maps
2018 - 2024
from 3D to infinity | the deconstruction of 3D models
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about the project:
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Through the deconstruction of 3D models using software, this project explores the interplay between body, object, and time through the creation of computer-generated art. By mapping and unfolding 3D models within the software, the project deconstructs them into fragmented components. These maps defy practical use, as the software is pushed beyond its intended function. The models appear to spiral out of control under these commands, generating 'free' and unpredictable images. Ultimately, the computer formulates a new visual language, creating 'paintings' that seem detached from their original forms.
The project consists of three series of model mappings, each exploring a different theme and technique:
1. time maps
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about the work
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In this series, the focus is on the perception and representation of time in the post-image era. Using specific commands, the software deconstructs 3D clock models infinitely, creating new sketches that diverge from the original. The ability to zoom in on the deconstructed model is a glitch in the system, causing the image to generate more information and transform from a 3D model to an endless 2D drawing. The process stops when the computer can no longer process the zoom-in.
2. body maps
2018 - 2024
Deconstructing the Body |
Mapping the Language of Three-Dimensional Skeletal Fragments
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about the work
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The software deconstructs 3D models of skeletal parts. Mapping the model into particles generates cryptic maps, a kind of coded language that, at first glance, seems understandable only to the computer. The deconstruction of the skull model and the organization of the parts using the software resemble the way skeletal fragments found in archaeological digs are laid out, where even the smallest piece is given great importance and a place in completing the full picture.
further reading
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Body Language | Dr. Elinore Darzi, text from - Song of science catalogue | Weizmann Institute, (p.178-181), 2022
3. disarming
2024
Disarming the Virtual | Deconstructing Three-Dimensional Futuristic Weapons
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about the work
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The Disarming series consists of weapon models from video games—fictional, futuristic weapons. The software is given a command to arrange the model into a layout suitable for projection onto a box, onto a 3D cube. This choice references the way weapons are traded and move between the real and virtual worlds, from place to place, from country to country. The final result resembles an X-ray of the model itself, revealing only its skeleton—deconstructed and burned onto a metal surface without color.
exhibition views
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