2.Digital bodies¶
Research¶
Research
This week promotes the application of 3D scanning, CAD modeling, and digital fabrication techniques to develop both digital and physical body models. These processes allow designers to approach the human form as a medium for creative expression and as a structural basis for practical design purposes
During thw week, I explored different digital methods to capture and represent the human body as a foundation for design. I used a combination of 3D scanning and CAD modeling tools, including MakeHuman and Blender. These tools helped me create a digital model, which I then transformed into a physical representation through techniques like slicing and assembly.
I learned how to manipulate body forms using laser cutting and experimented with patterns, such as waffle, radial, and bending shapes, to bring digital forms into the physical world.
References & Inspiration¶
Marina Abramović¶
Marina Abramović is a pioneering performance artist known for her exploration of the physical and emotional limits of the human body. Her works often involve extreme physical endurance, pain, vulnerability, and an intimate connection with her audience. Abramović uses her body as both the subject and medium of her art, often pushing it to its limits to confront issues such as identity, gender, pain, endurance, and the relationship between performer and audience.
Ana Mendieta¶
Ana Mendieta was a Cuban-American performance artist known for her "earth-body" works. She used her body in connection with nature, creating pieces that blurred the lines between the human form and the natural world. Her work often dealt with themes of identity, exile, and femininity.
Earth Body Sculpture and Performance 1972–1985 was organized by the Hirshhorn Museum and Sculpture Garden, Smithsonian Institution, Washington, D.C. The New York installation was organized by Chrissie Iles.
Ervand Kochar¶
Ervand Kochar MELANCHOLY
The big city, the symbol of civilization, dissolves man’s individuality in itself and destroys man; and man, the greatest creation of nature, is suddenly faced with the realization that his activities are disastrous for the planet.
Ervand Kochar (1899–1979) was a pioneering Armenian sculptor and artist whose innovative work combined elements of modernism with traditional Armenian themes. Kochar is widely regarded as one of the most influential figures in Armenian art, but his impact extended far beyond the borders of Armenia, as he was a key figure in the European avant-garde movement during the early 20th century.
Process and workflow¶
Process of Creating a Digital Human Body After attending lectures on the human body, I began by conducting research on the portrayal of the human body in art and its evolution over time. To gain contemporary insights, I explored digital body creation techniques used by alumni of Fabricademy. This research gave me a foundation for working with digital tools to represent the human body.
Step 1: Using MakeHuman App
To start, I installed the MakeHuman application, which is a versatile tool for creating realistic human figures. I explored various tools within the app, experimenting with different body proportions and features. After completing my model, I saved it in OBJ format, a common 3D file type.
Step 2: Scanning and Blender Exploration
Simultaneously, I attempted to scan my sister’s body to create a more personalized model. I imported the scanned data into Blender, a powerful 3D software, but found the complexity of working with the scan challenging at this stage. Despite some difficulties, this experiment helped me better understand Blender’s tools for manipulating and editing 3D models.
Step 3: Returning to MakeHuman and Importing to Blender
Afterward, I returned to my initial MakeHuman model and uploaded the OBJ file into Blender. In Blender, I used different tools to refine the model, cutting and isolating parts of the human body to achieve a desired look. Blender allowed me to explore and adjust the structure of the body in a detailed and precise way.
Step 4: Preparing for Fabrication
Once satisfied with the digital human body, I saved the model and opened it in Slicer by Fusion, where I created the final version of the model for fabrication. From there, I converted the files to SVG format for further adjustments.
Step 5: Modifying in CorelDRAW and Laser Cutting
Testing process
I then opened the SVG files in CorelDRAW to modify the design for laser cutting. I focused on refining the joints and connections to ensure that the physical parts would fit together seamlessly. After a test cut to verify that the joints worked as intended, I proceeded with the final laser cutting of the human body model.
Assembly Process
Tools¶
- Mesh repair with Blender
- 3d Model with MakeHuman
- LaserCut
Final product
3D Models¶
upload the 3d models of MakeHuman, Final 3d modelled body, 3D Scans, etc
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Fabrication files¶
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File: 3d modelling of mannequin ↩
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File: Laser cut sheets ↩