MachineOs
Sculptures imagined on computer in 3D, then cast or print in metal.
I come from the bronze age, having been a foundryman for 15 years. Then I became interested in virtual space. That’s what I experienced. This passage from one to the other. Today, I would say from one from the other. With the MachineOs series, I sought to interrogate this new tool by bringing into dialogue the modeling concepts at work in my software. A bit like a blowtorch talking to a hammer. MachineOs are thus the result of a dialogue between polygonal modeling and NURBS. One is more geared to mechanical, angular shapes, the other to organic, supple forms.






















