Sculpting the Core
In Blender. I modeled a central, organic symbol, a 3d flower.
I moved the flower model into KeyShot, for its Texture, Light, and Animation where I focused on giving it a simple machine like vibe, animated the flower slowly turning, anexported the frames only, which gave me full control later in video editing.
Once rendered, the frames were stitched together in Premiere Pro to produce a looping animation, lightweight, editable.


Resolume + FaceOSC + Max/MSP
Since the flower has to respond to people, I used FaceOSC to track facial movements, interpreting gestures and expressions. A Max 9 patch to process this incoming data and map it to decay parameters. UDPsend to push the control signals directly to Resolume Arena, where the flower video lives. Resolume became the decay environment. As a viewer approaches or moves, the flower visuals begin to glitch, shake and distort.

What’s Next
Now that the pipeline works, from face input to visual output the next steps would be working on:
-More advanced facial tracking
-Sound integration: the next phase will let the flower sound different based on mood
-Visual regeneration zones: can stillness heal the decay?
Final Thoughts
Prototypes are weird. You spend a lot of time worrying about how close they should be to the final piece, how polished, how functional, how perfect. But in the end, what really mattered to me was the process.Just figuring out how to get even a little closer to the feeling, the behavior I imagined was enough.