Small Worlds by Frank Kunert

If there's something strange about the buildings and objects in Frank Kunert's photographs, that's because they're not real. You see, Frank's a genius with building models:

The project "Small Worlds" is far from being mere photographic satire. Instead, Kunert has spent weeks, sometimes even months, working with deco boards, plasticine and paint, in order to model his thoughts in 3D. With an exceptional eye for detail, he has constructed faultless models, and created scenes that look just like the real thing. Kunert never flicks on his studio lights and reaches for his large-format camera until he feels that his models have reached a state of perfection -- until they have become little worlds of their own.

And, it is true, these intricate models could very well stand on their own. But by taking photographs of them, the complexity of these elaborately staged worlds (as well as the intended visual illusion they create) is made manifest. For Kunert, photo montage and computer animation do not come into question. He has no interest in getting fast results, or of achieving a perfect high-gloss surface. In his mind, it is not only perfectly acceptable that viewers of his large prints can detect that these are pictures taken of models; they should actually be aware of this fact. The "analogue look" of his photographs is intentional -- Kunert's answer to digitalization is creating images of the tangible.

This one above, titled Adventure Pool Complex, is but one of dozens of fantastic photographs over at his website: Link - via Trendland


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After looking at his work I have concluded that the artist seems to have a particular fascination with toilets and exhibition of excretory activity. Fascinating.
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He also has a book of his works, which I reviewed a while back if you, or any of your readers, are interested -

http://www.ektopia.co.uk/ektopia/2009/08/05/frank-kunerts-topsy-turvy-world/
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In non-CGI space you don't have to worry about asymmetry, incident lighting or bumpmapping. These kinds of things are all inherent in the material you are working with. If you create a CGI model using some kind of mirroring method such that both sides are identical then it looks unnatural. You need to detail everything with asymmetrical wear and tear. It's way easier to just pick up a piece of wood that already looks like wood.
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Sometimes when I am animating or modelling in 3D I realize just how much easier it is to make the real thing. It really depends on what it is, but computer modelling is not exactly quick and easy.
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