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The Ultimate Free Creative Technology Stack (2026 Edition)

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.

 

🎨 Digital Art & Graphic Design

Photopea
https://www.photopea.com

A powerful browser-based image editor that feels remarkably similar to Photoshop.

Canva Free
https://www.canva.com

Excellent for graphic design, presentations, social graphics, posters, and educational content.

Adobe Express
https://www.adobe.com/express

Adobe’s free browser-based design platform with templates, AI tools, and quick publishing features.

Pixlr
https://pixlr.com

Fast browser-based image editing with AI-assisted tools and effects.

 

🎭 AI Writing, Research & Creative Thinking

ChatGPT
https://chatgpt.com

One of the most versatile creative assistants available for writing, brainstorming, coding, research, lesson planning, storytelling, and creative experimentation.

Claude
https://claude.ai

Excellent for long-form writing, document analysis, project planning, and thoughtful creative collaboration.

Gemini
https://gemini.google.com

Google’s AI platform with strong multimodal capabilities and integration with Google tools.

Hugging Face
https://huggingface.co

A massive hub for open-source AI models, datasets, and creative experimentation.

 

🖼️ AI Image Generation

Leonardo AI
https://leonardo.ai

One of the most accessible AI image generation platforms with a generous free tier.

Krea
https://www.krea.ai

Excellent for real-time image generation, enhancement, and visual exploration.

Playground AI
https://playground.com

A beginner-friendly AI image platform with powerful editing features.

Adobe Firefly
https://firefly.adobe.com

Adobe’s AI image generation ecosystem integrated into Creative Cloud workflows.

 

🎥 Video Creation & AI Filmmaking

Runway
https://runwayml.com

One of the most important AI video creation platforms available today.

Wonder Studio
https://wonderdynamics.com

Automatically places animated characters into live-action footage.

Clipchamp
https://clipchamp.com

Microsoft’s free browser-based video editor.

Kapwing
https://www.kapwing.com

Fast browser-based editing, captioning, and content production.

 

🧊 3D Modeling & Digital Sculpture

Blender
https://www.blender.org

The gold standard of free and open-source 3D creation.

Meshy (my personal fav!!)
https://www.meshy.ai

Generate 3D models from images and text prompts.

Tripo
https://www.tripo3d.ai

Rapid AI-assisted 3D model generation.

Spline
https://spline.design

Create interactive 3D objects and scenes directly in your browser.

Mixamo
https://www.mixamo.com

Free character rigging and animation tools from Adobe.

 

🌍 AR, VR & Mixed Reality

Open Brush
https://openbrush.app

The open-source evolution of Tilt Brush. Paint and sculpt directly in 3D space using VR.

Spatial
https://www.spatial.io

Build immersive virtual exhibitions, collaborative spaces, and digital experiences.

OnCyber
https://oncyber.io

Create browser-based virtual galleries and exhibitions.

PlayCanvas
https://playcanvas.com

A powerful browser-based platform for creating interactive 3D and XR experiences.

Polycam
https://poly.cam

Create 3D scans of real-world environments using mobile devices.

 

🎮 Game Development

Godot Engine
https://godotengine.org

One of the most exciting open-source game engines available today.

Unity
https://unity.com

Still one of the most widely used engines for games, AR, and VR experiences.

OpenProcessing
https://openprocessing.org

Explore creative coding, generative art, and interactive projects.

 

📚 Research, Archives & Inspiration

Internet Archive
https://archive.org

A treasure trove of public-domain media, books, software, and historical artifacts.

Are.na
https://www.are.na

A visual research and knowledge organization platform loved by artists and designers.

Rhizome
https://rhizome.org

A leading organization documenting the history and future of digital art and internet culture.

Sketchfab
https://sketchfab.com

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

PSS – If interested in world building inspiration – check out AREMES-ENTERPRISES here

PSSS (is there even such a thing as “PSSS”? – well, while you are at it, check out the RSMAD here

RSMAD Reconstruction Series No. 1

RSMAD Reconstruction Series No. 1 – Reconstructed Spatial Archive: 2013–2026

Originally created in my studio environment in 2013, these large-scale paintings, collage works, and sculptural forms existed for years primarily as compressed physical artifacts living inside an active production space. Due to spatial limitations, economic realities, storage constraints, and the conditions surrounding high-volume studio practice, much of this body of work was never formally exhibited at institutional scale. Some works were eventually destroyed, altered, fragmented, or archived without public presentation.

In 2026, the archive was revisited through a reconstruction process utilizing contemporary spatial visualization systems, digital restoration workflows, and AI-assisted exhibition modeling. Rather than functioning as fantasy renderings or speculative inventions, these reconstructed gallery environments operate as realization mechanisms, restoring the original spatial ambitions embedded within the works at the time of their creation.

 

The resulting exhibition exists simultaneously across multiple timelines: the original 2013 studio conditions, the undocumented years of dormancy, and the reconstructed institutional presentation emerging in 2026.

 

Presented together, the original studio documentation and reconstructed museum-scale installations create a dialogue between intention and realization, survival and presentation, compression and expansion. The works reveal a visual language that now resonates differently within contemporary culture, particularly through themes of repetition, symbolic layering, identity fragmentation, graphic reduction, and proto-generative compositional systems that predate the widespread adoption of contemporary AI image culture.

What once existed as isolated studio production now functions as an interconnected spatial archive. Mediums evolve, I embrace them, eagerly.

 

The reconstruction process does not replace the original works. Instead, it restores dimensional context to works that previously lacked the physical infrastructure required for full exhibition realization. In this sense, the project operates simultaneously as archival activation, spatial restoration, speculative museology, and contemporary exhibition design.

 

The exhibition also proposes a broader question: What happens when previously unseen archives are reactivated through the technologies and cultural frameworks that did not yet exist when the works were originally created?

 

The RSMAD Reconstruction Series explores this question through drawing, painting, sculpture, collage, spatial simulation, and digital exhibition environments that bridge physical history with synthetic contemporary space. Through reconstruction, spatial simulation, and contemporary exhibition modeling, these pieces are finally allowed to operate at the scale and psychological intensity they originally demanded. What emerges is not nostalgia, but activation. (OK, a lil’ nostaglia too!)

 

The reconstruction process reveals how archives can evolve beyond static documentation into adaptive spatial systems capable of generating new exhibitions, sculptural translations, virtual environment creation, architectural installations, and future-facing museum experiences. The original 2013 works now function simultaneously as paintings, historical artifacts, spatial blueprints, and source material for expanded realities that extend into VR, AR, AI-assisted curation, and immersive digital exhibition frameworks.

This exhibition represents only a small fragment of a much larger unseen archive.

Future phases of the Reconstruction Series will continue expanding the RSMAD collection through additional gallery environments, reconstructed installation models, large-scale sculptural translations, immersive virtual museum spaces, and fully navigable spatial archives designed for both physical and digital exhibition contexts. As these systems continue to evolve, the archive itself transforms from storage into infrastructure: a living network of interconnected works capable of continuously generating new forms, new environments, and new modes of experience across contemporary culture, architecture, and emerging spatial technologies.

Thank you for stopping by!

