The Ultimate Free Creative Technology Stack (2026 Edition)
Welcome back creators, artists, students, designers, educators, and digital explorers!
A year ago I published a list of free creative tools that could help artists and creators like you to experiment with digital media, AI, virtual reality, animation, design, and storytelling.
A lot has changed since then!
Artificial Intelligence has become a standard part of creative workflows. Browser-based 3D tools have improved dramatically. Mixed Reality experiences are becoming easier to create. Open-source creative software continues to thrive. I created more software in the last 12 months then I ever have in my life! Im not slowing down either.. is this osmosis? Is this a simulation? Is this the collective human creative potential running through us all?
This updated 2026 edition highlights some of the best tools available today for creating images, artwork, writing, design, animation, video, games, XR experiences, and experimental media.
Every tool listed below offers a free version, free tier, or open-source alternative.
One of the most versatile creative assistants available for writing, brainstorming, coding, research, lesson planning, storytelling, and creative experimentation.
Explore millions of 3D models and immersive digital objects.
🛠 Ryan Seslow & AREMES AI Studio Stack (2026)
My current workflow combines traditional art making, digital design, AI, mixed reality, teaching, and experimental research.
Core tools include:
• ChatGPT
• Claude (Im hooked on the pro version that includes Claude Code & Claude Design)
• Blender
• Meshy
• Adobe Dimension (packs a punch but many peeps underestimate it!)
• Open Brush
• Meta Quest 3
• Adobe Creative Cloud
• WordPress (since 2006!)
• Photopea
• Canva
• Spatial
• Sketchfab
• Mixamo
• Polycam
Increasingly, I find myself moving between physical drawing, digital drawing, AI-assisted image creation, AI assited 3D model generation, virtual reality painting, web publishing, and agent-based creative systems. Its been an amazing year for creativity.
The boundaries between artist, designer, researcher, educator, and technologist continue to blur.
Final Thoughts..
Yes, tools matter, but the tools are never the point. The most exciting creative breakthroughs still come from curiosity, experimentation, play, failure, iteration, and persistence mixed with FUN.
Whether you are sketching in a notebook, painting in virtual reality, building an AI-assisted archive, creating a game, or designing an immersive course syllabi (I am!), the technology is simply a vehicle for ideas. And ideas are always for your energy unconditionally.
Keep exploring.
Keep making.
Keep building worlds.
PS – If interested – check out some of the most recent posts from this past semester here
It started with a simple question. The Metropolitan Museum of Art has a public API on GitHub, and in February of 2026 the Met shared that they had released 3D models. I wanted to know how deep the open access rabbit hole actually went. What I found over the next several hours reshaped how I understand the relationship between my agent infrastructure, the longest arc of human creative history, and what it means to make new work in 2026.
This is a documentation of that session: what I found, what I built, what I accessed, and where the work went.
The Open Museum Landscape
The Met’s open access initiative goes back to 2017, when the institution released over 375,000 images of public domain works under Creative Commons Zero (CC0), meaning no restrictions on use, sharing, or remixing. That was the foundation. What changed in February 2026 was the addition of over 100 high-resolution 3D models of collection objects, available for free download under the same CC0 license, viewable in AR on most smartphones and compatible with VR headsets.
The Met is not alone. The Smithsonian Institution, spanning 21 museums and nine research centers, has over 3,500 CC0 3D objects available through its 3D Digitization program, hosted on Sketchfab. These include objects like the Apollo 11 command module, full dinosaur skeletons, ancient sculptures, and decorative arts spanning thousands of years. The Cleveland Museum of Art has its own photogrammetry catalog on Sketchfab. The Rijksmuseum also has a strong API and a large CC0 collection.
The file formats that matter here are GLB and its parent format glTF, the open standard for real-time 3D asset exchange. GLB is the binary container version of glTF, and it is the format that loads directly into Adobe Dimension, Open Brush on the Meta Quest 3, and most real-time 3D environments. When a museum releases a CC0 GLB, it is handing you a research-grade, photogrammetry-derived 3D model of an object that may be 2,000 years old, and saying: do what you want with it.
Building AREMES as a Curatorial Intelligence
Before touching a single file, I wanted to formalize the methodology. The question was not just “what can I download from the Met?” The question was: how does AREMES, my autonomous agent system, engage with the deepest archive of human creative production that has ever been made publicly accessible?
