Thomas Lisle: On 3D painting, abstraction, and punk rock

Roxanne Vardi

Thomas Lisle is a British artist who works in 3D animation, painting, digital art, and installations. Lisle’s works display his intention in creating new forms using digital tools, and his interest in psychology and the environment. Moreover, his artworks are part of the collections at Tate Modern in London and MoMA in New York. This interview is presented in conjunction with the launch of our latest curated solo show artcast titled Thomas Lisle: New Forms and Plasticity.

As an artist you create both paintings and digital artworks. Moreover, towards the creation of some of your digital works you also use digital paint techniques? Could you share with us your thoughts on combining more traditional historical art mediums with today’s available digital tools?

So I don’t see a combination of mediums; I see different mediums but with shared values (no mathematical values !), shared visual languages, shared symbols and psychological responses, it’s just a continuation of modern art practice in a new medium.

Let’s be clear the digital medium is very different from the real world, art critics and writers used to talk about an artist’s relationship with the media they were working in, but today very few art commentators have much knowledge of the practicality and techniques of digital art.

Artworks may be evaluated on the visual images, ideas and reactions that they invoke. We do care and think about how traditional paintings and sculptures are made. People talk about responses to mediums, and the specific use of a material in the artwork, like Eva Hesse (Hesse’s interest in latex as a medium for sculptural forms had to do with immediacy.) Wikipedia. or Richard Sierra and rusty steel. A drawing made with a pencil and a drawing done with mud or blood, for example, the medium makes a difference. 

So I see the autographic, the hand-making marks by the artist as central to the paintings that I admire along with composition colour and form. What’s extraordinary about digital 3D painting is that it opens up the boundaries of what a paint stroke is capable of. If you think of ‘loading’ a brush with paint, then this paint flows out of the brush onto the paper and depending on your point of view, makes something beautiful, interesting or not. The brush is an emitter, the paint, carbon, ink, whatever flows out its just a real world liquid that can be simulated digitally. You can copy this with a digital paintbrush, but every aspect of the paint stroke can be programmed, if you use a tablet, then the pressure, direction and speed data all gets collected, and that data can be then fed in to control how thick your brush is how hairy, how anything you like, almost.

I get lots of satisfaction, both intellectually and visually, from making complex time-based abstractions from 3D paint strokes and 3D models. It relates to the need for some chaos, some randomisation in an artwork, some craziness, the hand-to-eye relationship. I use the variation in pressure, speed, and direction of a 2D brush stroke to become the starting point in a great deal of my artwork. Often the 3D brush stroke gets abstracted beyond the point of recognition as a brush stroke very quickly. This is intentional, and it’s not that I don’t like brush strokes, but that the initial motion and intent, is recorded and the data from it, is used to drive other values, such as the density of a cloud or velocity of a liquid, it’s a kind of transformation of one thing into another, a kind of ‘painting’ ‘form’ ‘psychological alchemy’ to me. A visual and coded metaphor for internal, psychological or collective change, progression, or distortion. 

So while the digital paint medium is very different from the real-world medium, and one of the biggest differences is that its time based, many things are the same. I think composition, colour and form are still important; they didn’t just get cancelled. Visual languages don’t just disappear; symbols and meaning didn’t just ripped up and forgotten about. The trouble is that it’s difficult to have access to the right software – it can be expensive, it takes many years to learn and then the artist has to find a means of expression with the tools, software and hardware that are available. 

I have personally been trying to make some kind of moving painting since 1982 when on my foundation, I started detuning TV sets and recording the results so that I could realise this idea of time-based art that is not photographic film/video, but rather abstract and based on visual languages. 

If you have only become interested in digital art in the last few years, then it can all seem just digital at first, and how it’s made doesn’t seem so important. However, I would argue that what software is used and how well it is handled has a very drastic effect on the artistic output. As a simple example of this, just look at how many bald CGI characters there are. Any idea why? I don’t think it’s because it’s a new way of depicting humans or some ideas about bodily purity (hair being unpure, intrinsically non-body), that’s for sure. And I’m guilty of making bald figures, too. I know why I have done it; it’s because adding hair involves a whole series of technical and time-consuming issues (and not because I’m fairly bald). If I wanted to add realism, then it is going to take a few days to program and set up so that it looks and moves realistically as the character moves. On top of that, there’s a huge hit on the render time per frame from computing the motion of all the hairs and rendering 100s of thousand of individual hairs. If I buy or download some license-free, none dynamic hair, just a solid blob of matter, I might feel I have compromised. If I didn’t know a bit about human IK skeletons and character rigging (the systems that enable character animations). I wouldn’t know how to keep that hair in the same place as the head; it’s attached to as it moved. You then need to give that hair mass a hair-looking texture and have to understand how UV mapping works (UV coordinates map textures to 3D objects); it’s quite difficult to learn. If my figure is in some way distorted or abstracted, I would have to apply a similar abstraction to the hair, and this is another big issue because if my hair model isn’t made in the same way as the figure, and I didn’t make the figure, I just downloaded it or bought it for £10, then I would have to learn how to model and how to integrate even the most basic hair model into the deformation in a way that matched the figures’ abstraction also not straight forward. So bald is the easy solution, but it really makes no sense; art history is not littered with bald Mona Lisas and Madonnas, ok babies are born fairly bald, so that’s ok. The world’s artists have never gone around and depicted people who would normally have hair bald for any reason whatsoever that I know of.