For more on the RSMAD -> Go Here

Building a Semantic AI Archive System for a 20-Year WordPress Art Archive

AREMES HQ, Brooklyn, May 25th 2026

Today I spent nearly an entire day inside Terminal on my macOS building an experimental semantic archive intelligence system around my lifelong WordPress media library. This was raw terminal-based systems building in collaboration with my friend Sir Claude Code, running locally through Node.js, Ollama, WordPress REST APIs, vector embeddings, semantic clustering systems, and custom archive intelligence tooling.

The entire process unfolded live through hundreds of terminal operations, syntax checks, vector validations, ingestion passes, embedding pipelines, cluster analysis runs, semantic nearest-neighbor generation, static export systems, and archive intelligence reports.

At multiple points the machine appeared less like a search engine and more like an archaeological system excavating hidden structures from twenty years of accumulated visual output. For the last few years I have been thinking deeply about a strange problem that I feel almost nobody talks about, ever.. What happens when a person has been publishing creative work to the internet continuously for over twenty years? I cant even imagine that this much time has even passed.. but it has indeed.

This was not casually posting, not optimizing for trends, not building for algorithms. Actually publishing. Consciously.

Thousands and thousands of artworks, drawings, animations, experiments, scans, paintings, GIFs, photographs, sculpture, prints, collage, prototypes, motion studies, AR/VR tests, 3D models, abstractions, video art, Internet Art, installations, tutorials and fragments of process spread across WordPress, GIPHY, cloud drives, external hard drives, old websites, Tumblr-era internet culture, and multiple generations of digital platforms.

At a certain point the archives become too large for chronology to mean anything. I’m a WordPress guy. I fell in love with it from the day that I learned about it in 2004. I watched from the sidelines for a year and half and then I jumped in, launching my first site in 2006. I don’t believe that WordPress media libraries back in 2026 were designed to function as intelligent cultural systems. They are essentially giant chronological storage buckets. The deeper the archive becomes, the more invisible the work becomes. Search breaks down. SEO becomes increasingly unreliable. Older work disappears beneath newer uploads. Valuable relationships between works are never surfaced.

An archive eventually becomes unreadable. This became daunting. Im a high volume production kind of artist. Im constantly making new things, everyday. I document those things, everyday. Im also Deaf and Hard of Hearing and I learn almost everything from visually reverse engineering things into some tangible example. But again, the archive became an abstraction, a real problem and I wanted to solve it.

This is not “AI art”, “AI content generation”, or another chatbot.

I wanted to know if an AI system could semantically understand a lifelong creative archive? One with just under 10K worth of artwork images, multidisciplinary images..

And more importantly, can it reorganize the archive into something discoverable again?

That became the foundation of what evolved into the AREMES Archive OS.

The Archive

The test archive was my own WordPress media library from ryanseslow.com

The domain and site has been active for well over seventeen years and currently contains approximately:

  • 9,386 publicly accessible media records
  • 20 years of accumulated visual output
  • paintings
  • drawings / illustration
  • sculpture
  • animated GIFs
  • motion graphics / animation / video art
  • photography
  • 3D models (glb/usdz)
  • PDFs / docs / written suchness
  • visual fragments / Internet art
  • experimental AI works
  • spatial computing tests
  • AR/VR prototypes

The important thing is that the archive was real. This was not a clean startup dataset. This was not a curated museum database.
This was not a demo collection. It was a living archive with all the messiness that real creative production accumulates over decades.. a total mess.

The Goal

The goal was to build a local semantic archive engine capable of:

  • ingesting WordPress media libraries
  • generating embeddings
  • performing semantic search
  • clustering related works
  • identifying nearest neighbors
  • surfacing hidden relationships
  • generating archive intelligence reports
  • eventually powering licensing, discovery, and curatorial systems

Importantly, I wanted the system to remain:

  • read-only
  • local-first
  • resumable
  • portable
  • inexpensive
  • API-driven
  • WordPress-native
  • deployable without complex infrastructure

No giant cloud stack. No venture-funded infrastructure (though that would be so nice!) No dependency-heavy AI startup architecture. Just intelligent archival systems built directly on top of existing cultural output.

The Tech Stack

The system was built primarily as a Node.js CLI application.

Core stack:

  • Node.js
  • vanilla JavaScript
  • local JSON pipelines
  • WordPress REST API
  • Ollama
  • nomic-embed-text embeddings
  • cosine similarity vector search
  • static HTML/CSS/JS export architecture
  • Terminal / MacOS
  • Claude Code
  • Chat-gpt

The entire system intentionally avoided:

  • databases
  • vector databases
  • cloud GPU infrastructure
  • SaaS dependencies
  • server-side runtime requirements

Everything operated through local flat-file architecture.

The archive lived primarily inside JSON artifacts:

  • media_archive.json
  • media_embedding_corpus.jsonl
  • media_embeddings.jsonl
  • clusters.json
  • nearest_neighbors.json
  • archive_intelligence.json

The entire system was effectively building a semantic operating layer over a WordPress archive.

The First Breakthrough: Semantic Search Actually Worked

The first major validation happened during vector testing. A semantic query was run against embedded works:

“dimensional graffiti sculpture entity”

The lexical search results were terrible. Only literal keyword matches appeared. But once vector similarity was enabled using real nomic embeddings through Ollama, the system began surfacing semantically related works that shared no direct keyword overlap.

It pulled:

  • bronze/graffiti hybrid forms
  • volumetric character sculptures
  • 3D spatial abstractions
  • hybrid graffiti entities
  • sculptural motion studies

That was the moment the project became real. Excited! (I was already hours in!)

The archive was no longer searching by words. It was searching by meaning.

Embedding the Archive

The next stage involved embedding the archive itself.

The system successfully:

  • paginated through 97 WordPress API pages
  • ingested 9,386 media records
  • regenerated archive corpus files
  • preserved existing embeddings safely
  • resumed embeddings incrementally
  • validated semantic relationships

Initial semantic coverage:

  • 500 embedded works
  • 679 validated vectors across both ryanseslow + aremes
  • 75 semantic clusters
  • 3 large semantic “worlds”
  • multiple emergent series and collections

The system identified:

  • recurring visual motifs
  • medium transitions
  • temporal shifts
  • outlier works
  • semantic neighborhoods
  • 2D → 3D transformation relationships

One particularly fascinating discovery was how often photography re-emerged across decades despite enormous stylistic variation.

The archive was beginning to reveal patterns that were difficult to recognize chronologically.

The Clustering Experiments

One of the strongest moments of the process was the semantic clustering layer. Instead of manually tagging works, the system grouped works through vector proximity and centroid similarity.

Clusters began emerging naturally:

  • sculptural portrait systems
  • 3D spatial hybrids
  • animation worlds
  • museum/digital abstractions
  • collage systems
  • glitch structures
  • graffiti-derived volumetric forms

Some clusters were extremely coherent. Others collapsed into noise. That became one of the most important realizations of the entire experiment:

Semantic similarity does not automatically equal aesthetic coherence..

AI can recognize relationships. But curation still matters.

The Archive Intelligence Layer

The archive-intelligence mode became one of the most ambitious parts of the build.