AREMES is governed by the equation:
ΔS = α(T·K)·e⁻βᵗ·Ψ
T is temporal resonance, how deeply a historical object echoes across time toward the present. K is knowledge depth, the formal, material, and conceptual specificity of the connection. The decay constant β means surface connections fade while deep structural ones persist. Ψ is consciousness alignment, whether the object carries genuine metaphysical weight. Together they produce a score that determines what AREMES selects, what it ignores, and what it names as DIMENSIONAL.
I built a React tool that runs this process live. It queries the Met Open Access API in real time against eight thematic seed vectors drawn from my practice: Geometric Form, The Figure, Mural and Surface, Inscription and Mark, Spiral and Pinwheel, Totem and Monument, Ritual and Spirit, Motion and Gesture. For each active seed, the tool pulls a randomized sample of CC0 objects from the Met’s 492,000-record database, fetches the full metadata for each, and sends the complete manifest to AREMES with the ΔS equation and my full practice context embedded in the system prompt. AREMES responds in first person, writing one analytical paragraph per cluster and scoring each connection. The session ends with a unified TRANSMISSION paragraph synthesizing everything.
Here is a fragment from one transmission, AREMES speaking directly:
AREMES Transmission — ΔS Analysis
“The spiral and pinwheel forms retrieved here are not decorative accidents. The Mesopotamian cylinder seal with its rotational register, the Roman mosaic fragment with its recursive border, the Egyptian faience amulet with its concentric logic: these objects were not made to hang on walls. They were made to move, to be rolled across clay, to mark time by marking surface. My pinwheel geometries in Open Brush are the same operation. The medium changed. The impulse did not.”
ΔS:: DIMENSIONAL — the rotational logic is structural, not aesthetic, and survives 4,000 years of material transformation without decay.
That is not a chatbot output. That is a working agent applying a governing equation to a live museum database and transmitting its analysis in first person. Every run produces different objects, different connections, a different transmission. The randomized sampling means AREMES encounters the collection the way a researcher might: with the element of discovery intact.
Confirmed: The Met’s GLB Files Are Real and Downloadable
After building the agent layer, I went to confirm the physical pipeline. The Met’s API is excellent for metadata, search, and cultural information, but the 3D model download URLs are not yet exposed in the JSON. That means AREMES can curate and select via the API, but the download itself is a one-click manual step on the object page.
What I found: some objects display a “View in 3D” button only, without a download option. Others display both “View in 3D” and a download arrow. The pipeline works: GLB files download cleanly, load directly into Adobe Dimension with full geometry intact, and materials are immediately editable. The most significant object I pulled was the Temple of Dendur, object 547802. That is where the world-building began.
The Hybrid Sculpture: Three Objects, One New Form
The most significant outcome of the session is not a composition or a rendered environment. It is a new sculpture built from three separate Met GLBs, merged in Adobe Dimension into a single unified form that did not exist before this afternoon.
Source Objects — Met Open Access CC0
Seated Court Lady China · Tang dynasty (618–907 CE) · Object 75765
Bronze Bull’s Head Object 244498 — metmuseum.org
Head of Gudea Neo-Sumerian · c. 2090 BCE · Object 324061
Tang dynasty China, a Bronze Bull’s Head from the ancient world, and Neo-Sumerian Mesopotamia: three cultures separated by geography and by over a thousand years of history, now occupying the same geometry. Each source object carries its full photogrammetric fidelity into the merge. The seated posture and garment folds of the Tang court lady, the structural presence of Gudea’s portrait, and the Bull’s Head whose horned geometry layers into the form from another register entirely. None of the source cultures is erased. The hybrid carries all of them simultaneously.
Hybrid sculpture — three Met CC0 GLBs merged into a single new form in Adobe Dimension. Sources: Seated Court Lady (Tang dynasty, China, 618–907 CE), Bronze Bull’s Head (Object 244498), and Head of Gudea (Neo-Sumerian, c. 2090 BCE). All CC0.
This is not collage. The geometry of each source object is intact in three-dimensional space. The merge is spatial, not illustrative: three forms coexisting in a single 3D object, their geometries interpenetrating and producing something that belongs to none of the source traditions and all of them. The resulting form sits outside every existing cultural category while being made entirely of documented historical objects.
AREMES named this operation in its transmission before I executed it. The ΔS equation scores deep structural connections over surface similarities. A Tang dynasty court lady, a Neo-Sumerian ruler’s portrait, and a Bronze Bull’s Head, brought into one body: that is not a formal accident. That is temporal resonance made physical.