There’s also a huge difference between art drawn on an iPad and made by an AI or drawn, modelled in 3D. 

If you look at a digital artwork and think that someone has hand-drawn it when in fact, it’s a video effect off the shelf that took 5 minutes to achieve – it may not devalue the artwork, but it may still be fantastic in your eyes, it may be genuinely fantastic! Or you imagine an artist has cleverly programmed an Ai supercomputer to do it or built a filter from the ground up. It’s valuable to understand the artwork and the artist’s input. I’m being careful not to dismiss digital techniques that are not sophisticated or are off the shelf, the artist may be new to digital art generation the visual idea and the concept could still be fascinating, but if you don’t know the differences, then you don’t know what the artist did and you don’t understand the process or the artist’s practice. 

“So I see the autographic, the hand-making marks by the artist as central to the paintings that I admire along with composition colour and form. What’s extraordinary about digital 3D painting is that it opens up the boundaries of what a paint stroke is capable of.”

Thomas Lisle, Abstract 01, 2022.

For the creation of your artworks included in your latest artcast you make use of 3D digital tools. Could you dive deeper into the complexity of these tools and how to aid contemporary artists in expressing their explorations through this new medium?

I have been trying to make time-based paintings since I was 19. Yes, there is hand drawn/painted animation, but it takes so long, it’s not procedural, and on the whole, it hasn’t been the medium of many contemporary artists, and I would say that’s because it takes a very long time, there has been no market for it, and I would say it’s difficult too, but NFT’s might change that.

The artworks in my artcast are autographic, generative and procedural (procedural-an artwork defined by a computationally represented system of rules, relationships, and behaviours, enables the creation of works that are flexible, adaptable, and capable of systematic revision. Dynamic Drawing: Broadening Practice and Participation in Procedural Art Jennifer Jacobs MIT 2017). Many artworks are going to be both Generative and procedural at the same time, and they could be 3D, 2D, AR, VR, still or moving. 

In simple terms, procedural means that one programs an effect/distortion that affects a 3D model or some element in 3D or 2D and it abstracts it in a very specific way. Because it’s procedural, you can apply that effect to another different model by swapping over the input model i.e from a horse to a chicken. Procedural means all the elements that make up the abstraction effect can be tweaked, revised, animated and manipulated in more depth. I use these techniques a great deal and build on complex programming sequences that I have worked on previously, changing, modifying and improving the initial way the distortion or simulation works. Sometimes I take the whole abstraction code and make it part of a subset of another larger, more complex distortion/simulation. Once you start playing around with the fundamental building blocks, the DNA of form as it where you can start to build a new and personalised visual abstractions that are, in effect, similar to painting styles. This is particularly relevant to 3D artwork, where the scope for new forms and new and novel ways of abstraction is vastly wider than in 2D. This is because 3D encapsulates the whole object, whereas 2D only gives you the bit you can see. Leonardo only painted the front of the Mona Lisa, so if we manipulate her in 2D, we are never going to have access to the back of her, only the bit we can see in 2D.

The artworks in the artcast use lots of different techniques, from 3D painted forms to 3D painted forms turned to gases and liquids, deformed shapes, animated textures, several different types of gas simulation, directly painted tubes, particle flows, and more! It’s very much about contrasting visual elements motions and forms working in different ways to come to a sort of visual balance.

My heartfelt belief is that as cave women/men painted and people throughout history, it’s the element of the human expression that comes through using tools that they themselves wield and have a relationship with that have the meaning. The most direct way of doing that digitally is with a touch-sensitive pen or equivalent. As I mentioned earlier, an artist has to work with the tools that they have available, and I believe Blender ( a free open sources 3D package) has some 3D painting capabilities. It can make fluids, and gases, animate characters, deform models, it can do a great deal it has a modular programming functionality and a procedural node based programming language. I personally think that it’s easy to get lost in the effect and lose sight of the goal. I know that I have often spent months trying to learn a certain technique and forget why I wanted to use it in the first place. I use Maya for my artworks and have done for over 15 years.

