Saturday, 5 May 2012

EXP 2 FINAL SUBMISSION - The Space Between

Electroliquid Aggregration


"In order to have original thoughts, students of architecture need to test their ideas, reiterate, go backwards and forwards, and be one with the environment around them. A narrow minded designer will imitate, go with the crowd, think in a linear fashion, and would only move forwards in a horizontal manner, but at the end they are invisible to the public."

The three textures used for the final building

 

5 Images captured on CryEngine3 

1)

2)

The dark texture on the side emphasises how some students continuously seek for new ideas, back and forth, generating unique designs in architecture. They don't imitate others so that they can be recognised within the public. 

3)

The straight-lined texture at the top reinforces the idea of thinking horizontally and that those who continue in this manner, will never find their individuality within the architectural society. 

4)
The gap in the middle (between the red sections) represents how narrow-minded designers would think.  They would ultimately become invisible within the public as they would only think in a horizontal manner. 

5)


 Link to levels via Gamefront 

http://www.gamefront.com/files/21651737/ARCH1101_Dorothy_Lam.zip

Google Warehouse Link 




(tagged as ARCH1101 EXP 2 Dorothy Lam)

Wednesday, 2 May 2012

Week 3- Electroliquid Aggregration & 36 Textures from light to dark


Electroliquid Aggregation


Morphing Aalto and Kengo's concepts together into a story to tell others. 
Alvar- Rhythmic arrangement of elements mimics the tactility of the forest.
Kengo- Horizontality and low scale of the building complements the discreteness and invisibility of the architecture.


"In order to have original thoughts, students of architecture need to test their ideas, reiterate, go backwards and forwards, and be one with the environment around them. A narrow minded designer will imitate, go with the crowd, think in a linear fashion, and would only move forwards in a horizontal manner, but at the end they are invisible to the public." 



36 Textures from light to dark 



Textures 1,2,3 represent the students that are narrow minded and only move forward in a horizontal manner, where they ultimately become invisible to the public (for example texture 1).

Textures 4,5,6 represent those students of architecture that think out of the box and experiment with their ideas. They continuously test their ideas, backwards and forwards, in which they discover their individuality.

Tuesday, 1 May 2012

Week 2- Second attempt in CryEngine3

I tried manipulating the first building and made it look less compact and squished together. 
 

My second attempt in Cryengine3 went much smoother than attempt 1 as i was able to import the structure into Cryengine3 by Google Sketchup much faster. These are a few screenshots of what the building looks like in the new landscape. Similar to attempt 1, i kept the colours red and yellow, these signs are used to tell me where i would probably put the textures on.

Thursday, 26 April 2012

Week 2- Importing into CryEngine3

This was my first time importing my buildings from Google Sketchup into CryEngine3. Although there were lots of complications with setting up the files and folders in the beginning, I finally was able to import it into CryEngine3. The comment you gave me said that i should try importing the first and second building, but since I was already in CryEngine3, I decided to do all three to test out the possibilities. 


Building 1-

 Alvar- Rhythmic arrangement of elements mimics the tactility of the forest. Kengo- Horizontality and low scale of the building complements the discreteness and invisibility of the architecture.



As Russell said during one of the lectures, the red really does work with with the reflection of sunlight. I think that this building really works well with the concept. 


Building 2-


Alvar- Vertical framing and grand steps creates a climatic method of approach. 
Kengo- Placement of planes as a filter of light




II think I will need to play around more with this building .



Building 3- 

Alvar- Vertical framing and grand steps creates a climatic method of approach. 
Kengo- Placement of planes as a filter of light




I think that this building works well with the concept as well as the landscape. 

Overall I think building 1 and 3 works well with the concept as well as with the landscape in CryEngine3. Since you said to use building 2, I will play around with it more on Google sketchup and import it into CryEngine3 once again. 


Wednesday, 25 April 2012

Week 2- 3 parallel projections exploring the interconnection

These are my updated interconnected aggregations. To differentiate the two architects' concepts, I've made Kengo's concepts white, while Alvar's black.   

1)    Alvar- Rhythmic arrangement of elements mimics the tactility of the forest.
       Kengo- Horizontality and low scale of the building complements the discreteness and invisibility of the architecture.

  




2)  Kengo- Placement of planes as a filter of light.
     Alvar- Emulation of the exterior by controlled light.






3) Alvar- Vertical framing and grand steps creates a climatic method of approach. 
   Kengo- Placement of planes as a filter of light



Tuesday, 17 April 2012

Week 1- Experiment 2: Axonometric drawings of concepts



Kengo Kuma 

1)Placement of planes as a filter of light

2)Reflection as a way to create infinite space and ambiguous boundaries and alters spatial awareness.


3)Horizontality and low scale of the building complements the discreteness and invisibility of the architecture.



Alvar Aalto

1)Emulation of the exterior by controlled light.


2)Vertical framing and grand steps creates a climatic method of approach.





3)Rhythmic arrangement of elements mimics the tactility of the forest.