Mycelial Harmonics

In 'Mycelial Harmonics: Artistry in Sonic Expression,' I explore the captivating connection between mushrooms and music, using sound to illuminate these natural wonders. This project pursues the principles of the biophilic movement, highlighting the beauty of the natural world through art and technology.

Visualization: Real Virtuality

Bridging Real and Virtual Worlds

I decided to expand on the original, sculptural concept by creating a 3D model of these glowing mushrooms in a virtual setting. Recently I’ve been fascinated with ambient data visualization; How could a physical object in a real-world environment abstract something occurring in a virtual space?

By blending the tangible with the abstract and the virtual, this project explores the boundaries of conventional data representation. These mushrooms are not mere fabricated objects; they are living conduits of information, changing and evolving in response to the dynamic virtual world they represent.

Artistic Inspiration/References

Buckminster Fuller – sustainability and utilitarianism and specifically his geodesic dome designs.

Claes Oldenburg – (known for his oversized sculptures of everyday objects, such as hamburgers and typewriters) specifically his humorous, lighthearted approach to design – to be referenced as I incorporate Earthly reminders into the moonbase.

Le Corbusier – a Swiss-French architect who believed in designing buildings that were functional, efficient, but also minimalist – simple, geometric shapes and a focus on function over ornamentation.

Syd Mead – a science fiction artist and industrial designer who worked on films such as Blade Runner and Tron – sleek, pointy, futuristic architecture and technology. (the barn/robotics lab)

Chris Foss – a British science fiction artist who is known for his colorful, detailed spaceship designs from the 50s and 60s – specifically in how I design the textures, bright colorful, but weathered by the journey…

Process

The 3D models were created in Sketchup and then imported into Blender. I then crashed Blender multiple times trying to figure out new techniques and then opened the models in Adobe Dimension, which expedited the process of developing the textures and lighting for the scene. I also decided to include some naturalist elements to pursue a sense of “humanity” on the Moon (biophilia); The large opaque mushrooms glow certain colors depending on whatever challenge is being posed in the game at the time.

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