Wednesday, 10 October 2012

Modelling Progress

 _First Pavilion Structure

I am thinking of smoothing the outer edge of the structure.
The main structural elements of the pavilion will be made of metal painted white.
The triangular flaps will be a combination of metal ones and glass ones.

Distortions through perspective

_All the Pavilion Strucutres

This structure funnels the movement of people through the park which it sits on.
Each of the pavilion structures funnel to the path to travel to different points that surround the park.

The Train Station and the Offices to the left
To the Cafe at the top of the park
To the Offices to the right

The upper pavilion structure acts as an intersection, where light is shone through the glass panels, becoming a point where all the paths congregate and pass each other.


_Test Renders


_Flowgraph
The flowgraph I am planning to use is similar to the one I used for EXP 3 of ARCH1101

It involved using a Tag Point object as an axis of rotation. I think that I can adapt this flowgraph to use proximity triggers instead of button presses, as well as adapt it to open and close the various panels.

 I need to find a good way of lighting the underside of the pavilion. 

3 comments:

  1. Hey Jason,
    Looking good, just a couple of things:
    1. How does the structure represent your themes of repetition and distortion?
    2. Where is the emergence in these structures? As in what rules are applied to the parameters in the repetition and distortion? How does the repetition of the structures funnel the occupants?
    3. What is the purpose of the middle structure? I’d avoid turning the structure into a tunnel. What happen to the structures you developed in week 10??
    If you are making a Crysis environment, I’d avoid doing renders aswell. Your focus should be on developing a very realistic Crysis environment! High res crysis renders: http://www.crydev.net/viewtopic.php?f=326&t=72419&p=827939&hilit=r_CustomResHeight#p827939

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    Replies
    1. 1. From the top view, I used the idea you gave me that all the structures will appear to generally be the same shape. It is when you get the ground level that you see that the structures all "folded" in a different way to achieve their form. The repetition is reinforced through the triangular forms of all the faces of the structure. Individually, these triangles are all distorted in a different way to the other.

      2. The emergence of the structure can come from the shape of the 4 parts of the pavilion. They each share the same base shape, however with each iteration, some angles, lengths and rotations have been altered.
      I feel that my two concepts work together in order to guide people through the pavilion. Through the repetition of the triangular trusses, the "distorted" panels, which have a glass material, can stand out more to guide the occupants. I also feel that the movements of the panels opening are reinforced by the repetition, as it makes distortions more noticeable.

      3. When I was trying to figure out the form of the structure after finding the main paths, I had difficulty thinking of a good way to adapt the previous model I made to the paths. So I decided to have the structures which would funnel the paths congregate at the center. This center represents the intersection point I found that my paths take. In order to emphasize this, I decided to add a structure that would overlap all 3 of the lower structures, where light is able to penetrate not in a line, but rather a cluster in order to represent this idea of the intersection point.

      In regards to the Crysis environment, I was wondering if it would be easier to model the surrounding landscape in 3ds, and then import it into the Cryengine environment, as I can't think of a good way of creating an urban environment with Cryengine.

      Thanks

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  2. Good incorporate these into your reinterpretation introduction. List the applied rules which distort each of the repeated iterations.
    I much prefer the direction of your week 10 draft. The structure can funnel or suggest a path of movement without being so literal.
    The detailing still needs some work. The frame is bulky and unpleasant. Maybe consider a triangulated transparent steel mesh with steel supports that extend past to the ground. Still following your original design using a triangulated mesh and these sorts of materials: http://www.evolo.us/architecture/arteixo-tourist-office-alejandro-garcia-y-arquitectos/
    Yes! Model and texture all surrounding buildings, paths, curbs, roads, street signs, ect in max! I was hoping that this would have been already with submission just a week away.
    Need to also start thinking about other ways of utilising crysis to reinforce your concepts.

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