Sunday 29 April 2012

MONUMENTAL AGGREGATIONS pt3

PLACEMENT OF PLANES as a FILTER OF LIGHT
MIMICING NATURE FORM in the buildings assembly as a way to integrate with NATURE

Just did some basic push/pull while trying to maintain elements of the original shapes.

Stretched the design out vertically and horizontally to create more depth.

Increased the open spaces by stretching out one element much further and adjusting the planes to create two filters.
With this model, I didn't go as experimental as I did with the previous one because I wanted elements of the base models to be more apparent. Implementing this model into Cryengine, I would probably put this model as the backdrop to a forest path so that it blends in with the preceeding trees.

MONUMENTAL AGGREGATIONS pt2



INTRODUCTION OF LIGHT through SKINS POROSITY provides and integration into the ENVIRONMENT
VERTICALITY of the elements stresses importance in LANDSCAPE

Combined the two models and just push/pulled lots of the components while trying to maintain a filter of light.

Decided to flip the entire model 90 degrees and keep the light filters vertical while maintaining an open backdrop to keep the environment open.

Changed the position of the light filters and created a new open area as 'mingling space'.

Stretched out the light filter sections and also stretched the vertical framing. Reduced the overall scale.

Fixed up some minor glitches and coloured the parallel faces.


With this monument, I tried to be as experimentational as possible though I may have lost elements of the original models. For the surrounding environment, I would try to place this model in a valley-like area where the light would creep through crevices in surrounding mountains, thus creating an interesting shadow against the model. The open vertical frame would be used like a window into the surrounding environment.

MONUMENTAL AGGREGATIONS pt1


PLACEMENT OF PLANES as a FILTER OF LIGHT
VERTICAL FRAMING and GRANDSTEPS create CLIMATIC METHOD of APPROACH


This is the first aggregation concept that I came up with. These images show the initial concept (the actual model was improved on in sketchup then redrawn - more detail in to come in a later post). If I were to implement this into Cryengine, I would consider placing it on a cliffside or above a waterfall to integrate the idea of manipulating/filtering light as well as a grand method of approaching the monument.

Friday 27 April 2012

CONCEPTS - SKETCHUP MODELS


Not in any particular order, these are just the base sketchup models that I'm going to use for the second part of the task. I coloured in the parallel surfaces just to make it easier to see.

AXONOMETRIC DRAWINGS + REVERSALS version 2

ALVAR AALTO: MIMICING NATURE FORMS in the buildings assembly as a way to integrate with NATURE

KENGO KUMA: INTRODUCTION OF LIGHT through the SKIN POROSITY provides an integration into the ENVIRONMENT

ALVAR AALTO: EMULATION of the EXTERIOR by CONTROLLED LIGHT


KENG KUMA: DISPERSAL and DEFRAGMENTATION resulting in the BUILDING'S ENVELOPMENT BY THE LANDSCAPE


KENGO KUMA: REFLECTION as a way to create INFINITE SPACE and AMBIGUOUS BOUNDARIES  and ALTERS SPATIAL AWARENESS

ALVAR AALTO: RHYTHMIC arrangement of elements mimics the TACTILLITY of the FOREST


ALVAR AALTO: HOLLISTIC use of SINGULAR MATERIAL heightens sense of MONUMENTALITY


KENGO KUMA: HORIZONTALLY and LOW SCALE of the building complements DISCRETENESS and the INVISIBILITY of the ARCHITECTURE

ALVAR AALTO: VERTICALITY of the elements stresses IMPORTANCE IN LANDSCAPE


KENGO KUMA: PLACEMENT OF PLANES as a FILTER OF LIGHT


ALVAR AALTO: VERTICAL FRAMING and GRANDSTEPS create CLIMATIC METHOD OF APPROACH

Realised that my earlier concepts were closer to isometric, so I redrew them and change some others to reduce them down to five rectangles.

Tuesday 17 April 2012

AXONOMETRIC DRAWINGS













decided to draw axonometrics for all the concepts (i'll just choose which ones i'll use later). have a feeling some of them are borderline isometric so i'll fix those up later.