Treeskulltown

France

Treeskulltown is the conceptual avatar of a French multidisciplinary artist. For the last 4 years, he has been working in the field of digital art. Having grown up in the 80s, the emergence and development of computer technologies and techniques resonated with him and fuelled his curiosity. With 20 years of experimentation and hybridisation between physical and digital art under his belt, his work today is as much a personal quest as an artistic one. When he became a father, a need for simplicity and freedom, combined with the constraints of mobility, led him to return to the source of the desire to create and the pleasure of doing so, using organic materials (earth, paper, paint, cardboard, wood, etc.). It's a way of rediscovering meaning by naturally reconnecting with feelings and emotions. His aim is to develop a temporal parallel, a conversation, with the masters of classical art, to create a sub-reality to art history using mixed media animation techniques, thus creating an analogue palimpsest in digital strata.

Very involved in the crypto-artist community, his works are collected in Ethereum on FOUNDATION, in Tezos on OBJKT and in Bitcoin on GAMMA. Since 2022, his work has been exhibited and presented internationally at major events such as Art Crush Gallery, MOWNA, NFT NYC, NFT Japan, DAM Zine, NFC Lisbon, NFT Factory Paris, R HAUS Art Basel Miami, QUANTA Gallery London, IHAM NFT Gallery Paris. He was also selected in 2024 in The Hug 100 artists to watch and in the N3W Society Bookzine with the web3 agency: BRAWHAUS. His continual quest to reinvent himself and experiment provokes an emotional interaction with the viewer while guiding them with a subtle and conceptualised narrative.


Treeskulltown_Collage.png

Relevant Entities: Xanthopsia 149

Relevant_Entities_Xanthopsia_149_Treeskulltown_Collage.mp4
  1. 1. Conceptualisation artistique contemporaine : abstraction subréaliste et dualité numérique


Mon œuvre « Relevant Entities » s’inscrit dans une approche de déconstruction-recomposition du Wheat Field de Van Gogh, où le subréalisme (entre figuration et abstraction) devient un langage visuel pour explorer :


  • - Animisme agraire : les entités naturelles (épis de blé, vents, forces telluriques) sont transfigurées en formes mouvantes, entre apparition et dissolution, évoquant les cultes primordiaux liés à la terre.


  • - Expressionnisme abstrait en mouvement : à travers l’animation image par image, le geste pictural de Van Gogh (ses tourbillons, ses coups de pinceau fiévreux) est dynamisé de manière minimaliste, comme si la peinture respirait, révélant une mémoire visuelle en mutation perpétuelle.


  • - Sous-culture numérique hybride : le traçage manuel découpé et la peinture numérique créent un palimpseste techno-artisanal, où la technologie numérique ne supprime pas le geste manuel mais le sublime, questionnant l’authenticité à l’ère post-numérique.



  1. 2. Approche philosophique : pertinence des entités et dualité utopique


En réinterprétant Wheat Field à travers le prisme de la Xanthopsie (vision jaune), j’explore :


  • - La pertinence des entités naturelles : les épis de blé deviennent les « esprits » du champ, présences invisibles mais essentielles, renvoyant aux mythologies agraires où le blé est à la fois nourriture et divinité. Cette lecture fait écho à l’idée de Van Gogh d’une nature vivante et habitée.

    - La coexistence des opposés : le jaune, couleur de lumière et de folie chez Van Gogh, symbolise ici l’équilibre précaire entre euphorie et mélancolie. Mon médium mixte (acrylique brute vs digital éthéré) incarne cette tension.


  • - Utopie numérique : en hybridant toile et peinture numérique, je propose une forme de spiritualité artistique où le classique et le contemporain interagissent sans hiérarchie, à l’image des cultes animistes qui unissaient le visible et l’invisible.


  1. 3. Technique et méditation : réinvention du geste


  • - Peinture acrylique photographiée : la matérialité physique (texture, empâtement) est préservée, mais sa numérisation la transforme en archive vivante, en fossile digital.


  • - Animation minimaliste : en animant les détails (abstraction courbe, ligne pulsante), on crée une peinture cinétique, où le temps de contemplation devient partie intégrante de l’œuvre.


  • - Découpage manuel : ce geste lent, presque rituel, rappelle les vanités baroques, où chaque élément est à la fois fragile et éternel.



  1. Conclusion : Van Gogh à l’ère des métavers


« Relevant Entities » n’est pas une simple réinterprétation, mais une résurrection algorithmique de l’âme de Van Gogh. En mêlant subréalisme et hybridation numérique, je pose une question fondamentale : comment la technologie numérique peut-elle réenchanter le sacré pictural ?


Ma collection Xanthopsia devient ainsi un manifeste : l’art ne meurt pas, il se transcode. Le jaune n’est plus seulement une couleur, mais un état de perception — qui nous permet de voir, comme Van Gogh, l’invisible dans le visible.


Références implicites :


  • Animisme dans l’art (Joseph Beuys, Fields d’Anselm Kiefer).

  • Peinture en mouvement (William Kentridge, expériences GIF de David Hockney).

Cette œuvre fait partie d’une archéologie du futur, où chaque coup de pinceau numérique est un hommage.



Hommage à Van Gogh : « Wheatfield, 1888 »

Original : Van Gogh Museum

2160 x 3840 px / 4k MP4 / 96,7 Mo / 5 fps / édition 1/1

Sur @objktcom :
https://objkt.com/tokens/KT1SPfxmyYFdQtFdc8cr9o1Mgkc6RU3LBKHP/153

technique

collage

format

landscape

duration

00:59

year

2025

WANT TO BRING ART INTO YOUR SPACE?

More from Treeskulltown

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.

Collections with the artist

  • Royal_Comp_Alexandre_Tamisier_3D.mp4
    Reinventing painting
    67 artworks
  • +500
    artists
    View more
    +10k
    artworks
    View more

    Where did you scan from

    RATE YOUR EXPERIENCE