Introduction
“Modelling does not mean putting into shape and volume designers’ projects. The digital modeller, or sculptor, is therefore an important actor in the achievement of projects, thanks to his pluridisciplinary knowledge allowing him to work in a team.”
David Ferré
Head of the Digital Modelling & Sculpture curriculum.
Volume
Nowadays digital modelling predominates (3D software), but volume, essential to the conception of design projects, must be approached
manually.
Indeed, traditional modelling and mock-up making are fundamentals to master shapes and materials.
The teachings are based around 3 main axes: creativity, methodology and technique.
The team of professors is representative of this pluridisciplinarity and
transversality, the 2 watchwords of the curriculum (3 years of study).
Sculpture
The sculpture is at the heart of this curriculum as it ensures the knowledge of volumes and surfaces.
The shape translates the designer’s thought and the function of the created products. The modeller is therefore a “shaper”, proactively working on the form with the designer.
The digital tools constitute the essentialpart of this activity that has become a methodology more than only an execution work. Industrial professions are teamwork and digital modellers are essential players of this team, as creative in their field as the other professionals around him.