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Bonecage
with meat

with meat

without meat

without meat

Bonecage

A recent exploration of the concept of encasement and overflow. The exterior shells (or both porous shells in the non-meat example) were generated using mandelbulb and then refined and sculpted in zbrush, primarily using global deformations (eg inflate, spherize etc).

The meat, as a base mesh, was based on a mandelbulb algorithm, and then arrayed and processed in zbrush. I wanted the interaction between the materiality of the external cage and the glossier, meat matter to be more symbiotic, almost as if the meat grew around the cage over a period of time. Almost like a dual-mesh expression.

I have a lot of fun making these as I find that I end up getting in a more exploratory mindset, whereby the interaction and expression of the geometry is experienced on a 'purer', stripped down level. There is an extent of observational analysis (I had taken a picture of a tree, the bark of which had grown around a chainlink fence over time - it looked like model intersection glitching!), combined with the generative design, in that I am not really dictating the generation of the primal form, but reacting and manipulating it based on intuition.

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