The Uncanny Valley, 2017
The goal of this project was to capture the uncanny valley in the realm of a navigable, 3D environment using 3D scanning techniques, photogrammetry, and rending software (Blender, Unity). The uncanny valley is described as the feelings of revulsion and eeriness that human beings experience when confronted with an object that is highly realistic—yet not exact—in human form and characteristics.
After a lot of trial and error with various scanning, rendering, and photogrammetry software, I finally decided to embrace the invariable glitches that come with free scanning software (with hardware on a budget). Instead of trying to clean up the scans, I let them be—their organic, warped forms become one with their rocky landscape and mimic the weather-worn monuments of civilizations past.
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