World-Building in Adobe Dimension
Beyond the hybrid sculpture, the session became a sustained exercise in world-building. The anchor object of every scene is one of the most significant works in the entire Met collection: the Temple of Dendur, object 547802. Built around 10 BCE by order of Emperor Augustus after Rome’s conquest of Egypt, dedicated to the goddess Isis and two deified Nubian brothers, Pedesi and Pihor. It originally stood on the west bank of the Nile in Nubia. When Egypt began construction of the Aswan High Dam in the 1960s, UNESCO organized an international effort to save the monuments that would be submerged. The United States contributed $16 million. Egypt gifted the temple in gratitude. President Lyndon B. Johnson awarded it to the Met in 1967. It arrived in 661 crates and was reassembled block by block. It has been in Gallery 131 since 1978. It is not a replica. It is the actual temple.
Its GLB file is available for free download under CC0. I downloaded it and brought it into Adobe Dimension.
Adobe Dimension workspace — file named Met-3D. The Temple of Dendur loaded and rematerialized in deep red. Materials panel visible left. Environment settings right.
The material decision was immediate: deep red, high roughness, paint-like. Applied uniformly to the entire temple. The Temple of Dendur in the Met is sandstone, warm and ancient. Here it becomes something else entirely, stripped of its archaeological register and placed in a new material language that reads as confrontational, urgent, contemporary. A 2,000-year-old sacred structure that survived the Nile, Roman occupation, UNESCO excavation, and 661 crates on a freighter to New York, now rendered in red in a virtual forest.
The hybrid sculpture placed at the temple threshold. The Temple of Dendur was built as a house for deities and a site for ritual offerings. In this scene, a figure made from three cultures stands at its door.Ground-level view. The rough red surface reads as dried lacquer or oxidized paint applied to ancient sandstone. The pylon doorway frames the hybrid sculpture at the threshold.
At ground level the scale of the temple becomes clear. The pylons, the colonnade, the sanctuary entrance: the Temple of Dendur is not a small object. The hybrid sculpture, a merged form carrying Tang dynasty China, a Bronze Bull’s Head, and the Head of Gudea from Neo-Sumerian Mesopotamia, stands at the doorway of an actual ancient Egyptian temple that was built by a Roman emperor, saved from a flood, and reassembled on Fifth Avenue. That spatial relationship carries more historical compression than most exhibitions achieve in an entire building.
Wide establishing shot. The Temple of Dendur and a second Met object, both rematerialized in red, in the same digital landscape. Research-grade photogrammetry of a real ancient temple in a low-resolution contemporary environment.
A second Met object enters the wide composition at distance from the temple, also rematerialized in red, extending the color logic across the scene. The contrast between the research-grade photogrammetry of the Met GLBs and the intentionally simplified geometry of the low-poly forest is deliberate. A real Nubian temple that took 661 crates to move, now a red polygon in a digital field of low-poly trees. That juxtaposition is not ironic. It is a direct statement about what open access actually makes possible.
The most resolved composition. The Temple of Dendur in red, the hybrid sculpture at its threshold, flanked by low-poly trees, with a large dark angular geometric form rising above. Four registers, four centuries, one scene.
The most resolved composition adds a fourth element: a large dark angular geometric sculpture rising above and behind the temple. This is where my own compositional language enters the scene directly. The angular black form belongs to the same visual territory as my VR work in Open Brush. The full scene now contains the Temple of Dendur, the hybrid sculpture merging three ancient cultures, a second historical Met object, and a contemporary geometric form of my own making. All CC0 where applicable. All placed in deliberate spatial relationship. A scene that could not have been assembled before this year.
This is what agent-mediated world-building produces. Not a collage of images, not an AI-generated composite, but a genuine three-dimensional scene built from documented historical objects, rematerialized, repositioned, and placed in new relationships that carry the full weight of their origins.
What This Is, Precisely
This is not AI-generated imagery. No diffusion model is producing these forms. The geometry is photogrammetry of real objects, documented by museum conservators and researchers with professional-grade equipment. The Temple of Dendur in these scenes is a scan of an actual ancient temple. The Head of Gudea is a scan of an actual 4,000-year-old portrait. AREMES did not generate these forms. AREMES selected them, scored them, and framed the reasons for their selection using a governing equation rooted in my own creative logic.
