From reality to
digital and back
As stated in the first blog, the aim of my Dirty Digital project has been to
explore the sculptural interface between the digital and analogue, and to
ascertain the consequences of repeatedly passing geometry from one realm to
another. Access to equipment in Design school has enabled the digital scanning
of real sculptures.
Depending on line of sight vision, the scanner is unable to
discern geometry where overhangs or undercuts obscures clear viewing. The
result is a certain unpredictability in the form of the geometry the scanner
can identify. In the case of the donught like form built up with expanding foam,
it resulted in a hollow shelled out rendition, that resembles a stylised brain.
To date, an attempt to print on a Z-corp failed, with a SLS nylon version to
come.
A second attempt centred on a layered plywood form loosely
based on a trefoil. The resulting scan again had surface deviation from the
original, but not as much as in the previous example and in that sense was far
less significant in terms of generating or affecting form generation. The
resulting digital file was then manipulated with bend and twist deformers, resized and
then outputted as an RP model on a Z-corp printer. This particular scanning process
suggests that the most deviance in geometry occurs when the starting form has
more complexity in its geometry; meaning the potential for more geometry to be
lost or misread is greater.
Wood Ply Original |
3D Scan |
Z-corp print |