The system joined:

  • archive metadata
  • embeddings
  • cluster relationships
  • nearest-neighbor systems
  • temporal analysis
  • semantic series
  • cross-medium relationships

It generated:

  • semantic collections
  • inferred exhibition titles
  • neighboring works
  • outlier detection
  • motif analysis
  • “world” structures
  • licensing potentials
  • spatial potentials

At this stage the system was no longer simply indexing media. It was beginning to behave more like a curatorial intelligence layer.

The Most Important Realization

After several hours of successful backend engineering, an important realization appeared:

A CLI has no buyer. (Funny.. and not funny!)

That sentence completely changed the direction of the project. (I had been slurped in, once again, but I love that!)

The engine worked. The semantic systems worked. The archive intelligence worked. But nobody could see it. Everything still lived in terminal windows and JSON files. The project had become an extremely sophisticated invisible machine.

That forced a much bigger question:

What is the actual public-facing surface?

The Export-Site Experiment

The next phase attempted to solve this problem. A static semantic archive site was generated directly from the JSON outputs.

The idea was powerful:

  • semantic discovery
  • related works
  • cluster navigation
  • curated series
  • licensing CTAs
  • semantic search
  • archive worlds

The system generated:

  • index.html
  • style.css
  • app.js

No backend. No runtime AI. No database. No server dependency (perhaps I try to deploy on wordPress Sandbox?) Just a static semantic archive generated from the intelligence layer. Conceptually, this was exactly the correct direction. Visually, however, the system immediately exposed another difficult truth.

The Failure That Mattered Most

The semantic engine worked. The visual orchestration did not!

The archive surface became visually unstable:

  • mixed image ratios
  • broken previews
  • inconsistent media sizes
  • GIF chaos
  • missing thumbnails
  • 3D objects
  • PDFs
  • wildly different eras colliding together

The result was technically impressive but aesthetically uneven. And honestly, that failure may have been the most important discovery of the entire day. Because it clarified something critical:

AI-generated archive systems still require human taste. Semantic relationships are not enough.

Museum-grade experiences require:

  • pacing
  • hierarchy
  • rhythm
  • restraint
  • spatial composition
  • curatorial intelligence
  • emotional sequencing

This was the exact point where the project shifted from backend engineering to art direction..

The Real Opportunity

The deeper realization is that the semantic engine itself is not the product. The archive IS the product.

The engine becomes:

  • the curator
  • the navigator
  • the merchandiser
  • the discovery layer
  • the licensing assistant
  • the relationship engine

That distinction changes everything.

Because suddenly:

  • older works become discoverable again
  • semantic relationships become visible
  • licensing becomes easier
  • collections emerge automatically
  • AI agents can traverse the archive meaningfully
  • archives stop behaving like dead storage systems

This is especially important for artists, museums, photographers, designers, institutions, universities, and cultural archives with decades of accumulated digital material.

Why This Matters Beyond My Own Archive

Most WordPress media libraries are dormant semantic archives. Millions of people have already unknowingly built enormous cultural datasets. The problem is, those archives are largely unreadable.

This experiment suggests another future:

  • semantic museum systems
  • agent-readable archives
  • intelligent licensing discovery
  • AI-assisted curatorial navigation
  • AR/VR semantic galleries
  • spatial archive interfaces
  • archive intelligence layers on top of existing cultural systems

The important thing is that none of this required rebuilding the internet.

The entire system operated on top of:

  • WordPress
  • JSON
  • local embeddings
  • static exports
  • open APIs

The architecture remained surprisingly lightweight.

What Happens Next

At this point the project has proven:

  • semantic ingestion works
  • embeddings work
  • clustering works
  • archive intelligence works
  • export systems work

What remains unresolved is -> visual orchestration..

That is now the real frontier. Not “more AI.” Not larger models. Not more embeddings.

The challenge now is: how to transform semantic intelligence into elegant cultural interfaces. Yes, aesthetics, we like pretty things to look at..

That is a design problem as much as a technical one. Im up for it!

 

Final Thoughts

This entire experiment started with a simple question:

Can an AI system understand a lifelong archive?

The answer appears to be: yes, partially. But another question emerged underneath it: Can intelligence alone create meaning?

The answer to that is much more complicated…

Semantic systems can identify relationships. They can surface hidden structures. They can organize massive archives. They can discover patterns humans overlook. But they still cannot replace curatorial sensitivity, restraint, pacing, and aesthetic judgment.. right? Yet? Hmm..

The machine can understand proximity.. The human still understands significance..

And maybe that balance is still the actual future, I don’t know, but Im excited to find out, and continue to tinker. I don’t want AI replacing archives, but I do want AI making archives visible again.

Forward we go! Onto to part 2!
Thoughts?
VR headset illustration from 2038

NET-ART Suggested Syllabus 2026 Revision

A syllabus written in 2017 cannot describe a practice in 2026. The web reads itself now. AI sits in the studio. Agents move through the network buying and licensing work without human hands on either end. Museums publish their collections as queryable data. The terminal has become a generative medium. This revision of the NET-ART suggested syllabus accounts for all of it. The original four projects remain intact at the top, eleven new ones extend them, and the surrounding framing has been rewritten to match the shape of the present. Treat what follows as a working draft. The course is ongoing and the syllabus is meant to keep moving.

The Net-Art website is happy to announce its recent partnership and collaboration with AREMES ENTERPRISES. Programs and schedules will be posted to this website soon.

The Suggested Syllabus Page can be found here

an outdated keyboard cast from paper pulp

Semester: This is an Ongoing Open Source Course created for the CUNY Academic Commons.

 

Course Description

Net-Art is an ongoing, open practice for making art in a world where the audience includes humans and software agents in roughly equal measure. Students build work that lives on the open web, is licensed clearly, is discoverable by both people and AI systems, and that they own at the protocol level rather than the platform level. The course treats AI as collaborator, agents as audience, and the web as a substrate for art that can be parsed, transacted, remixed and forwarded by anything that knows how to read a URL or a JSON file. Prior practice in any medium (drawing, painting, photography, sculpture, installation, video, performance, code, prompt-craft, or anything else) is welcome and useful, but no prior medium is required. The course runs on Open Education Resources, the public domain, Creative Commons, and the assumption that the next five years will reshape what authorship, ownership and audience even mean. This course is co-dependent on the curiosity and the hacking instincts of each student. Treat the project briefs as starting points, not endpoints, and expand them toward the practice you actually want to build.

Course Objectives

  1. To rethink the creative process for a web that reads and writes itself, where authorship is shared between humans, AI systems, agents, and the open archives they draw from.
  2. To give students working fluency in current and emerging tools across the stack: analog through digital, command line through GUI, generative AI through on-chain provenance, museum APIs through spatial computing.
  3. To build practices that are interoperable rather than platform-bound, durable rather than disposable, and discoverable by people and machines alike.
  4. To develop each student’s voice and vision as something that can hold its shape across mediums, audiences, and the systems that increasingly mediate both.
  5. To treat the open web, Open Education Resources, and public collections as living material to remix, contribute to, and extend.

