Shamus Clisset

BFA, The College of Santa Fe, New Mexico. Digital artist and master printer working with 3D modeling, rendering, and multidisciplinary digital media. Exhibitions include Galerie Jette Rudolph and Galerie Thomas Flor, both in Berlin, and Tracy Williams, Ltd. in New York. Recent projects include Empties at Caesura Gallery (Caesura.cc) and FakeShamus: Manifest Destinaut, featured in BEAUTIFUL/DECAY Book 8: Strange Daze. As a master printer, he has produced exhibition prints for galleries and museums all over the world, including MoMA, The Guggenheim, The Metropolitan Museum of Art, and SFMoMA. Recent highlights include prints for the Maurizio Cattelan retrospective at The Guggenheim and the first solo show of photographs by the late war photographer, Tim Hetherington, at Yossi Milo in New York. SLC, 2012–

Previous Courses

Visual and Studio Arts

3D Modeling

Open, Seminar—Spring

This course introduces students to the process of constructing digital objects and environments within the virtual space of the computer. Emphasis will be on a strong grasp of form, space, and composition. Fundamentals of hard-edge and organic surface modeling will be thoroughly exercised, while further exploration of the digital tools will cover shading and texturing, lighting, and rendering with the virtual camera. Over the course of the semester, students will be challenged to create increasingly complex objects, environments, and imagery. Through intensive hands-on studio time, as well as through readings and discussion, students will also be encouraged to consider the conceptual ramifications of working in illusionistic digital space. Contemporary examples of computer-generated imagery in art, film, and media—juxtaposed with historical views on visual illusion from art and philosophy—will form a broader context in which to examine the medium.

Faculty

Digital Imaging Studio

Open, Seminar—Fall

This course focuses on contemporary techniques for digital image manipulation with an emphasis on Photoshop skills, including imaging, retouching, and compositing workflow. We will cover proper use of adjustment layers, layer masks, retouching, and even design and basic animation. The skills covered will build a solid basis for further exploration and interventions within the realm of photography, illustration, and more radical digital experiments. While proper technical processes are emphasized, we will equally explore expressive use of the software, creating original, personal work through independent projects. The broader class discussion will emphasize computer-generated and -manipulated imagery beyond the basics of Photoshop as a driving force in art and media that now informs all imagemaking and reflects and informs our culture in general. Students are encouraged to explore the potential of digital tools within this greater context and that of their individual work and interests—visual arts-related or otherwise—stressing open-ended visual possibilities, as well as technical and conceptual rigor.

Faculty

Introduction to Digital Imaging

Open, Seminar—Fall

This course covers contemporary digital practice, with an emphasis on Photoshop skills and imaging techniques from scanning to printing. Proper digital workflow is the focus while working through the basics of image manipulation tools, color correction, and retouching. The skills covered will build a solid basis for further exploration of photography, fine-art printing, and more radical digital experiments. The broader classroom discussion emphasizes computer-generated and -manipulated imagery as a new paradigm in contemporary art, photography, and culture in general. Students are encouraged to explore the potential of digital tools in the context of their personal work—visual arts-related or otherwise—stressing open-ended visual possibilities, as well as technical and conceptual rigor.

Faculty

Photogrammetry

Open, Concept—Spring

Photogrammetry is the process by which, using specialized software, multiple photographic views of an object or space are analyzed and reconstructed into digital 3D models. These uncanny virtual recreations from the real world can then be used as digital props and environments in rendering, games, and animation projects. In this course, we will work with this exciting process, generating our own models and importing them into 3D software to edit, texture, and combine them into larger virtual scenes or export them as assets for games, visual effects, or other more experimental uses. We will work in both controlled studio environments as well as “en plein air,” with the ability to capture manmade as well as natural objects and spaces, subsequently generating their virtual doppelgangers in the computer and transforming their meaning as digital art objects.

Faculty