I tend to avoid sci-fi aesthetics in my VR work as it’s just a bit too obvious, the game engines push you in that direction. Anyway, here’s a bunch of scif-fi-yi scribbles.
I isolated some of the accidental person scans of Delirious Departures, processed them so that the details are very apparent. Hoodie man, I hope you survived Covid-19. Printed in resin.
So back in 2019, Eric Joris and I wanted to make large environments for our VR experiences. Most people were using photogrammetry at the time, but it wasn’t really suitable for us.We made a ...
Basically if you add strata to a bunch of noise algorithms, it starts looking like a building or other structures. Not quite Zaha Hadid yet…
In Delirious Departures, we worked with the scans of railway stations that had accidental artefacts of travelers. Instead of filtering out junk 3D, we emphasized these static figures with their ...
For the PRESENT Horizon project we needed a humanoid 3D model at CREW. I tend to avoid realistic characters as uncanny valley, an unease towards things that look human, is not something we enjoy at ...
For my last solowork, Blue Brute I went all out in cinematography, learning about lighting, camera angles and the like. Working now in VR I realize how different these two approaches are. The flat, ...
I’ve spent a lot of time the last couple of years to make photorealistic imagery in 3D. Having acquired this craft, I now realize it was a means to get passed it. Much as a good painter needs to ...