After completing a Fine Arts Degree I exhibited extensively during the 80's. In the late 80's I was chosen to do design work for tableware for Australian Fine China and ended up with several designs in production. This experience lead me to look at computers and their ability to help in designing for tableware. Those were very early days for design software. In 1992 I travelled on an Australia Council Grant to the US, UK and Japan looking at technology which could be adapted for use in 2D and 3D design. Prior to this trip I was given an Artist's Residency in Computer Science at Curtin University. During the overseas trip I made contact with MIT's Department for Mechanical Engineering who were developing a 3D printer which built in ceramic. Also, I developed a relationship with Cyberware, a 3D scanning company; a major software developer, Computer Design Incorporated and a US tableware company, Pfaltzgraff. Some of my ideas bought all these groups together and finally I was allowed to explore these options with an Artist in Residency at MIT's Mechanical Engineering Department in 1994.
Here, amongst other things we explored and did the first 3D colour printing. The idea was to be able to build the ceramic piece and incorporate the colour pattern or design in the printed part. The students I worked with at MIT were the incubators of what was to become ZCorp. In 1995, on returning to Perth I stayed on at Curtin's Computing Science Department as Artist in Residence, but also started a 3D scanning company, headus (metamorphosis). headus developed software for the manipulation of 3D scan data, of which there was little of at the time. As time went on we began to work closely with the fledgling animation, game and film industry. Our first major movie being Babe. headus is now 20 years old and there has been a lot of development of software tools and much experience in 3D scanning.
My inspiration nowadays is the accumulated experience of the past 20 years and the things we have developed. I'm beginning to realize I've participated in a period of great development and now you can look back and put them into a bit of historical context. I've worked with polygons and nurbs surfaces for all that time, sometimes wrestling with the inadequacies of being able to express yourself fully using them because the software wasn't capable. It is some of these past limitations that I realize now have their own beauty.