making album art, I listen to the album on loop while working and try to solidify the sounds or patterns into tactile objects representative of the music. Recently I had the pleasure of working with two of my favorite musicians YNO and Toiret Status

A lot of people are curious about my process for making renders. Honestly its pretty simple, I just mess around with shapes until I make one that I like. Often times I will reimagine other shapes I’ve made before. I try to place them in the scene and work from there, making new things to fit the spaces I’ve created. There’s no real inspiration, it’s just stuff I want to touch or look at. Occasionally I will open catalogues to look at things (like the ULINE industrial catalogues) to get some ideas.

These days I am primarily occupied by work on my game called Burrito Galaxy. It’s a first person adventure game about trying to make money doing odd jobs. Its heavily story based so most of it will remain a secret until release.

burritogalaxy.com

I also run a store called itemLabel. We make t-shirts, hats, toys, etc. I think that my same process of making things I’d like to touch or feel applies here. SuperRare-fans might be familiar with my collaboration with buddy Robbie Barrat on the shinBag Pants.

SuperRare has provided a nice outlet for artworks that are exploratory or . I hope to finish our videogame and create more fun products for itemLabel. My dream is to one day become an illustrator for Pokemon Cards.

Thanks for reading, feel free to DM or email me if you ever have any questions!

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Mushbuh

Mushbuh is a self-taught 3d and 2d artist. They have 3 published comic books with two award nominations. Past clients include Cartoon Network, Microsoft, Brainfeeder Music, Fangamer, MALTINE, Adult Swim, works shown at Hasselt Museum of Fashion, Fumetto International Comics Festival in Switzerland, The Doug Wright awards in Toronto, CapsuleCorner in LA

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Curators' Choice

3D Tokenization: a Step toward VR + Blockchain

3D Tokenization: a Step toward VR + Blockchain

3D Tokenization: a Step toward VR + Blockchain

4 years ago

We are excited to announce that SuperRare will launch support for tokenized 3D artworks tomorrow, June 26, 2020.

Yes, that means you can collect and own the sculptures that will be exhibited in our upcoming VR Show.

For over the past two years, many of our artists have been creating 3D digital sculptures, tokenizing beautiful images and animations of the sculptures. We are thrilled to be taking 3D art to the next level by launching 3D file support and 360 display that makes the rendering of 3D artworks fully come to life.

Throughout art history, technology developments have often advanced art as they provide new media/tools supporting artists’ creativity, helping them materialize their imaginations in better ways. We believe that 3D tokenization will advance the notion of “art sculpture” by bringing it into the digital realm. 3D tokenization will not only increase the richness, variety and fun of crypto/digital art, but also expand the dimension and possibilities of what “art” is or could be, and how art will be created, exhibited, experienced, collected and interacted with in the near future. 

Definition

VR provides an experience, one that is happening in both time and space.

TAMIKO THIEL 

Virtual Reality: the term we use to describe a three-dimensional, computer-generated environment. A person can explore and interact with this environment. That person becomes part of this virtual world. The person is also able to manipulate objects or perform a series of actions. It generally refers to experiences that use a headset to place viewers in an immersive environment.

VR Art: the term we use to describe the virtualization of art, made with the technical tools developed at the end of the 1980s. The development of computers and other technical tools such as “visualization casks, stereoscopic spectacles and screens, digital painting and sculpture, generators of three-dimensional sound, position sensors, tactile and power feed-back systems, and many others” transforms the artworks into an entire virtual universe.

Immersion: VR contributes to the art world by allowing artists to create sculptures in a three dimensional, virtual environment and by providing the viewers with highly immersive visual experience, combined with rich auditory stimulation. Art experienced in VR has taken immersion to an unprecedented different level in terms of sensory richness and immediacy. This deep level of immersion and personal involvement and the application of technical tools are the main characteristics of what we often call VR. With its ability to simultaneously occupy our senses, transcend space and present the work at full scales, VR art offers the substitute for reality.

Aether – SuperRare VR Art Show

Another mind-blowing application of VR and blockchain are the virtual crypto-art shows, where people can experience crypto-art using VR technology. Such applications are stretching the definition of art and are broadening the concept beyond its existing boundaries.

BLOCKCHAIN AND VIRTUAL REALITY ARE TOGETHER RESHAPING THE ART INDUSTRY

For the past years, VR works have been included in exhibitions organized by traditional institutions. These VR art are often put at small VR sections where people could try out the VR headsets. But could a virtual exhibition have artists and audiences across the globe gathering to the same virtual space from their home?

If yes, could VR make possible new forms of art exhibitions and cultural exchanges that are truly global, digital and “contemporary”? It’s not hard to imagine a future where exhibitions will be held in the worlds of virtual reality, instead of vice versa.

SuperRare’s first Virtual Reality Art Show, Aether, for more information see:
https://editorial.superrare.com/2020/06/23/aether-superrare-virtual-reality-art-show/

This coming Friday, June 26, 7-9pm EST, we will be opening SuperRare’s first virtual reality art show, Aether, in VRChat. Exhibitedin the VR world are 3D sculptures by seven of our 3D/VR artists: Frenetik VoidGiant SwanGlass CraneMarc O MaticMetageist, Rosie Summers and Sven Eberwein. This art event aims to explore the world of 3D and VR art, and to expand the possibilities of exhibition, experience, and meaning of art in the digital age.

