Transmogrification

In the "real world," the act of sculpting involves applying transformations to objects, much like how a chiselled block of stone may be shaped into a sculpture. Inspired by this, I was curious to explore how transformations could be applied to digital entities, treating them as raw materials. "Transmogrification" is a collection of two-dimensional multimedia experiments reflecting on this concept. In contrast to the natural world, which is governed by physical and chemical laws, digital entities are subject to system-defined rules, such as the processor of a computer or the software hosting the entity.

I started by hand-drawing a series of two-dimensional raw materials, which I then converted into digital entities composed of vectors. I looked for actions that would transform these entities (digitally chisel them) into sculptural objects. Unlike 3D modelling, where control over the outcome depends on the operator's proficiency with the software, I wanted to "chisel" my entities using a series of simple operations over which I had little control. For this particular series, I used interpolation functions. The resulting sculpture is crafted from the sequence of steps required to transform one digital object into another.

From 2022 these pieces were made with Illustrator's blend tool. In 2026 the process became its own instrument, the Transmogrificadora. It pairs the shapes of two drawings by a rule you choose, and every rule gives birth to a different creature in between. Each change also has its own sound.

Try the Transmogrificadora →


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Illustration