Texture Mapping Kintsugi

3D scanned forms often come with messy texture maps, torn to pieces by the machine as it blindly assembles a texture out of the input images. It pays no attention to the logic of organic forms, it is an alien intelligence. How can we draw attention to this in our rendering? What if the seams were made visible, rather than, as is mostly the case, inevitably erased, fixed, or remapped?

How could texture mapping explore the digital materiality of itself, rather than disavow it? 

In this set of experiments, I turn to the Japanese art of kintsugi, or, mending broken pottery with gold, for inspiration.

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