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Home RESOURSE Unreal Engine 4 Asset UE-3DModel

[FXGEAR] – ART OBJECT: The Old Factory v4.21-4.26

Truong Bui by Truong Bui
05/09/2021
in RESOURSE, UE-3DModel, Unreal Engine 4 Asset
Reading Time: 3 mins read
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ART OBJECT: The Old Factory v4.21-4.26

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ART OBJECT: The Old Factory – download Unreal Engine asset

Model of Old Factory for Unreal Engine

WHATEVER HAPPENED TO DIGITAL ART? Cast your mind back to the late 1990s, when we got our first e-mail accounts. Wasn’t there a pervasive sense that visual art was going to get digital, too, harnessing the new technologies that were just beginning to transform our lives? But somehow the venture never really gained traction—which is not to say that digital media have failed to infiltrate contemporary art. Most art today deploys new technology at one if not most stages of its production, dissemination, and consumption. Multichannel video installations, Photoshopped images, digital prints, cut-and-pasted files (nowhere better exemplified than in Christian Marclay’s The Clock, 2010): These are ubiquitous forms, their omnipresence facilitated by the accessibility and affordability of digital cameras and editing software. There are plenty of examples of art that makes use of Second Life (Cao Fei), computer-game graphics (Miltos Manetas), YouTube clips (Cory Arcangel), iPhone apps (Amy Sillman), etc.

So why do I have a sense that the appearance and content of contemporary art have been curiously unresponsive to the total upheaval in our labor and leisure inaugurated by the digital revolution? While many artists use digital technology, how many really confront the question of what it means to think, see, and filter affect through the digital? How many thematize this, or reflect deeply on how we experience, and are altered by, the digitization of our existence? I find it strange that I can count on one hand the works of art that do seem to undertake this task: the flirtations between Frances Stark and various Italian cyberlovers in her video My Best Thing, 2011; Thomas Hirschhorn’s video of a finger idly scrolling through gruesome images of blown-apart bodies on a touch screen, occasionally pausing to enlarge, zoom in, move on (Touching Reality, 2012); the frenetic, garbled scripts of Ryan Trecartin’s videos (such as K-Corea INC.K [Section A], 2009). Each suggests the endlessly disposable, rapidly mutable ephemera of the virtual age and its impact on our consumption of relationships, images, and communication; each articulates something of the troubling oscillation between intimacy and distance that characterizes our new technological regime, and proposes an incommensurability between our doggedly physiological lives and the screens to which we are glued.

But these exceptions just point up the rule. There is, of course, an entire sphere of “new media” art, but this is a specialized field of its own: It rarely overlaps with the mainstream art world (commercial galleries, the Turner Prize, national pavilions at Venice). While this split is itself undoubtedly symptomatic, the mainstream art world and its response to the digital are the focus of this essay. And when you look at contemporary art since 1989, the year Tim Berners-Lee invented the World Wide Web, it is striking that so little of it seems to address the way in which the forms and languages of new media have altered our relationship to perception, history, language, and social relations.

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