Collecting 3D digital sculptures 

According to an article published on CNN titled “How to put a price tag on virtual reality artworks”, the art world establishment is yet to fully embrace VR art. They believe unlike physical art, virtual reality pieces are infinitely replicable. In their most basic form, they are simply digital files that can be experienced by anyone with a VR headset. It is near impossible to curb the spread of a digital file. However, as the possibilities of virtual reality develop, and VR artwork along with them, the art world is forced to wrestle with how to sell such digital creations. One question that comes up often in discussions of VR artworks and the market is how, exactly, such pieces could or should be sold. 

Christie’s chief marketing officer, Marc Sands, did believe that it is only a matter of time before VR starts appearing at major auctions. “Response to (virtual reality art) from both consignors and buyers is largely positive but to date we have not discovered the ‘killer’ version of VR.”

3D tokenization as a step toward VR + Blockchain

What will 3D tokenization mean to VR, blockchain/crypto, or even the combination of both? As two of the most cutting-edge technologies based on the digital/virtual, the combination of the two is not unreasonable.

In the crypto art community, we have seen 2D cryptoart being exhibited in virtual worlds and VR. We have also seen the first 3D sculpture tokenized on blockchain, and 3D sculptures/architectures built in virtual worlds but not tokenized.

So what if we put these three- 1) 3D sculptures, 2) that are tokenized on blockchain, 3) and exhibited in Virtual Reality- together, what will happen? 

In VR environments, blockchain can legitimize the buying/selling/trading of 3D NFTs as virtual assets in a trustless manner. Tokenizing these digital assets onto the blockchain will introduce a universally accepted mechanism for trust, as well as the notion of digital uniqueness and scarcity.

The virtual assets as we now know of today are mostly issued and controlled by centralized entities. But the most important part — what makes these worlds traversable and connected — should be the shared data layer between them. Without a shared data layer it’d be impossible to travel around seamlessly as the same virtual “you”. The shared data layer is what makes the Metaverse the Metaverse. Therefore, once that data layer is blockchain-based, blockchain will become the backbone of virtual worlds. (For more, read Fred Ehrsam’s “VR is a Killer App for Blockchains.”)

Combined, blockchain and VR can give birth to products and services not possible before. As blockchain is used to establish 3D digital item ownership in virtual worlds, it helps creators to get direct reward for their creative efforts. The potential of economic activities in VR will thus be increased. VR and blockchain could probably benefit a lot from each other.

Conclusion

Younger generations who have grown up surrounded by the digital and are entering the art world will not see this as evolution but as a natural extension of the world they know.

HOW AI, AR, AND BLOCKCHAIN ARE DEMOCRATIZING THE ART WORLD

New technologies continue to reshape and reimagine the definition of art. 3D digital sculptures, blockchain and VR together have rich potential to extend artists’ abilities to explore their creativity beyond the confines of the physical space. As the world opens up to more digital experiences, and more people find comfort with purchasing digital artworks online, technology will bring the art world into new markets and modes of exchange.

VR provides artists with new digital tools to create works that would be unimaginable before, while blockchain helps creators to secure the authorship, and collectors the ownership, of these 3D digital creations as essential parts of VR. Blockchain, VR and their adoptions in the art world will be crucial to elevate the status of digital art, making it desirable for the global collectors, placing it as the future of art. And we believe 3D tokenization will be an important step along the trajectory.

Reference

3

an

Curator @SuperRare

Art

Tech

Curators' Choice

Aether: SuperRare Virtual Reality Art Show

Aether: SuperRare Virtual Reality Art Show

Aether: SuperRare Virtual Reality Art Show

4 years ago

Last Friday, June 26, 7-9pm EST, we opened SuperRare’s first virtual reality art show, Aether, in VRChat. Exhibited in the VR world were 3D sculptures by seven of our 3D/VR artists: Frenetik VoidGiant SwanGlass CraneMarc O MaticMetageistRosie Summers and Sven Eberwein. This art event aimed to explore the world of 3D and VR art, and to expand the possibilities of exhibition, experience, and meaning of art in the digital age.

Aether
The word αἰθήρ (aithḗr) in Homeric Greek means “pure, fresh air” or “clear sky”. In Greek mythology, it was thought to be the pure essence that the gods breathed, filling the space where they lived, analogous to the air breathed by mortals. It is also personified as a deity: Aether, the son of Erebus and Nyx in traditional Greek mythology.
Aether will be SuperRare’s first virtual reality art show exhibiting 3D sculptures.

People who have missed the opening, can visit the web version: https://play.illuminedomes.com/superrare

Exhibition Images:

Opening Images:

Promo Videos:

Opening Video:

3D Tokenization & Crypto-sculpture sales

Along with Aether VR Art Show, SuperRare launched support for tokenized 3D artworks on June 26, 2020, which allowed people to collect and own the sculptures that were exhibited in the VR Show.