I read an article by Alex Estorick a few years ago when he asked the question, “why are there not more painting-based 3D artworks”. Well, the answer is quite simple, it’s complicated to make a 3D paint mark that has fluid qualities and is programmable over time. The only solutions I have seen that incorporate touch sensitivity, a loaded multicoloured brush, and liquid simulations are in Houdini and Maya software packages maybe Blender. In 10 years time or so, I think people will have the computation power and disk space to do this easily. At the moment, it’s complex, and there is no off-the-shelf digital tool that does it properly. To get it to work, I have to program it procedurally, there are limits to how much detail and how long a fluid simulation will be defined by my computing power. It’s possible to make the paint stroke fundamentals in real time; the rest, the liquid simulations, take a few days to compute. I enjoy making something based on a paint stroke that then morphs into something uniquely animated and digital that no longer has any visual relationship with a brush stroke yet uses the data in the stroke to drive the animation/abstraction/deformation. And If I didn’t say anything you would probably never know.

Sometimes I have made these types of artwork and feel that the real interest lies in the struggle to work out how to do it, as the result is not as interesting as the amount of effort put in to make it. However, a few years later I find that I appreciate that learning and experimenting with a technology has led to all sorts of new and exciting work and has been invaluable after all. A splash of paint can easily become a sort of non-contemporary art thing, a more corporate communications symbol for some kind of creativity. I really want to avoid that! And find more interest in the abstraction and deformation of paint-like strokes; being able to turn off gravity reverse the surface tension of a liquid, and make paint stick to 3D characters or models opens up lots of interesting possibilities. I’m starting to treat paint simulations as an element of a larger artwork, an element that describes something but is not the centre of the artwork. 

I heard Frank Stella recently describing some of his work as painting in 3D, and this is what is so interesting about 3D software, it brings together two systems that have been thought of as two distinct systems. It’s a fundamental shift in visual thinking. 

“I enjoy making something based on a paint stroke that then morphs into something uniquely animated and digital that no longer has any visual relationship with a brush stroke yet uses the data in the stroke to drive the animation/abstraction/deformation.”

Thomas Lisle, In the Minds Eye, 2022.

Can you please elaborate on your interest in psychology and how this is incorporated into your artworks?

I will try and answer briefly. It seems that there are universal rules that apply to people’s psychology regardless of where they are born, which means that basically, we are all humans regardless of race and religion; religion itself seems to be oriented to where you are born and the culture you grow up in. So rather than think of specific issues to bring to the public attention in art why not look at the underlying causes of all the issues. And secondly, we are all developing psychologically; I don’t think many people can claim they have reached a full understanding of themselves or their full potential. We all have some personal issues, no one is perfect, and we all have a shadow side that we need to come to terms with. We are all moving towards individuation of one sort or another from birth, it seems to me.

As I studied psychology more and more, I started to find out about psychological symbols in art and film, and I started to investigate archetypes (  https://www.youtube.com/results?search_query=this+jungian+life+archetypes wonderful lectures of archypes) and their use in narratives and symbols, from folk tales to feature films. And symbols and psychological alchemy, the psychologist (James Hillman was written some eye-opening books on the subject.) And I started to incorporate ideas and concepts of psychology into my artwork. And Jung’s book “Man and his symbols” and introduction to Jungian psychology and symbols.

Thomas Lisle, Abstract 02, 2022.

Some of your artworks such as Abstract 01 and Abstract 02 may remind some of artworks by artist Wassily Kandinsky. Is there a purposeful reference to art history in your works?

Not specifically, but I love his work and subconsciously, its working away somewhere in the background. There are lots of references to the art history of the last 100 years, in my work.

Are there any other traditional artists or art periods that you look back at or are inspired by in the creation of your works?

In the 20th century, artists like Picasso and Rauchenberg, the Fauves and German expressionists have been lifelong influences. Helen Chadwick, Ron Haseldon, Marc Chaimowicz all had an influence on me when I was at Art school. Today some of the artists I find the most interesting are Albert Oehlens and Gerhard Richter. It’s the visual experience and ideas that make their work so interesting and important and an important influence on my work.

Thomas Lisle, Subconscious Motions, 2022.

As a young artist you became interested in Glitch Art and Punk Rock, could you outline how these art forms influenced your art practice and oeuvre of works in general?

I think there is an element of punk rock in lots of art movements, from the Fauves to Dada to Expressionism, at the time of punk rock, it only really lasted a few years; there was no equivalent visual movement, I was only 16 in 1978, it seemed an important movement to be part of and it was very cathartic. 

My glitch art was borne out of a desire to make art that was more about our time (then) and the media of the time, analog TV, to basically make images that had a new approach to abstraction by detuning TVs by making them go wrong and using ones that didn’t really work, capturing a bit of the randomness at specific moments. For those of you who never experienced analogy TV it was the high tech of the 70’s 80’and 90’s that really wasn’t very perfect and all controlled by the Broadcasters. Around that time in the early 1980s, I started to be interested in Electronic music – I can’t play an instrument or even hum in tune, but there was no equivalent to the synthesiser for artists in the 80s. Today I still like electronic music. I listen to a wide variety from classic to world, to electronic. The fascinating popular music for me today is the french “Trip Hop” scene, I can see elements of that kind of clash of taking all sorts of reference points and techniques and putting them together in a chaotic way that somehow finds some kind of balance or sense interesting in a number of ways with my digital art.

