Year: 2025
Size: 3D Print: 90×90×60cm; Film: 1 Minute 49 Seconds
Medium: PLA Plastic, Digital: Houdini, Unreal Engine, Meta Quest 3
This project spans VR, sculpture, and wearable design, originating from a Newton–Leipnik strange-attractor equation I evolved into a 3D lifeform. In Unreal Engine, I built a VR world inhabited by these monumental creatures — rib-like corridors and open mouths forming a hive-like biome with no fixed ground. At our school exhibition, visitors described the experience as “beautifully unsettling,” often losing orientation and bodily boundaries.
I later 3D-printed the creature, hand-finished it with metallic pigments, and adapted it into a performative headpiece, sparking my research into digital fashion — parametric garments generated from mathematical and architectural systems — presented in a digital runway with process documentation.
The project culminated in a collaboration with filmmaker Leon Lin on Pseudosynthesis, exploring how motion capture and emotional improvisation translate movement into shifting digital identities.
https://vimeo.com/1145630190?fl=pl&fe=sh
Year: 2025
Size: 15×40×40cm
Medium: Procedural Creation in Houdini, 3D Prints in PLA Plastic with Metallic Spray Paints
A translucent 3D-printed mask, generated from parametric architectural algorithms in Houdini, hovers between body and machine. Light filters through its woven lattice, merging with the wearer’s skin to reveal shifting identities beneath a cybernetic shell. I designed this “second face” to both conceal and expose — a synthetic epidermis for psychic intimacy that transforms alienation into touch, and turns estrangement into coexistence between the organic and the digital, emotion and computation.
This exoskeleton reimagines the body’s surface as a porous interface for digital empathy. The repeated sanding and priming of each printed layer mirror the slow coevolution of matter and simulation, where every refinement blurs the boundary between what is built and what feels alive.
