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.
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"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