Some screenshots of visual research for Tremens during our residency at Residenztheater, Munich.Trying out some very high quality water simulations with dynamic lighting, transforming the foyer of the ...
An experiment in deconstructing faces, I only discovered the amazing work of Shintaro Kago afterwards… Mr Kago’s work for reference below:
What if we blow up a snail shell to cathedral like proportions and walk in it?
Starting from a 3D scan of CREW resident performer Wieke van Rosmalen, I worked with volumetric techniques to create lace-like detail that evokes both horror and delicacy.
Ran into some screenshots of environments based on scans of Liège railway tunnels back when we were working on Delirious Departures.
Faces are the hardest to do in 3D, eyes are the mirrors of the soul and all that, but maybe we don’t need eyes at all? Try talking to someone with your eyes closed, it’s very difficult.I ...
I took an older man’s face, scattered points across it, added some noise, and made them fuse into blobs. Attaching them to sensitive regions with mucous membranes creates an immediate sense of illness ...
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.
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 ...












