Devorah 3D printed Cast Bronze
A Reflection Of Ourselves
In an earlier collection of figurative sculpture; The Spirit Collection, co-authored with Boky Hackel; we introduced an inner landscape by removing much of the exterior skin of the figure, thus exposing the interior and inviting myriad possibilities for expansion and commentary. Based on the classical figure, this collection has evolved toward abstraction while maintaining a grasp on realism. As negative space gained importance, so did the conceptual. 'Content' versus exclusively 'Form' became our motto.
The work submitted; Devorah, began the Andromeda Collection, and represents the evolution of the Spirits sculptures into the digital world. Created using digital technology, she exemplifies how 3D permits the elaborate development of elements in the interior of the figure, both on a physical plane as well as on a conceptual level. The possibilities it grants are endless!
Today, with the digitalisation of the figure, we are holding on to the gift of the past with one hand while pushing forward with the other, highlighting our constantly changing identity. This work offers a representation of ourselves in digital form that is recognised as human, while unveiling a physical interpretation, an embodiment, of our inner world; illustrating our value, our beauty and our complexity.
“Devorah” participates in this sculptural revolution of using digital technology and 3D printing, as an example of what would be impossible to create by hand.
This partial figure is the result of the amalgamation of technology and the metaphysical world and exemplifies our expanding consciousness. An idea best conveyed by Carl G Jung: “Who looks outside, dreams; who looks inside, awakes.”
Our technology grants us the opportunity to gently bring the beauty of our past, and of the figure, into today’s new world. Both “digitalisation” as well as the “contemporary figure” are often misunderstood in the artistic realm today, yet this technology with all its controversy, misunderstandings, and preconceived notions, bravely shatters the frontiers between yesterday and tomorrow.
A representation of the sculpture may be found on a 3D viewer at https://blakeward.com/deborah-by-blakeward/
The Video, included in this application, shows Devorah in the introduction and then continues on to speak of the use of the software platform ZBrush in the creation of another piece of digital artwork. Having shown this video on a number of occasions, the feedback I received indicated that there is interest from the public in the use of computer assisted technology and how it is applied to the creative process.
Therefore, if permitted, it is my intention to include a video presentation as part of the exhibition of Devorah and Callisto. This video would focus on the process of creating within the digital software program, as well as showing the sculptural works in a 3D viewer platform. The advantages of exhibiting this video presentation along with the physical sculptures, is that it would allow the viewer to see the interior of art works and experience the microscopic detail that the software program provides; neither of which could be viewed otherwise, thus including these hidden perspectives on the artwork. A feature unique to digital art.
An original sculpture, entitled “Andromeda”, was created by hand in wax, and cast in bronze. It was then scanned and uploaded to the CAD software. In this software program the digital scan of “Andromeda”, was modified and an interior structure was added creating an altered digital artwork entitled “Devorah”. This altered digital file was then printed on a SLS 3D powder bed printer in a wax polymer and cast in bronze using the lost wax process.
Devorah was cast in an edition of 3 examples at 62 cm in height, plus 1 artist proof, and 2 examples at 100cm in height.
The interior structure is engineered to permit a final example to be produced at a maximum height of 5 meters.
A Technical Note
The problems that I have encountered in the 3D printing and the subsequent casting of these artworks have been considerable, to say the least, and remain the most difficult barrier to the successful production of this series of sculptures. At present, I have found only one foundry in the world willing and capable of casting these digital works in bronze using the lost wax process.