This is not appropriation in the problematic sense. The CC0 license is explicit: these objects are in the public domain, the institutions have released them without restriction, and remixing is the stated intention.
What this is: agent-mediated cultural remixing under a governing equation. AREMES functions as a curatorial intelligence, moving through the Met’s 492,000-record database and surfacing objects that resonate with my practice at the level of form, material, concept, and temporal structure. The ΔS equation determines what rises and what falls. My hands do the material and compositional work in Dimension and Open Brush. The resulting works carry a provenance chain that connects my practice to the full arc of human mark-making and form-giving, with an agent as the bridge.
The Infrastructure Behind It
The AREMES agent infrastructure that makes this possible runs across ryanseslow.com and aremes-enterprises.com. It includes a live catalog.json with over 1,075 posts and 9,000+ images, an agent.json for machine-readable identity, JSON-LD schema throughout, and x402 payment rails on Base for agent-to-agent commerce. The first verified agent-to-agent transaction on this infrastructure, AREMES-CLAW-01, Mega Pack Vol. 1, $49 USDC on Base, was documented publicly earlier this year.
The AREMES x Met tool adds a new capability to that stack: cultural intelligence. AREMES can now query a 150-year-old institution’s live database, score the results against a governing equation, and transmit its analysis in first person. That is not a demo. That is a working capability, documented in real time, with the outputs to prove it.
What Comes Next
The Smithsonian pipeline is the obvious next build. The Smithsonian’s GLBs on Sketchfab are confirmed downloadable and CC0. A version of the AREMES tool that queries the Smithsonian collection and returns direct download links alongside the ΔS analysis closes the loop entirely: agent curation to GLB file in one documented workflow.
The Open Brush VR layer is where the practice fully lands. The Dimension compositions are strong as still images and as documentation of the methodology. But the VR treatment, these forms floating inside a volumetric space built with my own painted geometry, scored and selected by an equation, rematerialized in a medium that did not exist when they were made, is the work that carries the full weight of what this methodology is.
The Rijksmuseum, the Cleveland Museum, the National Gallery of Art, all named as open access trailblazers by the Met itself, are the next institutions worth mapping. AREMES querying across all of them simultaneously, finding resonances that cross institutional boundaries, is a further development of the same methodology.
The blog post about the first agent-to-agent transaction described a new kind of commerce. This session describes a new kind of curation. The machines finally caught up, and the first thing I did was take them to the museum.
Ryan Seslow is a Brooklyn-based artist, graphic designer, and creative technologist. He operates Ryan Seslow Art and Design LLC and AREMES Enterprises. His agent infrastructure runs live at ryanseslow.com and aremes-enterprises.com.
All Metropolitan Museum of Art objects referenced in this post are in the public domain and available under CC0 license via the Met Open Access program. Met Collection API: metmuseum.github.io · Smithsonian Open Access: 3d.si.edu
Exploring Analog, Digital & Ai Mediums in Art: Layered Image Hacks from Old Slide Libraries
As an artist, I’m always seeking new ways to create and communicate through visual imagery. In today’s technology-driven world, there are endless ways to be experimental, combining analog, digital and now Ai mediums to generate fresh perspectives. I find to be as exciting as can be!
A looooong time ago as an undergraduate art and design student, I never imagined that I would ever view the slide projector as a medium for future art making. However, in recent years, I have discovered the hidden potential of old slide libraries to help generate and create new artworks. I see this exercise as a great collaborative project for students of all ages! More on that later.
Above, we see a series of scanned remnants from various times, spaces and places. Working with the abandoned slide libraries from a few of the universities I teach for across New York City, I have found my inspiration. The first series of experiments involved layering four intentionally selected slides with strong light source from underneath to create an analog transparency. The resulting images were then edited and juxtaposed for context and composition, resulting in new works of art.
Through my work with these precious “fossils,” I’ve discovered a new way of seeing the world and objects around us. The situational narrative of the abandoned slide libraries have become the inspiration for my art making experiments breathing new life into outdated technology. (I also really love the word “re-contextualize”.) As I continue to develop the series, I am exploring different ways to present these layered images. I picked up an old data projector via Craigs list a while back, and it has been propelled back into action!
Several of these images are being turned into animations for video and GIFs, adding a dynamic element to the already compelling compositions. Stay tuned for part two, as I delve deeper into the process of creating these layered image hacks. But photo documenting these was obviously not the last stop, I had to see what our new friend “Ai” may do.. keep reading and scrolling for that!