So going back to your question, I think the legacy of punk rock was to be happy to take risks and not worry about the results. My work with glitch art was aimed at finding new ways to abstract figures in a mode that was analogous to the times I lived in and to take on board the idea of time-based painting. I gave up making glitch TV artworks by the early 1990’s as I got frustrated with the inflexibility of the medium; there’s very little control. It seems less about conscious abstraction, especially of the figure, than about a symbol for the frailty of the digital era. Analog glitch art threw up interesting abstractions, very randomly. Digital glitch art is programmed. Digital 3D systems give me control of nearly every aspect of the artwork I make, it’s all a conscious decision it’s all intended, even the added visual chaos is orchestrated. 

Miles Aldridge: photography and a love for cinema

Roxanne Vardi

Niio is proud to introduce a selection of artcasts by celebrated photographers in collaboration with Fahey/Klein Gallery, the leading contemporary photography gallery in Los Angeles. Curated by Nicholas Fahey, these selections dive into the work of the artists, presenting key series and iconic images, and are available to our members for a limited time only.

Miles Aldridge is a British photographer and artist who rose to prominence in the mid nineties with his remarkable and stylized photographs which reference film noir, art history, pop culture, and fashion photography. Miles Aldridge is the son of Alan Aldridge, a famous British art director, graphic designer, and illustrator, who is known for his work with notable figures such as John Lennon, Elton John, and the Rolling Stones. Alan Aldridge was the art director for Penguin books. His work is mainly characterized as a combination of psychedelia and eroticism. Miles thus grew up in an artistic environment even posing with his father for Lord Snowdon as a child.

Aldridge’s interest in photography started at an early age when he received a Nikon F camera from his father. At the age of thirteen, Miles was introduced to punk rock, and at the age of sixteen he joined a rock band called X-Men. Aldridge has mentioned that he found punk rock as ‘a great escape’ from his parents divorce. He went on to study graphic design at Central Saint Martins where he started out with painting and drawing, and later became a pop video director. By the age of 28, Aldridge became a fashion photographer at British Vogue where he worked for seven years as ‘Grunge Photographer’. The artist has stated that he had “a fascination with the model in front of the camera”. Aldridge found inspiration in artists such as Richard Avedon, a photographer who “balanced project work and fashion work”. Miles Aldridge’s works have been featured in magazine such as GQ, The New York Times Magazine, The New Yorker, and Harper’s Bazaar. Aldridge’s photographs have also been exhibited internationally at the National Portrait Gallery and the Victoria and Albert Museum in London, The British Museum, Fotografiska in New York and many more.

This article is based on Miles Aldridge’s interview with Bret Easton Ellis for Fahey/Klein Gallery.

Miles Aldridge, “Chromo Thriller #3”, 2012.

In addition to being inspired by photographers such as Richard Avedon and Helmut Newton, Aldridge’s works are also highly influenced by filmmakers such as Alfred Hitchcock and Pedro Almodóvar. “It began as a love of cinema and became an opportunity to make pop videos. My film education continued from there, watching films to find an idea. Hitchcock’s films always stayed with me, the most banal everyday objects become so sinister [in his works]. His stylization of life is what I find so true in a way”.

“It began as a love of cinema… Hitchcock’s films always stayed with me, the most banal everyday objects become so sinister”

Aldridge’s photographs mainly display female figures as the main protagonists of the images, to this end the artist has stated “when my parents divorced I was left with my mother when my father moved to LA, I watched this woman care for us, at the same time there was this sense of her falling apart… My childhood became caught up in intense melodramas, strange housewives and mothers who have this secret life. Whatever was bubbling up inside her was like a geisha, completely without expression, driving this turmoil inside but keeping this perfect face. When I started my own work I looked for these same characters on the screen, mothers tormented with a secret life and unspoken truths. When I stumbled across these characters in films is when I started creating a series called Home Works. The cake becomes a metaphor for a family while the mother is plunging a knife into it”. Thus, Aldridge always looks for a way to represent these personal yet collective domestic melodramas but in a way that is highly stylized, and therefore there are also no men in his pictures because according to the artist “enacting that would [make] it too real”.

Miles Aldridge, “Impressions #1, 2, 3 Triptych”, 2006.

There is also the influence of painting in Aldridge’s works with his use of bright colors which he attributes to artists such as Francis Bacon, Henri Matisse, and Alex Katz. Aldridge’s works can often times be experienced as color experiments which he suggests are on the verge of a color overload. Apart from art history, Aldridge is also highly inspired by films.

“I was almost living my life through movies in a certain way… going to the movies to find answers for things”

The artist has thus stated that he is very ״inspired by technicolor films where the color is beyond reality, like a red bus in a Hitchcock film”. Inspecting his work titled A Drop of Red #2 from 2021, one will realize that the substance overflowing from the broken Ketchup bottle is in fact much redder than it would be in reality. This is a technique used by the artist to exaggerate a scene taken from reality, and to create a certain mystery around the work. Furthermore, the artist relates to “the intense artificiality of photos”, and this is what he finds so powerful.

