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DESIGN & CREATIVE NEWS

Artist TZUSOO Explores Digital-First Physical Sculpture Workflow Using Blender

Artist and animation director TZUSOO highlights her extensive use of the open-source 3D software Blender as the core apparatus behind her ongoing project Agarmon Encyclopedia. Starting her self-taught journey with earlier versions of the software, she utilizes its wide-ranging toolset to construct complex digital creatures and immersive world-building displayed in international cultural institutions and museums, including the National Museum of Modern and Contemporary Art in Seoul.

The artistic workflow operates through a dynamic exchange between the digital and the physical. Computer-generated creatures born inside Blender are translated into tangible sculptures crafted in collaboration with specialists, forming natural ecosystems where materials age and weather over time. These physical iterations then feed back into digital video productions and spatial exhibition sketches created entirely within the 3D application.

Collaborating with a dedicated team through her studio Princess Computer, TZUSOO manages pipeline tasks ranging from modeling and rigging to lighting and simulation. The practice emphasizes human craftsmanship and rigorous technical execution using standard digital content creation tools as an artistic counterpoint to automated media generation.