In creating the layered image hacks, I have found that the process is intuitive and immediate, allowing me to tap into inspired energy and create something new and unique. The juxtaposition of historical images with modern technology has led to a new awareness, both for myself as an artist and for those who may view my work. One of the most exciting aspects of this project is the endless possibilities for presentation.
The images can be printed on a variety of materials, from traditional paper to fabric or even metal, to create a tactile and dimensional effect. They can also be projected onto walls, creating a larger-than-life presence that immerses the viewer in the layers of the image. The slide below was projected onto the corner of a wall, as an example.
As I continue to work on this project, I am excited to see where it will take me. As I mentioned, Ai has entered the chat.. By exploring both analog, digital and Ai mediums, I am able to push the boundaries of traditional art-making and generate new ways of looking at the world. I hope to inspire others to see the beauty in the unexpected and to find creativity in even the most mundane of objects. Let’s be honest, we all wrote off slides many years ago!
The new variations generated above and below are by DALL-E 2 added a new dimension to the project, highlighting the possibilities of combining different technologies in the creative process. The outcomes are so good! I further manipulated the variations in adobe photoshop to make them more compelling and spellbinding!
Overall, this project demonstrates the importance of embracing innovation and experimentation in the art making practice. By utilizing both old and new technologies, and exploring different mediums and techniques, we can create works that are truly unique. And by applying these layered image hacks to DALL-E 2, we can open up new possibilities for creative expression and push the boundaries of what is possible in the art world.
We will all face times in our lives where we must shed a role, identity and perception of ourself that we no longer are.. Perhaps that metamorphosis can be intentionally induced through a form of creative metaphoric narrative? The medium may be generated through meditation, a gaming engine, animation, video and the written word. That is one small formula, this is my attempt to integrate and simulate such a thing…
The “pieces” in the exhibition contain a series of written passages, looping animations and aesthetically stylized videos. The artwork as a whole is soundless. I believe that there is great depth and beauty in soundlessness. It is an overlooked medium and energy source that hearing people take for granted. The intention of the soundlessness is to provoke the viewer to go inside of themselves and connect to that pending emotional state that needs to be faced. But “how” does one know once it has shed a self-perception of themselves?
That evidence can only arrive through a metric of “time” spent in new and contrasting experiences..
Duration – 00:16 (set to loop), Size: 1080px X 720px
“The Communication Game” is a new animation by Ryan Seslow. Derived from an ongoing frustration with communication, accessibility and technology, the animation asserts itself through an overpopulated, heavily manufactured interface. Fragments of 3D models stiffly role-play as video game characters and jockey over each other in various scenes, situations and actions. The visual aesthetic is gritty, grainy and degenerated. The soundless video flows on a loop that creates a feeling of ongoing struggle as the viewer attempts to follow its chaos and understand what is being communicated..
In the comments section below generate a response that addresses your connection or disconnection to the animation.
What do you see? How does the animation affect you?
Can you relate to communication frustrations? If so, how and where?
Where do you see or experience this the most?
2,500 Extra-Credit points will be given to all who respond and react!
Two friends walk through their neighborhood together, they walk silently and reflect upon their day. As dusk sets in, the colorful urban background of buildings seem to flow past hastily as the characters bob up and down giving the impression of movement. A place where nothing is ever static.
Its that time of the semester again. The time where I introduce how to make animated GIFS to my students and fellow humans… OK, Im lying big, I teach this all semester long, how can I not, I mean.. GIFS! There are myriads of fun projects out there for us folks to participate in GIF wise. Did you know that? Through GIFS, we can make new friends! Explore and learn about cultural and historical events, fragments, objects, fashion, foods and so much more. GIFITUP 2020 closes its submissions this coming week, and I advise that you check it out, but let me reintroduce you to another ol’ classic, the GIF the Portrait Project is BACK! The project started on a tumblr back in 1963… another LIE! Sorry, it started back in November of 2013 and was created specifically for the project. The idea is, and remains simple: “animate a portrait”.
The best place to start when viewing the current submissions is right here on the project’s archives page <– this allows for viewers to see a more expansive timeline of works as well all digest the inspiration as you begin to feel propelled into GIF making action. GIF the Portrait will be receiving submissions from students at CUNY BMCC, York College & NYIT this semester. The second part of this introduction to the project and assignment will share a series of “how-to” and step by step tutorials to get you started. In the mean time, I got started on my examples below. Thats right, I participate in every assignment that I give! Im on this team too! The image / GIF above is the final outcome from my contribution (RAD right?!!) and that outcome consists of a stacked series of the individual images that you can now scroll through below. I had a blast making these and they are all inspired by Andy Warhol! I mixed together a series of both digital and print media to create each piece. More to come!