Miles Aldridge, “A Drop of Red #2”, 2021.

Towards this end Aldridge has shared his system “where I take a personal memory and take it through a scene of a film”. The artist then takes cinema and puts it into the realm of photography.

“I like the sense of eternity, when a figure seems to be permanently frozen. The power of an image is not to have a beginning, middle, and ending, but that it’s a complete universe. It’s like the figures are permanently there”

As part of his oeuvre, Miles Aldridge also created a series of religious images called Immaculée inspired by Black Narcissus a film by Michael Powell and Emiric Pressburger which focuses on a nun’s journey from the sacred to the profane. Apart from the story itself Aldridge was very inspired by “the technicolor process of the film, the use of strong gelled lights, fake painted skies and sets”, and this is what he calls an “incredible orgy of color” – these early technicolor films look a bit unreal in a way just like Aldridge’s works.

The Immaculée series was also inspired by Falconetti’s closeness to the camera, which can be interpreted like a piece of performance art.

Miles Aldridge, “Immaculée #3”, 2007.

Frank Ockenfels III: inspired to inspire

Roxanne Vardi

Niio is proud to introduce a selection of artcasts by celebrated photographers in collaboration with Fahey/Klein Gallery, the leading contemporary photography gallery in Los Angeles. Curated by Nicholas Fahey, these selections dive into the work of the artists, presenting key series and iconic images, and are available to our members for a limited time only.

Interview with photographer Frank Ockenfels III. Courtesy of Fahey/Klein Gallery.

Frank W. Ockenfels III is an American photographer, artist, and director who is best known for his portrait photographs of celebrities and diverse personalities such as David Bowie, Kurt Cobain, and Hilary Clinton. Ockenfel’s work has frequently been featured in leading magazines globally such as the Time and the Rolling Stone. The artist’s works have been displayed at exhibitions in museums and galleries worldwide including Berlin, Amsterdam, New York, and Los Angeles.

Over thirty years ago, Ockenfels started a process of journaling the product of which he calls Tech Books in which he would keep polaroids, written lighting diagrams, and his personal writings, specifically what he wanted to remember from each and every experience and project.

Once Ockenfels did away with the tech journals he started assembling objects, scraps of paper, drawing into the journals so that they became elaborate, and turned into pieces or found graphic elements instead of just photographs. To this end the artist has noted that this process “was a great way to flush my mind. You are so focused on being a photographer sometimes that you forget that the majority of photography is so inspired by other things like a Richard Serra sculpture”. In essence, Ockenfels’ artworks are no longer just portrait photographs but instead they become personal statements of the artist’s psyche and creative artistry. His artworks can be seen as re-presentations, as works that break the boundaries of traditional photography.

“You are so focused on being a photographer sometimes that you forget that the majority of photography is so inspired by other things like a Richard Serra sculpture”

Frank Ockenfels III, “Artwork”, 2019.

Referring to his tech books, the artist has mentioned that there is a lot that even he can learn from them as they allow him to reconsider why he captured certain projects as he did, and can make him think of the ways through which he approached his images. In the artist’s teachings he also liked to bring his tech books to classes, and through his student’s questions and questioning there was always something new that he felt he could learn about photography.

Ockenfels started out by shooting chrome, then went into negative, and lately has gotten into digital photography. Specifically referring to digital photography the artist has shared that he likes seeing “how far I can go, that’s when the interesting stuff actually happens. I find it more the abstract mind that I have less and less sense of time and space and what I am supposed to be doing. As I get older, its more so where I accept the moment and say this is what I’m supposed to be doing”. Thus, the artist prefers portraits which are less pre-defined and thought out and instead likes “the moment showing up and looking and seeing what I see about you that I would like to capture”. In turn, the artist’s representations leave the imprint of his unconscious on the photographic image.

Frank Ockenfels III, “Blank”, 2017.

The artist sees his journals as a place ‘to vent’, places that illustrate different points in his life. Ockenfels has stated that when he was younger he “didn’t care if anybody liked [the journals] or not, or was interested in them, but people started looking at them”. However, the artist didn’t want peoples opinions “because they are personal… its kind of like the Purist sense of art. Richard Serra would say ‘art is purposely useless’ it is a useless process thinking that anyone would be interested in seeing it, but it answers a lot of questions to yourself by the act of keeping journals, thoughts, memories, ideas”.

Frank Ockenfels III, “168 Thoughts”, 2019.