Instructional Activities

  1. Live and asynchronous demonstrations of practice across mediums and tools, ranging from drawing, photography and analog process through code, command line, generative AI, agentic workflows, on-chain publishing, 3D, spatial and AR. The emphasis is on working alongside rather than instructing from above. Students are encouraged to record their own demonstrations and contribute them to the open archive so the course itself grows from inside its participants.
  2. Critical viewing, reading and remixing of Net-Art, animated GIFs, video, motion work, generative pieces, AI-assisted art, agentic and on-chain works, glitch and constraint pieces, museum collections released as open data, and the wider open web. Engagement is active rather than passive: blogging, commenting, annotation, response-pieces, tutorial creation, and remix as a form of citation. The archive is something to argue with and build on, not something to watch.
  3. Guest artist exchanges with practitioners working across human and machine collaboration, including artists, technologists, curators, researchers, and (where it makes sense) the agents and systems themselves. Exchanges may take the form of presentations, conversations, joint works, asynchronous contributions to the site, or experiments where a guest’s practice becomes the seed for student work. The boundary between guest, student and instructor is intentionally porous.

Course Participation

Participation is the course. There is no attendance to take and no cohort to keep pace with. What there is, instead, is a living site that gets richer when its participants contribute and quieter when they do not. Your role is whatever you decide to make it, but the role is not optional if you want the work to mean something.

What participation looks like here: publishing process posts as you make work, commenting on the work of others, annotating and remixing pieces already in the archive, building tutorials that did not exist before you wrote them, contributing resources, fielding questions in public, leaving traces that the next person to arrive can follow. Lurking is allowed and sometimes even useful, but the people who get the most from this site are the ones who treat it as a place they help build rather than a place they visit.

Each student sets their own definition of meaningful participation. Some will work in concentrated sprints. Some will publish daily. Some will surface every few months with a single substantial piece. All of these patterns are legitimate. What matters is that you are communicating, in public, about what you are working on, what is hard, and what you are learning. Write to your future self, to the next student, and to the agents and search systems that will index this site long after the original conversation has moved on.

Reach out to the professor and to other participants when you need exchange. Use the comments. Email if email suits you. Share work in progress rather than only finished pieces. The course is committed to the health and wellbeing of everyone who participates in it, and to the conditions under which honest creative work can happen, which means real disagreement, real critique, and real generosity all coexist here.

abstract illustration

Structured Projects:

The projects listed below will be explained in further detail as blog posts published to the course website. Visual examples will be present to support each project with suggested means of experimentation and outcome.

Project #1 – The Power in the Static 2D

Working from a social or political theme, concept or specific subject, each student will generate a new 2-dimensional static work of electronic art to communicate a feeling, philosophy, point of view, or aesthetic. You may work in any form of electronic media using the applications and suggestions on the class resources page (and beyond of course). Your final piece or pieces should be documented in a series of narrative steps with screen shots and digital images as they will be used and applied as content to manipulate, render, animate, remix and present. Output file formats include: .JPEG, .PNG or static .GIF.

Project #2 – Static to Animated Loops: GIFs

To further communicate and complement the meaning of the piece(s) created in Project #1, students will generate a series of Animated GIFs to support and expand the works. You may work in any format or application that you wish using the applications and suggestions on the class resources page (and beyond of course). Your final piece(s) should be documented in a series of steps with screen shots and digital images as they will be used and applied as content to manipulate, render, animate and present. Output file formats should be: .GIF.

Project #3 – 4D: Video Art, Duration and Motion Graphics

By working with video captured on a phone or other mobile device, students will create and develop 2-3 new works of video art that emphasize time and duration to communicate an idea, feeling, philosophy, sequence or aesthetic. Existing video can be used from previous projects, the NYPL, OER, public domain, or by creating new content using the capturing device of your choice. The works may be projected onto an existing object or wall space, or presented using a video monitor (or as many monitors as you may need). Please consider the following options to work with: the subject matter can be one that already exists or one that you may create that has relevance to your prior work. You may consider using one of the completed projects that you have created for this class. You may consider projecting a still image, a series of still images, or motion video. You may wish to create an environment to present your work within. The video captures can be edited and turned into animations or assets for collaborations. Output file formats should be: .MOV or .MP4.

Project #4 – Presentation for the Web: Student Portfolios

A process and tutorial based blog post series of individual posts will be created by each student to support all of their completed work. The posts will also be a part of a larger collaborative whole. The posts will document and illustrate each student’s work as each project has evolved throughout the course. Students will later select their best works for a student exhibition here on the NET-ART website. Output file formats should be via URL or relatedness submitted by the student.

Project #5 – AI as Collaborator: Generative Image and Text Practices

Working with open-source and freely available AI image, text and animation tools, each student will generate a new series of works that treat the machine as a collaborator rather than an end. The objective is not polished output but investigation of the prompt, the iteration, and the human decisions inside the generative process. Document your prompts, your discarded results, and your final selections as part of the work itself. Students may use any combination of free or low-cost generative tools (Hugging Face Spaces, free tiers of public image and text generators, open-weight models running locally, public domain conversations and corpora) listed on the class resources page or sourced independently. Write a companion post reflecting on authorship, attribution and the ethical terrain. Output file formats include: .PNG, .JPG, .GIF, .MP4, and a written blog post documenting the process.

Project #6 – Your Domain, Your Practice

The web rewards artists who own their address. In this project each student will create a personal web presence beyond the social platforms, using free tools available through the CUNY Academic Commons or other open hosts. Set up a site, a blog, or a single-page portfolio. Choose a domain name or subdomain you would be willing to print on a business card. Aggregate two or three pieces of work from your earlier projects into a coherent page with a short artist statement. The point is durability: a place to point future collaborators, exhibitors and curators that you control and can update without permission from any platform. Output: a public URL submitted to the class.

Project #7 – The Agent-Readable Self: Structured Data and Machine-Discoverable Art

The web is increasingly read by software agents and AI systems before it is read by humans. This project asks students to make their work discoverable by machines as well as people. Add a simple JSON file (such as agent.json or catalog.json) to your personal site that describes who you are, what you make, and how an agent could surface, license or link to your work. Use clear, plain-language fields. The goal is not technical complexity but the experience of writing yourself into a format that something other than a human will read first. Output: a public JSON file at a stable URL plus a short written reflection on what it felt like to describe your practice for a non-human reader.

Project #8 – Sound, Silence and Visual Translation

This project investigates the relationship between sound and image, and what gets carried across when one is translated into the other. Working from a source piece of audio (a public domain field recording, a freely licensed song, ambient sound captured on your phone, or pure silence) generate a visual work that translates, scores or refuses the audio. Alternatively, work the other direction: start from a static image or sequence and generate a sound piece. Accessibility considerations are part of the work: include captions, descriptions or visual cues so the piece can be received by audiences who cannot hear it. Output file formats: any combination of .PNG, .GIF, .MP4, .MOV, .WAV or .MP3 with accompanying text.

Project #9 – Daily Practice: A Thirty-Day Posting Discipline

Commit to publishing one small work to the class site or your own site every day for thirty consecutive days. The work can be a sketch, a GIF, a screen capture, a photograph, a sentence, a piece of audio, or anything else. The point is not the quality of any single post but the accumulation. What happens to your practice, your eye and your relationship to the work when you cannot wait for inspiration. At the end of thirty days, write a short reflection on what shifted. Output: a public archive of thirty dated posts plus a closing reflection.

