Of all the artists I enjoy to publish on Expo156, there is one whose work immediately sticks to our eyeballs, a bit like his extensions of metal or transparent glass which merge with the human body. This is the artist Kaan Ulgener. Originally from Istanbul, he lives and works in London. I told myself that I was going to ask him a few questions to learn more about his futuristic work with biomechanical sensitivity.

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Can you define your work?

Kaan: Id define my work as heavily conceptualized, scifi influenced works for the wearable technology industry and cyberfashion/digitalfashion and there are the brutal and erotic and yet Cyborg series that I’m constantly digging in for new rigs/tools.

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How do you articulate the relationship between the human body and technology?

Kaan: I’ve always enjoyed Seeing sophisticated devices attached to human bodys, a device that keeps the body parts alive in order to survive, basically an upgrade to human body that will lead to live healthier or easier than it before, and desiging this kind of concepts of futuristic objects and devices gives me more understanding of what to come in the near future of wearable technology!

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Which SF artists inspire you the most?

Kaan: There are several artists has been always giving me inspirations like Hans Rudi Giger, Moebius, Hajime Sorayama but Giger is my favourite of them all. He has a super important role in my life and on my works.

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(Images of H.R. Giger selected by Kaan to illustrates the interview)

What is the technical production process to create your works?

Kaan: The technical side of my works are always depending from what I do with the specific software, most of the time I start with concepting on 2d by sketching, if it makes sense or its looking fun, I start building it on 3d platforms such as Zbrush, Moi3d, Substance Painter, Blender, there are so many software for different kind of field, I use virtual reality as well, in my pipeline preferably in the making of the masks and for the real world sizing or just to see it in vr see the details or tweak the small features of the object. Rendering mostly take long because I work on high poly models however it depends wheater I use glass/liquid as they take extra time to render.

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Thanks for your answers Kaan! I hope that your hydroglass creations of which you have the secret will continue to flow for a long time in our other worlds and that the metallic frames of your art will always surround our minds!

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Interview by Charline Kirch for Expo156

Images credits Kaan Ulgener & H.R. Giger

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