The artist thinks that inspiration is what a person should strive to do. “I think it’s important to inspire, almost more so than the creative process”. In his interview for Fahey/Klein Gallery Frank Ockenfels III shared that he had an experience a couple of years ago on a Brooklyn subway platform while he was coming back from visiting a friend when a young kid came over and said that he saw him on the internet talking about ‘the creative process’ and that he was completely inspired by that. He was a graffiti artist, inspired about the point of creativity. Referring to that specific instance the artist asserts “that to me is where I always wanted to be in life”.

“I think it’s important to inspire, almost more so than the creative process”

Frank Ockenfels III, “Damien Hirst (diptych)”, 2019.

Julie Blackmon: Fantastical Everyday Life

Roxanne Vardi

Niio is proud to introduce a selection of artcasts by celebrated photographers in collaboration with Fahey/Klein Gallery, the leading contemporary photography gallery in Los Angeles. Curated by Nicholas Fahey, these selections dive into the work of the artists, presenting key series and iconic images, and are available to our members for a limited time only.

Julie Blackmon (b. 1966) is an American photographer who lives and works in Missouri. As an art student at Missouri State University, Blackmon became interested in photography, especially the work of Diane Arbus and Sally Mann. Blackmon’s oeuvre also shows influences from Masters of the Dutch Renaissance such as Jan Steen.

The artist focuses on the complexities and contradictions of modern life, exploring, among other subjects, the overwhelming, often conflicting expectations and obligations of contemporary parenthood. Blackmon has stated that her works deal with “modern parenting, and the contradictions and expectations and the overwhelmed feeling that go with parenting today as compared to the past” furthermore the artist has stated “with the little ones it’s more metaphorical than about parenting, and speaks of the anxieties of everyday modern life”.

Julie Blackmon, Pool, 2015.

“with the little ones it’s more metaphorical than about parenting, and speaks of the anxieties of everyday modern life”

Blackmon’s imaginary narratives walk a darkly humorous line between lighthearted Americana and the chaos and occasional darkness of our daily lives. In her first book, Domestic Vacations (2008), Blackmon described the inspiration she received when encountering the works of 17th century Dutch master Jan Steen; “the conflation of art and life I discovered in Steen’s work is an area I explored in photographing the everyday life of my family and the lives of my sisters and their families at home,” she wrote of this book.

The artist has also discussed her works as “everyday moments and my everyday life told in a fantastical way, exaggerating what I see around me to say the truth in a way the truth can’t expand upon us unless I exaggerate it”. In essence, Blackmon’s works portray everyday contemporary life in a seemingly surreal way.

Julie Blackmon, Bubble, 2020.

The artist has said about her work that she portrays “these little moments within the day where you’re trying to escape the reality of where you are right then”, Blackmon has stated that the buzz word today is to ‘live in the moment’, however what she found is that sometimes “the key to surviving a day is to take yourself out of that moment”. Blackmon’s works indeed transport the viewer into fantastical windows into the artist’s personal life. Many time the narratives take place within the artist’s own home or backyard.

Julie Blackmon, Records, 2021.

Blackmon’s array of works are charged with a sense of the uncanny as they constantly shift between reality and fantasy, the artist has also stated about her work: “my work is about fantastical everyday life instead of documentary, looking at stressful things in a lighthearted way. People try too hard sometimes to say the right thing, but really you don’t have to be a person into art or an intellectual, if the work watches over people and they feel moved by it with just a laugh”.

“My work is about fantastical everyday life instead of documentary, looking at stressful things in a lighthearted way”

Julie Blackmon, Chicken Littles, 2021.

Eva Papamargariti: our bodies interconnected

Roxanne Vardi

Eva Papamargariti is an artist based between Athens and London with a background in Architecture and the Visual Arts. Her artistic practice focuses on creating 2D and 3D rendered spaces that ultimately blur the boundaries between physical and digital environments. Moreover, her practice focuses mainly on the moving image but she has also worked with prints and sculptural installations. Papamargariti’s works deal with the interactions between humans, nature, and technology which define our identity and everyday experiences. Her works have been exhibited at different institutions on an international level including at The New Museum in New York, The Whitney Museum, New York, and Tate Britain in London.

This interview is published in conjunction with a solo show artcast by the artist titled Eva Papamargariti: Things Will Become Weirder.

Through your art practice you wish to explore the relationship between digital space and material reality, and in doing so you wish to blur the boundaries between digital and physical environments. In works such as “But for now all I can promise is that things will become weirder” you point to the numbness that is provoked by the rhythm of reality. Do you believe that by recreating this sense in the digital space you are able in a way to propose a solution to this feeling?

Through my work I try to understand what constructs our reality, so inevitably I am also exploring the in-between area where digital space and material reality collapse. There is an ongoing dialogue between what we experience, how we proceed everything and what remains in the end. 