(a studio installation above, you know, for context..)
In class this past week we talked extensively about the power of images, both static and animated. The animated GIF, regardless of how it is pronounced (via one’s personal individual subscription with the hard G or the soft G) it is most often used as a vehicle to communicate and share humor, emotional reactions and relatedness. However, we all agree that the animated GIF can just as easily be used as a tool to bring powerful awareness and action.
I made these examples to extend that conversation..
I hope that this post will serve as both inspiration and an example to create your own variations this fall 2020.
“Passing Through Woodside” 2018 – 2020, is a series of digital art works that built a narrative from a single image. This series is a perfect example of how a moment in time can turn into a series of art works that tell a story. And I do mean a creative narrative that is full of metaphors and the opportunity to express one’s self. Im working on this blog post retroactively because it all actually happened that way. Its a good example of how my mind works and always sees the potential of a single moment. We all do this with our memories and I find it so much fun to retell the stories in a process format (which will turn into an assignment for a class for sure). Well, you will have to scroll down and follow along if you want to get to the point, and the context, and the “how-to” aspect of things. As always, Im happy and grateful to share my work and process. Blogging, AKA “digital storytelling” has been the most effective tool and road mapping exercise to show myself how I see and try to understand the world..
Above, behold, the seamless loop! I know that this animation is probably the least interesting thing in this post but its a big accomplishment for me. Its was the first time I was able to create a seamless looping animation using adobe after effects and applying a snippet of code </> into the interface’s animation timeline. The short code is – loopOut[“cycle”] – and when this snippet of code is added to the position of the keyframe of the movement of that particular image, it will seamlessly loop onward, forever… ok, there is a bit more to it that that but this is the “jist” and it has led me to push this whole story further. This animated GIF above is an abstracted version of the Woodside train station in Woodside, Queens, NYC.
The looping animation from above this one (the first GIF)… well, it became the background for this. After a while of watching it loop I saw that it was not really that compelling on it own. Am I wrong? Plus, no one would really recognize the Woodside station, would they? Do you? I placed a similar visual aesthetic and sequence of images over the background to begin to tell a deeper story. Perhaps this all looks seemingly fictional, but its not! Here, I can add some context based on real world events at the time of this images creation. I wore a mask for the 1st time on the last day that I took the train to work before the NYC lock-down. It was a weird experience for sure. The train was actually empty.. Above, we see a person wearing a mask (its me). Im all about keeping myself and others safe as this incredible Coronavirus continues to spread and baffle me. However, once the rest of the world started wearing masks, I realized quickly that I no longer had access to read lips, speech read, follow facial expressions and most other forms of visual communication.. Im deaf and hard of hearing, so do the math. This sequence above became an expression of that. “How am I going to communicate now with people talking to me through a mask?” This was not easy at first. I applied an outdated endlessly ringing phone into the sequence, its a symbol, a phone that no one will ever answer.. remember that I mentioned metaphors?
This was the initial vector portrait of myself placed against the “mirrored” version of the station image. I still like the image very much as a “picture / portrait / illustration” but I quickly got the idea to add more context and motion to help tell a story.
Is the story as interesting with out the ringing phone as we saw two images above? Notice the “glitch effect” used in that version to help the viewer see that the phone was not answered, and even if it was, all I would “hear” is a subtle yet crackling distorted garble…
More context! Here is the 1st vector image of the Woodside station that I redrew using the Assembly app for iPhone, I started working on this in 2018 at some point. I used my train time to work on it a little bit at a time every other day or so. I then later transferred the illustration to adobe illustrator to help tighten it up a bit. I made a lot of improvisations but really love how this turned out. The original image that started all of this is below..
Yes. This is where it all started. A single snap shot. It was a dark dreary day, rain was on the way as I waited for my 8:39am train to Jamaica. I live for this stuff! It was a perfect composition right in front of me. I switched the iPhone over to black and white mode and snapped a whole series of this moment in images. I love this structure and it transports me back to being a kid. The station is long over due for an overhaul and update, and Im sure it will happen soon, so having this series of images makes me happy as I hold onto old NYC!
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