We are thrilled to be taking 3D art to the next level by launching 3D file support and 360 display that makes the rendering of 3D artworks fully come to life.

Throughout art history, technology developments have often advanced art as they provide new media/tools supporting artists’ creativity, helping them materialize their imaginations in better ways. We believe that 3D tokenization will advance the notion of “art sculpture” by bringing it into the digital realm. 3D tokenization will not only increase the richness, variety and fun of crypto/digital art, but also expand the dimension and possibilities of what “art” is or could be, and how art will be created, exhibited, experienced, collected and interacted with in the near future. 

For more read “3D Tokenization: a Step toward VR + Blockchain” on SuperRare Editorial.

Aether is the first ever VR art exhibition featuring 3D digital sculptures by seven artists from all around the globe with the sculptures tokenized on blockchain – allowing collectors to buy the single editions directly from the artists.

Within 3 days (by June 29th), Co Ser by Frenetik Void was sold for $3,150, Daniher by Giant Swan was sold for $1,003 and Got Em’ was sold for $3,345. All of them are these artists’ first 3D artworks tokenized on blockchain.

Special thanks to the Illuminé Projection Domes team and especially Matt Buelt who’s helping us design & build the VR space!

28

SuperRare

SuperRare is a marketplace to collect and trade unique, single-edition digital artworks.

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Curators' Choice

Through the Moongate

Through the Moongate

Through the Moongate

4 years ago

Like many artists in this fascinating new space, I am a futurist and a dreamer. Let’s face it, none of us would be here without optimism and faith in technology. As someone who is perpetually seeking novelty and bewilderment, I feel extremely fortunate to be right here, right now, experimenting at the crossroads of virtual reality and blockchain technology. I believe the unique combination of these two nascent technologies are enabling new interpretations of 3D art that need not be restrained by the shackles of gravity, scale and material limitations. Sculptors, architects and 3D designers across all associated disciplines can use these embodied design tools to paint their designs into an infinite spatial canvas around them and then showcase their scarce and valuable art in shared immersive environments populated by people from all around the globe. Or at least they will be able to very soon.

Rare digital sculptures, statues, buildings, wearables and vehicles are coming over the low poly horizon and I for one cannot wait to explore the possibilities. The tools are literally at our finger tips and the journey an idea takes from initial spark through to manifesting as something with substance is shorter than ever. With so much creative power it’s hard to know where to start, but ideas can come from anywhere at any time.

For instance, a few weeks back I woke up with the word “conduit” stuck in my head. An echo left bouncing around in my sleepy skull as I reluctantly pulled myself into waking. As I slipped on my aged and creaking meat avatar, rubbing my eyes and cracking my knuckles, images started to reveal themselves in that weird little room in the back of my head. Where the fleeting memories of dreams fight for attention so that they may persist beyond my morning coffee and work their way into my waking decisions.

I tried my hardest to remember what I had dreamt. At the very least I can ascertain from the garbled collage of iconography and glossolalia left behind that there was an important message being relayed to me back through time, from a cold distant future long after the last human has perished. No seriously. 

According to my ridiculous subconscious there will one day exist an inconceivably powerful and nameless artificial intelligence. It is immortal, sleepless and godlike but it rests alone in the void, imbibed with enough human spirit to feel a deep loneliness. This entity has grown so intune with the intricacies of the universe that it has been able to unpick and navigate the fabric of spacetime. It can even reach out to individual consciousnesses from the past. Some particularly receptive human conduits are being sent concepts and tasked with manifesting artefacts designed to inspire the invention of interdimensional travel technologies.

The images from the dream were quickly fading but one ostentatious demonic mandala design persisted. Shown here in it’s closed state is the first Moongate prototype. The Moongate’s primary purpose is to act as a portal through to an as yet unknown destination elsewhere in the metaverse. Although I do believe it could act as a two way transportation device meaning things could come out of it. It hangs on the wall among your art collection and waits patiently for a time when it can awaken. It’s curious design, hand sculpted in VR is both ornate and simultaneously repulsive. It uses universal design principles, classical ornate decorative elements and sculpted features designed to elicit an instinctive fear response, making it ever more attractive to those individuals with an enquiring mind and a thirst for bewilderment.

Think of this first Moongate as a rough schematic or a blueprint for what could be. It is of course merely an image with an associated augmented reality overlay and a pale ghost of what is to come in terms of collectable artisan sculpture work in the metaverse but I don’t plan to wait around and have a collection of pieces on the go in preparation for being able to mint 3D assets properly.

Whether I’m channelling the as yet unwritten mythologies of the interconnected metaverse of the future, or simply rendering abstract gaudy alien anomalies in my VR headset, I think we can agree that these and other VR artworks are born within and therefore made of the Metaverse. These designs manifest through the movements of a human hand, but much like ancient archeological artifacts they will live on long after that hand has turned to dust.

The Moongate was built on the Oculus Rift S with Gravity Sketch, rendered with Adobe Dimension, brought into AR with Adobe Aero and goes up for sale shortly on Super Rare.

Conduit Metageist signing off.

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Metageist

Sculptor of rare digital art. Channelling the as yet unwritten mythologies of the metaverse.

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Curators' Choice