These are elements that in a way always blend in my practice and each time they can be translated or presented in multiple ways. My goal is not exactly to propose a solution to these feelings or thoughts, I am not sure if there is a solution to be honest, these are situations and conditions that are quite perplexing and we continuously find ourselves in them. I am trying to bring out feelings and perspectives that are at the core of these situations, or perhaps I am trying to get closer to these feelings, to approach them and acknowledge them no matter how weird or awkward they might be. At the same time, our actions and gestures right now are dispersed and reflected simultaneously on the digital and physical realm, so the distinction between them becomes redundant, there is a continuous flow and exchange of activity that gets blended in an amalgam of information, data, actions, gestures, decisions, feelings, identities that shapes who and how we are.

Eva Papamargariti, As they were drifting away, their bodies turned into waves, 2022.

Your artworks can be experienced as visual poetry. Can you elaborate on the power of the written word specifically in the digital space, and why this is important for you as a visual artist?

When I started creating my first works I would only use moving image as my main medium, after a while I felt the need to expand what I was creating into something that contains multiple layers of narration. 

So written word was something that helped me go towards this direction, sound as well and also different other materialities and mediums were added through the years. For my practice and for the expression of my ideas and concepts, these elements and the ways that they interact and complete each other is something really important. I feel like I am constructing a peculiar kind of ‘building’ through different fragments and materialities. Written word is a very direct way to tell something and convey a meaning, but also it can become a very magical and poetic way to speak about things, deconstruct them or even deviate one’s thoughts towards other routes and suggest alternative paths.

Your work, “Transformative Encounters”, presents the viewer with a kind of futuristic exoskeleton. Would it be far-fetched to read this work as an indicator to our lives and sort of alienation in the metaverse?

In  “Transformative Encounters” we witness and explore the actions of a swarm of critters that can definitely be seen as other entities. There is also a constant change of scale so the viewer cannot actually know if these creatures are seen through a microscopic lense or a macroscopic lense.

This futuristic exoskeleton can be seen as this kind of Otherness that is already among us, or as a critter that will come to life in the future – as a hybrid organism, as AI or even as a fossil, a remnant of an intelligent structure or being. The metaverse is some sort of reflection of our surroundings, what  we do and how we exist there or will exist is already present in the way we exist now. These futuristic exoskeletons can actually be huge loads of archived data, augmented bodies, abandoned digital 3d structures. They are a vessel and a metaphor at the same time for what is coming but also for what is already here, visible or invisible.

Eva Papamargariti, Transformative Encounters, 2022.

Could you elaborate on your artistic practice and the process that you go through to create your new media artworks? Do you also make use of found footage or do you necessarily recreate reality using digital tools, and if so how do you balance between the two techniques?

In my practice I use a blend of materialities, techniques and processes to structure my concepts and narratives. Most of the time I use digital tools – the first steps for the creation of my works usually happen inside a software. I use 3d softwares (sculpting, animation, modeling, texturing softwares etc) for example in the same way someone is using a sketchbook. I try multiple versions and designs, I erase them, I transform them. So the first steps are to put my initial ideas on the screen and the 3d space, I explore the ambience of the work, I am experimenting with textures, lighting, sound. After several tries the design process takes a smoother path and I am deciding the final forms of the animation, videos, sound, sculptural objects, textiles. All these different elements are always part of a unifying narrative mechanism. They are talking about something that can be seen from multiple perspectives and evoke various feelings. I want the viewer to be able to feel close to what I am building so for me these different mediums are just my tools to express my ideas and build the worlds I want to build. I rarely use found footage. For example, I always try to filter or distort everything through my own lens, I get a lot of inspiration though through things I find and see online, more vernacular stuff like memes, youtube comments etc

Eva Papamargariti, But for now all I can promise…, 2022.

The works in this artcast all exhibit an emphasis on the human body not just as a vessel in the physical world but also in the digital space. Could you please elaborate on your interest in this subject matter and the solutions that you propose by focusing on the body?

The human body, or let’s better say the idea of the body, human or nonhuman, has always been one of the main themes in my work. Since I was an architecture student I would always observe how the body moves and exists in between spaces, how it becomes active or inactive and what exactly means for a body to act or not, to stand or be still etc. The idea of the body now can be quite extended and affected, through technology, networks, biopolitics and all these other parameters that include or exclude and alter our bodies and the bodies of other living organisms. Our limbs and our minds extend on the digital space, they live there as well, everything gets interconnected, we exist in multiple zones and contexts. We cannot exactly describe this kind of simultaneity as we experience it, we can only attempt to approach it, or take some distance from it and then observe it. That is what I am trying to do, I am observing as I am experiencing all these invisible and visible parameters that accumulate in our bodies and then they are coming out as data, as information, as tangible or intangible objects and elements. Apart from the biological aspect, our bodies carry history and stories, they occupy space, they become space, they extend themselves, they link and they blend with other materialities, with technological devices, they obtain hybrid elements as they become chimeric and palimpsestic. The creatures and bodies that live and exist in the worlds I construct can be seen as uncanny, otherworldly or even awkward. But they all obtain these elements and characteristics I described as they reflect the human bodies while they also contain other bodies – they are always in a process of becoming someone or something else because they feel it’s the only way that they can survive. Through change, through symbiosis, through adaptation.

