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