Stephan Duquesnoy

Netherlands

Stephan Duquesnoy is a Dutch artist inspired by the ideals of the Pre-Raphaelites. He strongly believes in creating art that is genuinely felt and meticulously crafted. For him, art should honor the artists who came before him and the natural world that surrounds him. As a digital artist, he finds himself particularly challenged by the lack of a true history of digital craftsmanship, and the growing distance between art and physical experiences. This is where the duality and interest lie for him: lessons from the past still apply to the tools of the future. In a world continuously overwhelmed by digital information and stimulation, he believes it is essential to create art that slows down the input and refocuses on the beauty of slowness and calm. With over 15 years of experience, Stephan began his career as a concept artist for video games and movies, which evolved into a small studio producing artwork for casual games. Alongside building his studio and design career, he also worked as a digital lecturer at the University of the Arts Utrecht (HKU), specializing in visual design and narrative. More recently, Stephan co-founded the Bloom collective, a group of digital artists making their leap into the art world. He also works regularly as a botanical artist within the entertainment and motion graphics industry. Since 2020, Stephan has been showcasing his personal work, which has been exhibited worldwide. His art, combining nature, decoration, and algorithms, reflects his fascination with repetition and patterns in nature, blending this with digital art techniques. His work aims to express both artificiality and humanity, with the familiar warmth of the natural world. As a neurodivergent artist, the theme of calm ("calmth") is central to his work. Through his art, he hopes to share the importance of finding calm, especially in a world that grows increasingly louder.

Stephan Duquesnoy has showcased his personal work in numerous international exhibitions. Notable events include Bloom Lux at the IHAMM Gallery in Paris in 2024, as well as Mapping the new Normals at Superchief Gallery, also in Paris. He has exhibited at NOX Gallery in Kyoto with the Tokyo Solid Kyoto show, and at Stellar Gallery in New York with Bloom. His work has been featured in renowned galleries worldwide, including during Miami Art Week, at the Centraal Museum in Utrecht, and at TED in Vancouver, Canada. In addition to exhibitions, Stephan has collaborated with prestigious brands such as Mercedes, Swiss VFX, Gaia, SAIL GP, and World of Tanks.


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Algorithmic Still life #11

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The Algorithmic Still Life series of artworks are digitally made using botanical patterns, custom made algorithm and formulae. Stephan tries to recreate nature that feels elegant, entropic and calming. By starting from a cold, calculated place, he aims to slowly breath warmth and life into the methods, which leads to reminding us of the world around us while still feeling strangely distant from it.

technique

3d

format

n/a

duration

00:00

year

2024

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More from Stephan Duquesnoy

More on digital art

Generative art
Generative art refers to a way of creating artworks using an autonomous system. In digital art, these are usually generated from code and algorithms created by the artist, often with certain predefined parameters or systems. Although these parameters guide the final outcome of the work, generative art is generally a surprising way to create artworks, as the results are often unexpected and the number of possible outcomes can be infinite.
AI
AI art is a branch of generative art that uses artificial intelligence. Unlike other generative artworks, AI artworks use specific complex algorithms and models derived from machine learning. The most common methods for creating AI art today are GANs (generative adversarial networks) or proprietary prompting platforms such as ChatGPT, Sora, Midjourney, or Dall-e.
3D
3D art uses 3D software such as Blender, Cinema4D, Houdini, or video game software such as Unity to create works of art. In 3D works, artists can either arrange assets (the 'objects' in a 3D artwork or world) that they have created themselves or purchased from other creators to create elaborate environments and scenes (an approach to 3D art called 'set dressing'), or specialize in sculpting, which involves creating their own objects and assets.
Photogrammetry
Photogrammetry is a specialized 3D technique that allows 3D objects to be created from numerous photographs taken of an object or scene from multiple angles. These photos are then compiled to determine the specific positioning, shape, and dimensions of the object in space, and then converted into a 3D model. Initially developed for engineering and urban planning, photogrammetry has become a way for artists to produce extremely accurate 3D models from real-life images.
Collage
An extension of the traditional, plastic approach to collage, digital collage involves searching for and cutting out multiple images, extracting them from their original context, and recomposing them in a new arrangement to create a work of art. Artists can use their own photographs or find images on the internet.
Illustration
Digital illustrations are created using software such as Adobe Illustrator, Photoshop, or Procreate. As with drawing on paper, the artist uses a stylus to sketch a figure or object, usually on a tablet, to construct a scene or artistic universe. Unlike traditional drawing methods, digital illustration is much more forgiving, as mistakes can be easily corrected and drawn elements and objects can be easily moved around within a scene.
Video
Video artworks primarily use a recording camera, but may sometimes include additional post-processing or editing to distort, modify or add additional elements to the image. Some artists use state-of-the-art recording equipment to create macro zoom-ins or time lapses, privileging fidelity to the subject matter. Others use additional softwares to significantly modify or warp the video, creating an alternative perspective on the world that surrounds us.

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