Sculpture in a New World

In a world of social distancing and quarantine, architectural scale sculpture will not be at the top of the world’s shopping lists anytime soon.

If you know a few billionaires, you might survive as a sculptor, but if not, you’re doomed to turn out little plaster casts of your customers’ faces.

I have a solution. Turn out your architectural sculptures in virtual, then if a client wants the full monty, you can hire engineers to build it for them, sign a name plaque, and send it out for delivery.

You don’t have to actually build the thing. You build a “Proof of Concept” in a virtual world setting, and then you build it for real if someone actually wants it for their home or office.

That’s called “Conceptual Art”, and it’s been around a long time.

All my pop artist friends from the sixties, which includes my Dad’s sci-fi illustrator, Andrew Warhola, whom you might know as “Andy Warhol”, a name as genuine as his bone-white hair, used “Conceptual Art” as a dodge.

Yes, it’s true — Warhol wore a wig at a time when most men didn’t even wear frilly underwear. Of course, all that’s changed now.

I have a complete line of men’s frilly underwear, but nobody has approached me from the Shark Tank yet.

Primary colors were a staple of the pop art movement, and I still use those powerful colors when making angular or modular pieces like the one above.

It’s easy to accomplish this, if you know how to use the Godd™ Editor’s F6 functions.

There are a zillion things you can do with this idea, including online presentations for actual sculptures, and certainly it’s a lot cheaper to build this way, make your mistakes, hear from your client what they didn’t like about it, and alter it for no cost just by flipping your laptop open and changing the thing to make it better.

In addition to the obvious — it’s a lot cheaper — it also doesn’t use people-power, at least to make the model of the thing — and the thing itself is going to be build by a contractor.

If you know how to handle your materials — meaning textures and models — and how those skins wrap around the model, you’ll have no trouble turning out complex and difficult forms like this one.

There are within the easy scope of the Godd™ Engine a wide variety of effects and textures, and when you learn to achieve a balance between them, you’ll be able to turn out some really incredible sculptures with a modicum of effort.

In short, it’s a fun way to make a living.

Of course, you have to find a way to actually SELL the things, unless you’re competent enough to TEACH the subject, which is really the way to make things work better.

There are so many ways to go with this — you can make just about anything — but the main thing is to understand PENETRATION OF FORMS.

That’s the whole bit right there. Penetration of forms.

With models, you can do this, and if you know how to clear the Object Collision off your sculpture part, you’ll do a whole lot better.

Watch also how the lighting affects the piece — you don’t want to set up complicated pro lighting for your model, because it just won’t look that way at all when you build it in actual reality from the virtual reality model.

But think about this — you can do a “spec” model with almost no effort, just an hour or two of intense 3d game programming, and have a sample ready for your client within 24 hours.

This piece could easily find a home in someone’s sumptuous villa somewhere just outside Vegas, or in the backyard of the above-average Beverly Hills Billion-Dollar Homes.

There are plenty of them out there, and getting a commission to build an architectural garden-scale monumental sculpture was always easy for me, but today I’d find it almost impossible, for a variety of reasons.

  • YOU HAVE TO KNOW A BILLIONAIRE — If not you, then your art dealer.
  • YOU HAVE TO KNOW ANOTHER BILLIONAIRE — Otherwise, what are you gonna do for an encore?
  • YOU HAVE TO BE IN THE SWIM — That means social media today, and there is no substitute for word-of-mouth, which these days is called “sharing”.

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The range and wide variety of possibilities will excite any sculptor, but the real trick is learning the programming skills to carry this off without having to design it on paper and then give it to a programmer to turn out.

It’s a million times better if YOU do your own sculpture designs, and it’s incredibly easy to carry them out in either Godd™ or Second Life.

In Second Life, you sell your sculptures as models to go in people’s houses. In the Godd™ Engine, you can encapsulate your product and stuff it into a beautiful and exotic flash drive, making it both a virtual and actual item, which could easily be sold on eBay or Etsy.

If you’re interested in the Builder’s Program, or my 21st Century Sculptor’s Master Class, let us know and we’ll arrange some instructionals, tutorials, workshops and classes.

You can build houses and furnish them as models, then hire a builder to make it when they sell. Real houses. Using 3D models to sell them.

There’s a world of virtual artwork out there, and you could be part of the New Art Movement. Get yourself on course today!

So what are you waiting for??? Put down that welder’s torch, and join the ranks of virtual creators!

See You At The Top!!!

gorby