Bodies

Mark Klink



Medium Type
A/V work
Runtime
00:20:00 [Body 071]
00:42:00 [Body 068]
Size
1024x1024px
Audio
None
Tool
Blender software
Year
2021

Using the open source modeling and rendering program Blender, I have altered and animated a simple model of a head by stacking a series of modifiers that decimate and remesh the model, varying the parameters and the strength of each of those modifiers over time in order to create the distortions seen here.


Artist’s statement

My primary interest is in the expressive possibilities of “glitching” or misusing standard techniques of 3d modeling and rendering.

For example, in games and in movie computer graphics, certain standardized methods have been developed to construct 3d models of faces and bodies.

These standard models are made up of a network of polygons that efficiently represent the natural contours of the shapes and that can be animated without introducing unnatural distortions.

In contrast to these standardized methods, I often construct my models from polygons arranged in odd or irregular patterns.

When these oddly tessellated models are subjected to further modifications, unexpected and striking effects can emerge.

Biography

Mark Klink has been and done many things: Swept floors, worked in a factory, been an athlete, a minor government official, a life guard, a computer programmer, and a traditional print maker.

For twenty years he taught children and other educators how to use computers.
But the thing he likes best (beside family) is making curious pictures.