Luigi Honorat

France

Luigi Honorat is a French artist based in Tokyo. Specialized in the fields of sculpture and graphic arts, he studied the concept of sculptural practice in a specific way, detached from material concerns. For this, he works on numerical studies and decompositions of classical and abstract volumetric forms. It should be noted that this distance from material preoccupations does not imply freedom from the sculptural coherence of his works. For example, when he builds, he always keeps in mind how his digital works could be transformed into physical sculptures. Each element of the work is therefore reflected, feasible, whether it is the material or the technique. What is particularly interesting in his approach is the search for balance and an association between the concrete and slow dimensions of material sculptural creation and the abstract and rapid dimensions of digital creation.


Luigi studied sculpture at the Musashino University of Art in Tokyo, where he is now a professor, in addition to his practice as an independent artist. He has already worked for major brands such as Apple, for example, and has exhibited many times in France and Japan (National Art Center, Fuchu Art Museum, Ome Art Festival, etc.).


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Intangible II

Intangible_II_Luigi_Honorat_3D.mp4
The Intangible series is an ongoing form study that explores the possibilities of modeling and procedural animation. Started in June 2017, each study was completed in one day and focused on a single idea. Although it is entirely made in 3D, the series retains some of the limitations of physical sculpture as it unfolds in a particular space, using only one type of material at a time. Each study is carried out so that, hypothetically, the work rendered in 3D can be transformed into a physical sculpture. The starting point of this series was the lack of studio space and storage and the difficulties of working in sculpture in a limited space city like Tokyo.
technique

3d

format

landscape

duration

01:30

year

n/a

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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.
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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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