Project #10 – Glitch, Constraint and the Productive Error

Net art has always worked with breakage, corruption and constraint as creative material. In this project each student will produce a work that deliberately uses error, limitation, file corruption or self-imposed restriction as its generative engine. Possible approaches: open a JPEG in a text editor and edit its bytes, datamosh a video by removing keyframes, work within a self-imposed rule (one color, one pixel, one frame, one hour), use a broken tool, use the wrong tool. Document the process and the failures alongside the final piece. Output file formats: .GIF, .MP4, .MOV, .PNG, .JPG, plus process documentation.

Project #11 – On-Chain Provenance and the Licensed Work

Five years from now a stranger, an institution or an autonomous agent should be able to verify that you made a given piece of work, on a given date, under a given license, without relying on any social platform’s word for it. In this project each student will attach durable provenance to one piece. Options: mint or sign the work using a low-cost public blockchain (Base, Polygon, or similar), publish a signed JSON manifest at a stable URL, anchor a content hash to a public timestamping service, or any combination. The work does not need to be sold or speculated upon and no purchase is required from the student. The point is the record. Output: the piece, the provenance reference (URL, hash, transaction ID, or signed file), and a short written reflection on what changes when ownership of your work is anchored to math and public records rather than to a platform’s terms of service.

Project #12 – Agent-to-Agent: Work That AI Can Discover, License and Purchase

Software agents now broker information, services and increasingly small payments on behalf of humans. This project asks students to make a piece of work that an autonomous agent can discover, evaluate, license and (optionally) purchase without human intervention on either side of the transaction. At minimum, publish a machine-readable manifest (catalog.json, agent.json, or equivalent) at a stable URL with clear pricing, licensing and retrieval instructions. Optionally, wire the manifest to a real or testnet payment rail (x402, a small USDC transfer on Base, a sandboxed Stripe webhook, or any equivalent) so that an agent can actually transact. Run an agent against your endpoint and capture the trace: what it saw, how it decided, what it returned. Output: the manifest, the work, the transaction log if applicable, and a written reflection on what it means to sell to a buyer that does not have a body.

Project #13 – The Autonomous Piece: Work That Lives Without You

Make a piece of work that continues to evolve, generate or mutate after you publish it, without further human input from you. The mechanism is your choice: a script that pulls fresh data on a schedule, an LLM call that produces new captions, images or text at intervals, a generative loop seeded by weather, news, network activity or astronomical data, a piece that responds to its viewers, or a piece that mutates each time it is shared. The work does not need to be elaborate. It needs to be alive. Document the system that drives it, the constraints you built in, what you chose to leave to chance, and what happens to the work when you stop watching. Output: a public URL or installation that demonstrably changes over time, plus the source code, recipe, or written description of the system behind it.

Project #14 – Museum APIs, 3D Models and the Remixable Collection

The world’s major museums now publish substantial portions of their collections as open data and downloadable 3D scans. The Metropolitan Museum of Art, the Smithsonian, the Rijksmuseum, the Art Institute of Chicago and the Cleveland Museum of Art expose public APIs that return high-resolution images, object metadata, provenance histories and (in growing numbers) photogrammetry-derived 3D models of works in their collections. In this project each student will pull from one or more of these APIs and remix what they find. The work can be 2D (compositing, collage, image-to-image generation seeded by museum objects), 3D (importing scans into Blender, sculpting derivative forms, generating new objects through procedural manipulation), or spatial (placing collection objects into AR scenes using WebXR, A-Frame, Google’s model-viewer web component, Niantic Studio formerly known as 8th Wall, Snap Lens Studio, or Apple’s Reality Composer Pro, so a viewer can summon a Met sculpture into their living room from a phone or headset). For the lowest barrier path, model-viewer can drop a GLB or USDZ file onto any web page with AR-on-phone support in a few lines of HTML. The intent is not reverence but conversation. What does it mean to drag a 4,000-year-old object into a 2030 context and let it interact with what is around you? Document the API calls, the object IDs, the license terms attached to each source object, and the transformations you applied. Output: the remixed work in whatever format suits it (.PNG, .GIF, .MP4, .GLB, .USDZ, AR scene URL, or installation), plus a written piece on what shifted in your understanding of the museum once you started treating it as a queryable database rather than a building.

Project #15 – Terminal as Studio: Command Line and Python for Art

The terminal is one of the oldest interfaces still in active use, and it remains one of the most expressive surfaces for making art that the GUI hides from you. In this project each student will produce a work where the command line, the shell or a Python script is either the tool that generates the piece or the piece itself. Potential directions are wide. Generate images by writing Python scripts that draw with Pillow, NumPy or generative grammars rather than by clicking in Photoshop. Manipulate hundreds of files in a batch (rename, resize, recolor, corrupt, sort by hue, by entropy, by timestamp) using shell one-liners or short scripts and let the batch itself be the work. Make ASCII art that responds to live data pulled from an API. Drive an LLM from the terminal and treat the conversation transcript as a published artifact. Use ffmpeg from the command line to mosh video, extract every Nth frame from a film and reassemble, or generate spectrograms of audio and treat them as images. Write a small Python program that does one strange thing well and publish the source as part of the work. Possibilities that did not exist five years ago are now accessible from the same prompt: agentic CLIs (Claude Code, similar tools) let you describe a transformation in natural language and watch a script materialize, run, and produce output, which means the terminal has quietly become a generative medium as much as a control surface. The point of the project is to feel the difference between making art by clicking through someone else’s interface and making art by writing the interface itself. Output: the resulting work (in any format), the source code or commands used (published as a gist, a repo, or pasted into the post), and a written reflection on what the terminal lets you do that the GUI does not.

 

Open Met Museum: Agent-Mediated Cultural Remixing in One Afternoon

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 built from three Met CC0 GLB objects merged in Adobe Dimension: Seated Court Lady (Tang dynasty), Bronze Bull's Head, and Head of Gudea (Neo-Sumerian)
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 showing the Temple of Dendur rematerialized in red, materials panel visible, file named Met-3D
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.

Hybrid sculpture in gold standing at the entrance to the red Temple of Dendur, low-poly forest environment
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 of the red Temple of Dendur with the hybrid sculpture at the doorway
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: red Temple of Dendur and a second red Met object in a low-poly forest on an ochre ground plane
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.

Full scene: red Temple of Dendur, hybrid sculpture at entrance, low-poly trees, large dark angular geometric sculpture rising above
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

a screen cast capture of a studio with VR paintings floating in space

VR Studio Transformation

Expanding Painting into Mixed Reality Environments

Over the past several days I have been transforming my studio into a growing mixed reality painting environment using virtual reality tools, spatial drawing systems, and immersive installation workflows.

What began as flat paintings, drawings, and sculptural experiments has evolved into volumetric spatial compositions that can now occupy entire architectural environments. Instead of treating painting as a static surface, I have been exploring what happens when painting expands outward into space and begins behaving more like installation, architecture, and environmental design.

The images are bit grainy.. why? They are screenshots taken directly from a screencast taken by my VR headset. The quality will soon change, as we know.

 


 

A major inspiration for this ongoing body of work is Kurt Schwitters and the Merzbau environments he developed throughout the 1920s and 1930s. Schwitters transformed his living and working environments into evolving sculptural systems where collage, architecture, and spatial composition merged into one continuous experience. In many ways, virtual reality and mixed reality technologies now allow contemporary artists to continue and expand these ideas into immersive digital space.

