Monday 24 June 2013

FINAL SUBMISSION

Mash up of 3 news articles

The mash up was the first step I took in creating my cryengine model, it helped me in what I had in mind as what I wanted to have for a bridge and architectural folly.

The submission for this can be found here.

18 sketch perspectives

This step if my development was different as it helped me understand how that the letter “F” can look different just by changing its size and form it helped me to create a bridge and understand that I can change and scale the side of my bridge and architectural folly

The submission for this can be found here and here.


36 custom textures
This part of the assessment was to create custom textures, this course had a lot got to do with creating custom textures in my other assessments, in saying this it has helped me to create different and help my understanding in how to create a texture.

The submission for this can be found here.

Sketch-up model and elevators

This part of the assessment was to require me to create a moving elevator in cryengine, I can say im very pleased in how far I have come in using the program. This elevator I applied to a draft model of my cryengine just to understand how I can create a moving object.

The submission for this can be found here.


Draft cryengine environment

This part was to create an environment of our choice I chose a valley from my country of origin that is Lebanon. As I was confident with using cryengine I created my valley to my satisfaction and to suite my bridge that will be created as well.

This submission for this can be found here.


Image captures and architecture

I can happily say I’m very pleased with the result that I have ended up with my bridge and folly as I have been open minded throughout the progress and my concept of “technology is a joke” that helped me as without the technology we have today bridges and buildings as mega as they are today will not be possible.
The design of my bridge is manly 3 zones and one zone on water level as my folly all my ways to get around are with elevators as my zones are just hanging around on the sides of the rock and elevators will take you around the bridge

The folly I created on the lower floor was that I wanted as the student’s to be on water level to really see the way the bridge is hanging on the rock and as I said without technology it wouldn’t be possible. As the folly is on water level it is a way to feel free and a way that sitting on water

In conclusion I am very pleased with the results of my bridge and I know that this will help me in my future in designing and understanding a building with we can jump into it in the virtual world.


Below are the photos of my final submission of my bridge.









STUDENT ASSESSMENT CRITERIA

below are the two student assessment criteria for Aram Odesh and NEVV

Friday 21 June 2013

EXP 3 - Final Submission (Draft)


The mash up

This is a mash up of 3 different articles that related to architecture to make our own concept of a theory.
"Technology is a joke, Technology is a...."

click here to read more

18 sketch perspective drawings 

This part is the development of the 18 sketches we had to create using the letter “f”.

Click here to see more.

36 custom textures

The 36 custom textures were created to define the 6 words we had the 6 words I had are LINEAR, ROTATIONAL, SCALAR, ACCELEATION, GROWTH and HULT.

Click here to see more.

Elevator and folly

This part of the experiment was quiet fun as we got to make an moving object that is an elevator we can make it move in any way or form as we like, the folly was a part to see and have a feel of how the elevator works with a still object.

Click here to see more.

Image captures and architecture

In this experiment I wanted to keep my design simple but a stand out, the way how technology is being used as well can make the impossible possible that is been my motivation to make something that with the technology we have today is made.


Click here, here and here to see more.

Tuesday 18 June 2013

Exp 3-week 4

For week 4 of our exp3 we had to create and develop 36 custom textures that had to define the movement of each of the 6 words we have chosen the 6 words I have chosen are “LINEAR”, “ROTATIONAL”, “SCALAR”, “ACCELERATION”, “GROWTH” and “HULT”. Below are the 36 textures according to the words.








Our next step was to apply these textures to at least three places within out scheme to help the bridge in navigating throughout the bridge as my bridge has not yet been developed I will apply the textures to the places I would like to use below are the textures on the bridge in sketch-up.



Tuesday 4 June 2013

Exp 3-week 3

For my week 3, we were required to select one of the planes shown in the lecture and play around with the spaces to input the required spaces we need set out in the brief. I have chosen the Pantheon in Rome.

To develop my bridge I set out a list of the spaces needed with the sizes and how many rooms will be a good number. Below is the list of spaces and the sizes of each room.


I then used the plan for the Pantheon as a inspiration and developed my bridge using sketch-up. Each and every space I have put in zones and as you can see the spaces is shown the zone it is in. below is the model in sketch-up.




My next step was to import my bridge in my environment in cryengine and to see how the bridge works with my valley. Below are the shots taken from cryengine of the bridge in my valley.



Friday 24 May 2013

Exp 3-week 2


The second week of our experiment 3 was to develop a series of 2 point perspective using the concept of 3 “F-shaped prisms in space. We then had to redraw the set of prisms twice to develop 18 two point perspective sketches. Below are my 2 point perspective drawings






I then took one of my best perspective sketches and created it using sketch-up. in doing this in sketch-up i thought of a way were I can have my elevator I decided to have it along the side as it will suit the environment. Below is the developed model in sketch-up and elevator in cry engine.











