When Photoshop CC 2018 rolled out this year, we got to see a cool new splash screen featuring some beautiful photography by Elizaveta Porodina, and graphic treatment by Janusz Jurek. In this installment of Art Share, I am taking a look at Janusz’s meticulously detailed and highly textured illustration work.
Jurek’s Bēhance Page: https://www.behance.net/januszjurek
This is an amazing bit of 3D that fully exploits the nexus between traditional modeling and abstract materials. In particular, I enjoy the feeling of grabbing chaos out of thin air and giving it form without destroying its nature. It’s like this animal could at any moment explode and reform and be just as startling and provocative.
Project URL: https://www.behance.net/gallery/11301747/Psie
“Girls from Jupiter”
Similar to Psie on the left, Girls from Jupiter gives the impression of the universe wrapping form around found materials to create something new that exists only in the moment, and only as needed. These figures have an anchor in traditional pose and conformation, which acts to connect us to the abstract.
Wow. I just love the themes and use of cloth-like materials. I don’t have much else to say except that I could look at work like this for hours on end. Bonus: the link below includes an animation of how one of the figures was built up.
I’m a sucker for complex, detailed texture, especially when the texture itself is used to develop and present the subject. Jurek’s body of work on Bēhance shows quite a bit of diversity in his basic technique of crafting textures into shapes.
The samples above show off a command of medium as well as control over gesture and expression with minimal hints. The feeling of each is implied, with detail coming only as needed for focus or rhythm in the piece.
Another example that caught my eye (BORDERLINE) is kind of an homage to the early 2000s 3D abstract style casually known as “trendwhore” that was all over the web. What was unique about 3D abstract at the time was the process involved – it relied on using procedural modeling approaches based on math (sometimes fractals, sometimes Monte Carlo, etc) rather than direct sculpting.
Jurek’s approach feels more controlled and intentional, and places the results over textile-based background images leading to a more grounded, classic feel like an actual sculpture. This approach of implying something solid is central to the overall theme of his 3D work and lends a touch of the tangible and surreal.
Check out the digital piece he created for the 2016 Game Awards https://www.behance.net/gallery/45916411/The-Game-Awards-trophy. This feels like it could exist in real space, and with current 3D printing techniques it just might be possible (if a little fragile).