ZISHI TU
Mix Media installation
3D Art

Zishi Tu is a Creative Technologist and 3D Artist based in London, England. She creates multimedia works, including interactive installation, pen plotter paintings, and visual games, using 3D modeling software, animation tools, and programming languages. Her works revolve around themes of cuteness, mythology, play, and world-building. 

Zishi Tu(子石)是一位数字艺术家,3D艺术家,毕业于伦敦大学金史密斯学院计算机艺术专业。围绕着【让可爱角色来构筑一个等价世界】的主题,她将其想象中的可爱又暗黑的形象融入到各个媒介的创作中,包括机械装置、绘图仪绘画以及视觉游戏。并期待这些角色形象可以讲述新的故事。

︎︎︎CV
︎︎︎Works
︎︎︎3D Commission


︎︎︎Instagram
︎︎︎Twitter
︎︎︎Email
︎︎︎Artstation







Codename: J__Who is in Kit


Mechanical Installations

This is a collection of 4 medium-sized mechanical installations, combining cute characters to construct a real-time changing spectacle. Each installation will continuously perform its own repetitive choreographic movements, independent yet interconnected, including visual fusion and data correlation.

Sep 2024
Wood, Resin, servos
Arduino, Fusion 360, Blender








This project is aimed to build a Second World that equivalent to our world, the Second World(SW) is the world builded by computer,and I call our Universe the Original World(OW)。Leibniz believed that our world is the best of all possible worlds, chosen by God. But it might be over optimistic.If all possible worlds are merely different rules running on a Cellular Automaton, and The God as the world machine is largely the work as a Turing machine, then our world is just from a contingent computational process. The Second World, as a pure computable world without any undecidable and uncomputable, may be a more perfect world compared to the Original World.




Continuing the concept and technology from "Codename: J," I want to construct an environment with my character, where the audience, as they are observed, steps into this space and can only see fragmented, disjointed pieces. In the moment these characters assemble them together, the audience can recognize certain identifiable objects, but in the next instant, everything dissolves back into fragments.






Technical Implementation

In the design of the mechanical structure, I largely followed the design process from "Codename: J." I first created rough sketches in Motion Gen, then moved on to Fusion to produce a complete animation simulation. After that, all the structures were either laser-cut or 3D printed. As an inexperienced carpenter with limited professional skills, reducing the amount of manual work helped to avoid many errors, such as cutting with a saw or drilling holes with a power drill.


Mechanisim


Prototypes

Character design






tuzishizhenyouqian@gmail.com