Monday 20 May 2013

Exp3 week 1

The first task in experiment 3 we had to create 18 one point perspectives and thinking of the relationships between 3 F-shaped prisms as concepts for an architectural folly. Below are my 18 one point perspectives.



 
perspective 1 


perspective 2 and 3


perspective 4 and 5


perspective 6




The next part of this task was to develop some of these perspective drawings in Google Sketch-up. I chose 3 out of the 6 perspectives to which I thought were in interesting form. below are the drawings in sketch-up


sketch-up 1


sketch-up 2


sketch-up 3



 We also had to find a valley from our country of origin and re-create it inside of cryengine. for this i will be going back to my birth place lebanon its a amazing place and its got amazing people, culture and sites to see the valley ive chosen is a famous land mark in lebanon its called "El Roche". below is the photo and the valley i crated in cryengine.



5:00pm 15/05/2013






The final part of this exercise we had to create a mashup of 3 articles that could be anything got to do with “architecture”, architectural computing” and “engineering”.  Below is the 3 article mashup.



The new generation of architects designing with what is still something of an emerging, if burgeoning, methodology. With 872 illustrations throughout, projects range from Barcelonan aviaries, Delta swamp spas, Bolivian Urban parks to New York penthouses but as you would expect for a movement characterised by a lack of commissions even amongst its established practitioners, expect a lot of highly stylised renders, and not a great deal of built work.
Ambitious towns around the world have since tried to emulate the "Bilbao effect" by erecting statement buildings of their own. These often rely on novel design and construction techniques – just as it took computers to turn "starchitect" Frank Gehry's loosely drawn Guggenheim sketches into titanium reality.
Digital architecture uses computer modelling, programming, simulation and imaging to create both virtual forms and physical structures. The terminology has also been used to refer to other aspects of architecture that feature digital technologies. The emergent field is not clearly delineated to this point, and the terminology is also used to apply to digital skins that can be streamed
"Technology is a joke, Technology is a…."


Saturday 4 May 2013

36 textures

In the final week of our experiment 2 we were asked to create 36 custom textures that form from light to dark. when i was developing my textures i tried to keep them simple and elegant to have a light to heavy feel because the textures will have a great impact on my model. 

below are the 36 textures i created.

 
 


When we had finished the textures we then were asked to pick one "light", "medium" and "dark" texture to place on our monument i tired to keep the textures i picked to flow and fit my building and the environment around and to keep the the concept alive within my clients "Winka dubbeldam" and "Archigram". 

below are the three textures i have chosen to place on my monument.

\\
"Light"


 "Medium"


"Dark"   

for my monument i chose to apply each texture at a different level for my light i wanted to apply it to the lower levels of the monument, the medium texture i applied to the flat walls and the dark i applied to the higher levels of the monument. I did this so each texture has a feel to each level and environment around because i wanted to keep the light to float the medium to hold and the dark to be strong.

below are the textures applied onto the monument.


"Light"


"Medium"


"Dark"


Next we were asked to create a monument at a macro scale but the monument had to be taken from our model and to have the concept of the "electro liquid aggregtion". This part was good for my monument not because it was easy but because it helped me to create a path and a lightness to the monument in saying this you will see why it helped my monument because the macro scaled helped create my stairs. I used the lower floor level of the monument to create the macro scale.

below is the macro scale.



macro detail


The concepts that have inspired me are:

"The buildings core essence - Winka Dubbeldam"

"Buildings can be a human escape hatch from environmental conditions and dropped or placed anywhere - Archigram"


The final step was to develop our monument and environment and capture 5 images using fraps.

Below are the 5 images of my monument.

 this image here shows how the monument can adapt to the environment and how the floor is just floating over the edge

 this images captures the use of the textures and how they have the strong feel and how it is overpowering the monument in a good way

 this image is to how the different lights used and the feel and warmness about the monument

 this is a birds eye view of the monument and the use of the lights to bring it alive in the environment


this is another image showing how the lights and shadows work with the monument and the environment around


Google sketch-up model: http://sketchup.google.com/3dwarehouse/details?mid=32aa12c69ff863ed6056f531bfaf95c1

Cryengine 3 file: https://www.dropbox.com/s/hz6pzex39afumt4/ribal.arch1101.cry?v=0mwng and https://www.dropbox.com/s/t9hns2jo1gyo0ob/terraintexture.pak?v=0mwng