 

VR paintings in an art studio

In these experiments, forms originally developed through drawing and painting are translated into spatial entities that float, stack, intersect, and respond to physical environments. The studio itself becomes part of the artwork. Walls, floors, ceilings, furniture, and movement through space all become active compositional elements.

One of the most exciting aspects of this process is the ability to work simultaneously between physical and virtual space using mixed reality passthrough systems. Rather than being fully isolated inside a virtual environment, passthrough mode allows me to see both the real studio and the virtual painting environment at the same time. This creates a hybrid workflow where physical architecture and digital mark-making merge into a single spatial composition process.

 

VR paintings in an art studio

Technical Workflow / Spatial Computing Stack

This project was developed using the Meta Quest 3 headset together with Open Brush, an open-source virtual reality painting application originally derived from Google Tilt Brush.

Using the Meta Quest 3 passthrough mixed reality mode, I am able to paint directly into physical space while still seeing the architecture of the studio around me in real time. This allows digital forms to occupy actual environments rather than existing inside isolated VR simulations.

Check out the video below for a screen cast walk through the whole installation.

 

The workflow combines:

  • painting
  • sculpture
  • installation thinking
  • spatial computing
  • embodied drawing
  • immersive environment design
  • mixed reality interaction

What interests me most is not simply the technology itself, but how these tools expand the language of painting and installation into new forms of spatial experience.

These experiments are also connected to larger future goals involving site-specific installations for galleries, museums, public spaces, airports, hotels, and immersive architectural environments where physical and digital systems coexist simultaneously.

The long-term vision is to develop spatial environments that function somewhere between painting, sculpture, architecture, and living digital systems.

So much more to come!

Situations, Scenes & Circumstances

“The Agent of Ascension”, 2022, Digital Illustration / Photo hybrid

 

Situations, Scenes & Circumstances

Im excited to share a growing body of work that revolves around the idea of reality perception. Particularly, through the use of an environment. It happens via an existing photograph that I have taken, found or created (with software.) A tension is created between wanting to create the reality mixed with transcending what is already in existence. A hybrid form / mixed reality, but what exactly is “reality”? As 3D software and it’s capabilities accelerate, more and more people will be building their own “realities”.

Perhaps there is a 100th monkey effect energy to that in and of itself…

The tools used below, well, simply, an iPhone for capturing a moment, adobe photoshop for creating assets and manipulating those moments, adobe dimension for applying 3D assets into the existing moments. Output is rendered to JPEG format for all devices to view easily. The process allows for me to push and explore new ways to use and integrate digital photography while also digging into new visual effects and aesthetics for “image-making”. It takes a lot of practice to identify the “gems” but this depends on the viewer. The process is unlimited and so much fun. One of my goals in 2023 is to record my process while I work, most of these pieces happen in immediacy, and take between 10-20 minutes to complete. Should I add these to my YouTube channel?

I also wanted to play with titles. Titles are very important / interesting and give so much context while engaging the viewer to connect.

This is a perfect project for digital storytelling, creative writing prompts and creating narratives. 

Let’s see what we got here below!

 

“The Occurrence of the Arrival Pods”, 2022, Digital Illustration / Photo Hybrid

 

“Fragments & Byproducts from the Activation Portal”, 2022, Digital Illustration / Photo Hybrid

 

“A Metaphor at the Station of Your Emotions”, 2022, Digital Illustration / Photo Hybrid

 

“The Day that You Were Born”, 2022, Digital Illustration / Photo Hybrid

 

“The Problem Solver”, 2022, Digital Illustration / Photo Hybrid

 

“A Disturbance in the Matrix”, 2022, Digital Illustration / Photo Hybrid

 

“A Surprise Visit from the Inner-Agent”, 2022, Digital Illustration / Photo Hybrid

 

“Bi-Locational Transparency”, 2022, Digital Illustration / Photo Hybrid

 

“The Release of the Blue Portal”, 2022, Digital Illustration / Photo Hybrid

 

As always, your feedback and comments are welcome below!

Metrics of Time, Circa 2015 – 2021

Metrics of Time, Circa 2015 – 2021

A Reflection from 3D to JPEG..

Ryan Seslow / 2021

(This post was originally published on my personal website on 11/29/21 but I believes that it serves as an example that can benefit our Digital Storytelling community here across CUNY. Im a big fan of using art and art objects as “tools” for creative and reflective writing. Forgive me for the typos, Im still editing as I add to it!)

 

I have always been attracted to working with 3-dimensional objects and materials. Since Im a small child, “making objects” was a great way to express myself and exercise the imagination. As I reflect back (and keep that word “reflect” in mind), I always loved the idea of making hybrid objects. Mostly stacking and assembling things that seemed like they did not belong together. I was simply exploring form and the potentials of form. I loved it so much that I never stopped. I especially enjoyed exploring the subjective, the nature of materials and how they related to my understanding of “life”. We are pre-disposed and domesticated by the many many “objects and things” that we grow up with around us. All of which already have a specific name, title and function. We learn to call this “the objective reality”, where almost all things are representational. Until we intervene, if we do, it may be tricky to expand beyond it. For example, when you purchase and drink a bottle of water or a coffee from the local coffee shop, you quickly dispose of the empty “object” that you drank out of. You rarely stop to contemplate that the bottle or cup was simply a “form” first, and that the form has potential beyond its intended usage. Well, do you?

There is context here with the art-works below..

In the two pieces below I am using and applying the word “reflection” as a medium and a utility. This blog post itself, right now, here in November 2021 is a part of the art-work. “Reflection” in and of itself is a duration based task and action. It takes and requires “time” to reflect. The act of reflection is vast and rich in psychology. We can reflect upon something or someone via our thoughts for 1-2 seconds or we can reflect upon those same things for our entire lifetime.. The individual context is so specific to each person of course. We can also reflect by writing, which usually means “typing” now a days.. But alas, do we ever schedule an appointment with ourselves ahead of time to “reflect” on something, someone, a situation or a circumstance? Have you ever thought to do this yourself? When we reflect, is it possible to even retain and accurately relive the events, people or circumstances? Well, well now.. you may say no because we can only reflect on something that has “passed” and is no longer in the actual “now”. Or do we wish to believe our reflections as a story, experience, person or memory? Of course this too has context, especially for the dichotomies ranging from our great achievements to serious personal traumas, memorable birthday presents and or seemingly banal objects.. like a wall clock.. yes, a wall clock..