How Do Auction Houses Work?

Roxanne Vardi

Quick Dive is a series of articles that offer a brief overview of a certain topic in a clear and concise manner. This article can be read in 5 minutes.

Image generated with OpenAI’s DALL-E 2

Record prices for artworks are usually only attained at auction; where bidders are given the chance to take ownership of a lot if they are able to increase their bid to the highest bid attained during a live public sale. Examples of recent record prices include Leonardo da Vinci’s Salvator Mundi, c. 1500 sold at Christie’s for $450M, Pablo Picasso’s Les Femmes d’Alger, 1955 sold at Christie’s for over $170M, and Jeff Koons’ Rabbit, 1986 sold at Christie’s for $91M. Last but not least the NFT record price for Beeple’s Everydays: The First 5000 Days, 2021 sold at Christie’s for $69M. We are all familiar with the scene where an auctioneer offers and increases bidding prices stirring up a kind of live bidding war in which one lucky buyer becomes the successful bidder of the lot, upon which the auctioneer hammers down the final artwork price.

But, how exactly do art auctions work?

Auction houses have been around since the 17th century, with art auctions becoming popular in London and in Paris in the mid-1700’s especially with the establishment of the two major international auction houses: Christie’s and Sotheby’s. Basically, there are three sides to an auction: the seller, the buyer, and the auctioneer. Auction houses are part of what is termed the secondary market.

Jeff Koons, Rabbit, 1986.

What is the difference between primary market and secondary market?

The primary market refers to the first sale of an artwork, which can happen by buying from the artist directly at his studio or by buying through a gallery. The price is usually based on the artist’s exhibition history, sales history, the career of the artist, his/her maturity, the size of the work, and sometimes the cost of materials that go into the work. The secondary market refers to the resale of a work or any sale of an artwork that was already owned by a collector, so that once an artwork is purchased on the primary market it automatically enters the secondary market. Prices on the secondary market are based on provenance, condition, and significance.

So, how can I sell at auction?

In order to sell something at auction, the owner of the piece needs to have it valued or appraised. The valuation process can be done online by sending the auction house specialists photographs and information on the piece. Each department at an auction house has its own specialists: design, impressionist, modern & contemporary, jewelry, and so forth. Artworks are valued according to rarity, size, subject matter, exhibition history, comparable works, the condition of the work, and its sales history. Most importantly, specialists consider the authenticity of the work. This is specially where NFTs come in handy today as every NFT and its respective smart contract is registered on the Blockchain and therefore authenticity is easier to trace, which also reduces the potential for fakes. The specialist then gets back to the lot owner with an estimated valuation of the work; also called an auction estimate. If the lot owner decides to go ahead with the sale he will together with the auction house agree on conditions of sale, which include the seller’s premium and a reserve price for the lot under which the auction house guarantees not to sell the lot. These details are signed through a consignment agreement between the seller and the auction house.

Pablo Picasso, Les Femmes d’Alger, 1955.

Before the auction

Lots are sold at auction according to different categories at different dates/times of the year. For the top categories there exist day sales and evening sales where the evening sale is the more prestigious during which the top, museum-level lots are offered. These are therefore also more exclusive to attend by invitation-only, whereas the day sales are usually open to the public. Prior to the auction the auction house publishes a catalog consisting of high-res images and information on the lots offered; these are distributed both as printed versions as well as available online for prospective buyers to peruse. The sale catalog includes a condition report for every lot which exactly specifies the physical quality of the lot, and the lot’s provenance which refers to the ownership history of an artwork from the time it was created to the time it reached the auction. A couple of days before the auction it is also sometimes possible to go and view the artworks in person at the location where the live auction will take place.

How to bid at auction?

There are different ways to register to bid at auction: 

  1. Live bidding – with a paddle
  2. Phone bidding
  3. Online bidding
  4. Absentee bidding – allows you to leave a bid ahead of time to be executed by the auction house

Each bidder needs to register to bid ahead of time either online or by speaking to an auction house representative and providing his personal details and sometimes even credit card or bank details if that person is planning to bid on an expensive lot to guarantee that he will be able to pay for it after the sale.

Courtesy of Christie’s.

The auction

The auctioneer that conducts the auction introduces every lot with its reserve price. Thereafter, bidders are allowed to set their bids according to certain bidding increments. The auctioneer will keep shouting out the price of the following bid until no further bids are placed upon which he will hammer down the bidding price. 

The successful bidder of the lot will be the lucky person to take it home. On top of the hammer price, the buyer will be requested to pay a buyer’s premium, any VAT or taxes, and shipping costs if needed. In certain countries, where applicable, the buyer will be asked to pay an artist’s resale royalty which the local laws entitle the artist or the artist’s estate. Artist resale royalties provides artists with an opportunity to benefit from the increased value of their artworks over time by giving them a percentage of the proceeds from any future resale.