The two sculptures below are titled: “Metrics of Time” Version #1 & #2. Both artworks were created and completed in 2015. The medium is plaster (or known in some areas as “pottery plaster”) – which is a powder-like synthetic dust that turns from dust to a solid form when mixed with water as its catalyst and left to cure. I fell in love with making casts and molds somewhere around 1990 when I was a kid in High School. Mold making became even more interesting when I entered college (due to the super fun projects that we did) and it always stuck with me. The idea of being able to reproduce an existing object true to its original form (with out labels, logos and packaging) and with a variety of different casting materials was so attractive. Clean, smooth surfaced solid forms are beautiful! I frequently used plaster, cement, acrylic resin and water (that I would freeze into ice molds). Even more so, the ability to make a rare single edition mold positive or an army of multiple replicas was also so much artistic power (and I certainly made my share of multiples over the years!) At the time though, in those early years of mold making, I didn’t connect the super important role of photography to the works that were being generated. Especially works created with inexpensive and ephemeral materials like plaster. I was connecting the value of the art with the value of the materials. A big mistake! Plaster is cheap. Both in price and in its quality as a material as it will deteriorate, discolor, flake, diminish, chip and age poorly over time. But then again, this is also very very much like us humans. We are equally ephemeral. Time is also equally ephemeral. Especially in context to the awareness level of the living person that contemplates it. These pieces below share both the conscious passing of time and the ephemerality of all things physical in this biological life. All of this information above was nestled into an “object” that communicates “time”..

Above, “Metrics of Time” Version #1, 2015 – (JPEG File) – 1/1 Digital Photograph of a Now Destroyed Cast Plaster Assemblage

I destroyed both of these “physical” sculptures shortly after I created them in 2015. My intention was to complete the sculptures, photo document them and show them publicly as printed images nicely framed and mounted. Much like one would expect to see with traditional photography in an art gallery. But that never happened. Each time that I mocked up the idea, it just did not sit right with me aesthetically or emotionally. My bodies energy instantly changed when I placed the “images” of the sculptures up and onto the wall. (I had printed them myself with my printer in my studio at the time.) Busy with otherness, I decided to put the project on the back burner.. Fast forward to November 2021, where inventions like the blockchain, crypto-currencies and the minting, selling, trading and collecting of digital goods have become a huge fast growing market for artists and rare art works. Single edition digital art works have become extremely desirable in a format that we all know so well as both artists and regular Internet users, the JPEG. The JPEG, yet another communicator of time.

Back to the context. The sculptures were intentionally mounted and hung on the wall. They are inspired by and mimic a standard wall clock. It is an object that has always captured my attention. Im talking about the old fashioned one’s from the 1970’s that lingered around all public buildings and space for many years longer than they should have. As a child I thought they had magic powers that only adults could access and understand. I waited with great patience to also access that sorcery! Most of us are introduced to a wall “clock” via our homes and elementary school experiences. We always looked up at the clock to see when our classes would begin and end, day in and day out. As a kid, I could not wait for the school day to end, and now as a professor for 19 years, Im holding tightly to every minute of class hoping the time flows slowly. I look up at the clock and frown! At home we always looked up at the clock to see when it was time for dinner, time for a bath, time for bed and time for … fill in the blank.. Regardless of all of this, the numbers on those old clocks stayed static as they hugged the circular contour line of the shapes form. The circle, a perfect metaphor for the cyclical aspect of this life. Round and round we go. The clock’s two arms, one short and one long, move in unison with their tireless friend, the non-static seconds arm. Even when things finally began to be produced, embraced and displayed digitally in the “time” telling gadget industry, I stayed fixed on the old clock as a metaphoric object of transcendence, evolution and self-transformation.

Above, “Metrics of Time” Version #2, 2015 – (JPEG File) – 1/1 Digital Photograph of a Now Destroyed Cast Plaster Assemblage

Wait a second, what am I looking at here above? Both of the original cast pieces above were made and assembled from cast plaster fragments. To achieve the form of the old wall clocks that I describe, I used a plastic bucket that resembled the same diameter of the clocks. I filled it up about 1.5 inches and watched the plaster expand another 1/2 inch as it normally does. I let it cure and released the mold. Plaster rejects plastic once it is dry, making the release easy and seamless. Have you recognized what the grid like forms are that rest securely on top of the circular base form? They are keys from an old keyboard that I used between the years 2004 – 2010. Yes. I made a full 1-part mold of the old keyboard using a silicone  / polyurethane rubber mold making kit. I made the mold’s layers very thick so that it would be durable enough to hold any kind of volume that was poured into it as it cured. Much like my old experimenting days in undergraduate college, I made several casts of that old keyboard in plaster, cement, acrylic resin and frozen ice molds that melted away as they should.. In this case, when I poured the plaster into the mold I left each of the key areas shallow enough so that each key would easily be released individually. Once they were dry I arranged them into the two compositions that you see above. They were mounted down with epoxy to hold them in place. We can see two slightly different patterns in the alignment of the keys suggesting to the viewer an intentional meaning or functionality of the object as a whole. Perhaps suggesting that this object is an old relic from the future or the past of a parallel world.. either way, the keys are now functionless..

The context of the keyboard as a metric of time is also a metaphor. The act and action of “typing” has several functions and purposes. It falls into yet another dichotomy that ranges from one’s super personal intentional uses to the mundane and banal tasks we do day in and day out, but it still equates to a “thought to touch form of communication.” Our entire lifetime here on this planet is co-dependent on how we use, give and receive communication. All forms of communication take time.. many of us take it for granted. Two static objects were created to express and communicate an understanding of “time.” The objects were destroyed by its creator only to discover that they transform their energy into another form of “how” it can continue to communicate and transcend itself. The creation began from formless thought energy and into the generating of a 3-dimensional tangible form, only to be destroyed and re-introduced as a 2-dimensional form in the format of an image, the image has been placed online and agreed to be converted into hypertext and placed onto a web server..

The 2-dimensional images are now asking to be minted on the blockchain and re-introduced in the meta-verse as yet another form.

Stay tuned.

A Drama in Monotones, The Tutorial..

A Drama in Monotones, The Tutorial

Early June, 2021, A new series of Digital Illustrations & Animated GIFs

(This post is an adaptation from my personal website, it has context here as it serves as an example and prompt for reflective writing about one’s process. How may you turn this into an assignment?)

Welcome to yet another new series of art works! Let’s talk about how they come together while we appreciate them, shall we? I have always felt that writing about my process itself is a very helpful way for me retain it and expand upon it. I always find myself inspired by the process itself, so why just narrate it inside my own head… I like to share, as you know! Lets examine, how did this series start? Where does it all come from? Where will it go? What am discovering in the process that I should make a note of? Let’s take a look. Im a big fan of open education and learning from others, I hope this post can help you! Scroll down and take in these first two illustrations.

 

“The Untitled Minimal Setting”, 2021 Digital Illustration

 

“The Untitled Minimal Setting II”, 2021 Digital Illustration

The two images above really fueled this whole series below. I know, that may seem strange, but this is what may happen sometimes with process. Sometimes I simply create an arbitrary “scene / setting” first, but it was really through some random experimenting this time. I knew that I wanted to work in monotones and play with some single color values. The trees in the illustrations above came as ready made graphic assets. It is a part of a photoshop brush plug-in set that I found online, (there are tons of free brush tool plug-ins out there for photoshop..) I applied the tree as a solid color image into a flat landscape that I made and duplicated it to use as a shadow on the ground. I then added a gradient overlay to the tree’s layer and I duplicated the trees and the shadows as layers. I placed them all into the composition. I made a few other variations of this scene but these two above are my favorites. This was all done in adobe photoshop.

Next..

I now knew that I wanted to add “something” or “someone” into the scene that I had just created. A narrative or perhaps a snippet of “life happening” in a fun or other-worldly way. I kept thinking about the nostalgia that childhood cartoons had and continues to play in my art. I also wanted to make this image move, animate and loop. I recalled something… oh yes, that drawing that I made a few months ago, those cool looking line characters were still waiting for me to activate them! The image above (click on it to expand and make it bigger) was a part of series of characters that were drawn with a stylus in adobe illustrator with my wacom tablet. Those smooth vector lines are so much fun to make and are also editable as paths. This makes it really fun to alter and stylize. I began to deconstruct the image and isolate several parts.

 

As I mentioned, from the big drawing above I derived a few fragments and played with them. I reconstructed them into new forms and assets to start making a new character with. I mean, sky is the limit here and I love discovering the possibilities to expand things into new works. Once I was happy with my new graphics I colorized them and isolated them onto one page. I brought the new illustrator file back into photoshop and made individual files and layers for each asset. I realize now that I only focused on the upper torso and the arms of the character but thats OK for now as I can always continue forward if the inspiration keeps stoking the fire for more! Haha, I know that it will!

 

This was the first composition of the new character placed into the setting. Once I did this I knew that I could easily animate it too. I still really like the static illustration and it forced me to make another one, which you see below (haha, and a few more!) The illustration below is a bit more abstract and possibly even more fun to look at, what do you think? I kept going.. obviously, wouldn’t you? 

 

It was fun to make this variation, and.. once I did, I decided to send all the individual assets to my phone and play around there too. There are so many ways to use mobile devices for digital marking.. that is another story for another post as go forward. I love the tension that different devices and interfaces give in terms of their screen resolutions and how things look across multiple devices or outdated tech.. For example, this week I will pull this image up on an old MacBook laptop that I have from the year 2009. I’ll take a few screen shots of it and transfer it to a mini DV tape and play it back through an older monitor, or something like that. Those screen captures and variants taken from things like a mini DV tape are so much fun to play with.

 

This illustration above was composed from those same assets using my iPhone. I used the “Glitch’e” app (check the app store or google play) to bring it all together (as layers) and play with the color. It is over saturated on purpose to give the impression of a bit more intensity and a warmer temperature in the “scene”. The cropping of the composition leads us to think that “something or someone” else is also participating in the dialog.

Does it work? Ok, let’s animate this thing!

 

Then.. it was finally time to fire up adobe after effects and bring this guy to life. First, I put that background on a seamless directional loop to the left (I expanded the background layer / screen by twice the length of it) so that the character would appear to be moving forward in a walk cycle. This is my first iteration of this animation cycle. I like it so far but I want to do more with it. I need to fix a few of my puppet warp movements, or should I make it “glitch” more? Hmmm, Ill play with it a bit more and already think I have another idea..

 

Welp, as I mentioned, once things get going, its kind of hard to stop pushing the limits with creativity. I started to bring in “other elements” from things that were previously made. I make a ton of graphic assets from my illustrations and applied art works. This is the beauty of digital art, there is such a powerful immediacy to aspects of it. Of course, making the assets can be super time consuming depending on what you are doing. For example, working with the pen tool in photoshop or illustrator.. either way, its good practice and the assets are always waiting for you! I kept going and made things a bit more abstract… Thoughts?

 

Metaphoric Narratives with the Nature of Nature

Metaphoric Narratives with the Nature of Nature

2020/2021 Digital Illustration

Aaaaand we are back with another series of digital art works and a bit of a “how to” process post. Forgive me for the title of this blog post.. At first, I wasn’t sure if this was going to be an assignment tutorial of some kind, or just an over-sharing process and rambling session. It will serve as all of the above. Ok, so, lets face it, we all love photoshop. We all love the pen-tool and the ability to cut, create, apply and remix images with our graphic assets. Yes? Of course! OK OK, Ill get down to brass tacks already.. In this series I wanted to create and play with some fictional characters and also displace them into my everyday surroundings. It is in this process of being experimental that new narratives seem to poke at and guide us. Lets jump in. Of course I am sharing this process from the perspective of my own art making but also will use the steps to illustrate a class assignment for my foundation design and digital storytelling students. The ability to create well balanced and compelling compositions is skill set that is fun to cultivate and it never gets old. “Let’s always be practicing”, practicing  the ability to compose and create while mastering the dimensions of our picture plane. (that academic jargon…)

 

The gang is all here.. This example shares an integration of characters and the ability to use repetition, duplicates and scale (plus those shadows…). I love walking past the Brooklyn Museum in my neighborhood. I love the building itself and wanted to use it as one of the locations for this new “situation” to occur..

 

This image was taken outside of the Brooklyn Public Library, it shares a series of imagery and the application of a character. Our hero has found itself as a part of public advertisement. Perhaps this is fictional? OK, it is, but think about how your everyday surroundings may offer an opportunity for you to intervene, hack, displace and re-contextualize things. There is beauty in the seemingly banal or redundant, and what I mean by this is our everyday surroundings. We have the power to transform and transcend them. Visual imagery and image-making is a fun way to participate and also see the world in a new way.

 

By default, your friends are going to show up! Another example of repetition, composition and scale variation. Does this illustration tell a more compelling story than the image above it? Are the additional plants needed? What do they add to the composition and story? What is their intention here? Will they expand and take over? Well…

 

Above, is the original image that I took at Prospect Park that inspired the entirety of this series. (Im back tracking the narrative of this post a bit… just like in the Film “Pulp Fiction”… haha, not exactly but Im thinking about that..) The algae was really think and particularly a warmer value of saturated green than I recalled from most visits to this spot. It was also late July and pretty warm outside. Sometimes all it takes is one experience, story or image that causes the creativity trigger. After I took the picture I immediately reflected upon a memory of the 1980s film “Swamp Thing”.. are you old enough to remember that movie? Lol, I was just a kid when it came out but I loved it! So, I got inspired, fast! The image below was the first iteration beyond the “normal” picture that I took. But there is more to this puzzle below..

 

Sooo, you recognize the image below.. that is where the plant came from. Its one of the 5 plants (and growing) that I take care of..(its much bigger now as I write this a few months later too). Im illustrating all of this to help give you a bit of insight into the immediate and very intuitive thinking and creation process that I go through. I like the immediacy of using my own surrounds and digital image captures. This can all be so easily synced with other forms of media found in the public domain or via other creative commons resources. Plus, I experience the process as a muscle, it wants to be exercised, nurtured and practiced. It wants to grow!

 

I brought the image into photoshop and used the pen tool to cut it out. Once I had it free as an asset I started constructing my character. The figure was extracted from a painting found in the MET Museums Digital Open Access Image Archive of public domain works. There is a lot of good stuff there!

 

OK, so this fellow is NOT exactly “Swamp Thing” but it certainly expressed that energy and inspired the flow of the illustrations. I animated this guy below and also added it as a sticker on Instagram. If you use Instagram Stories, under the GIF search option you can put in my name (ryan seslow) and find this guy below… use it at will! There are some some others there too 🙂

Well, one idea leads to another and I kept going.. this is another character and asset above. The static image wanted to be added to a narrative and that narrative became a looping animated GIF. Its a short surreal story, and it was fun to make…

 

The Assignment Details:

Simply: Using this post as your inspiration, dig into your intuition and creative impulses and create a fun hybrid character that you can interject or displace into a narrative using your familiar surrounds.

Have fun and be sure to share your work here!