Sunday, 23 June 2013

Cryengine Draft

Draft Model of Building:
-Untextured
-Different Changes to Completed model

Rough environment:
-Kept shape and water.
-Added Plants and Rocks.

Unfinnished Bridge:
-Changed due to model problems.
-Same concept design.



Overview:
-Changed Time of Day
-Remove fog
-Finnished valley floor

Elevator and Folly


Elevator Platform

My main part of my elevator was to be plain. The whole point of having Architectual Computing is to make things as easy as possible. In relating to engineering students, Arch Computing students need to have some problem solving skills. Simple is best.

Hologram Blockade
The main part of the elevator is the design of the digital blocks around it. These blocks are can be walked through when the platform is still, but are solid when the platform moves, to avoid falling off. They are showing that the digital part of architectural computing is till missing parts due to the slow and recent growth.

The Dean's Stand
 The dean is using the same elevator as the students. Why? Because the dean is still young to this new computing environment engin and needs to have a strong connection with the students. Most universities and schools class their teachers above the students, I belive that there is to be a strong connection between the dean and its students for there to be a top well known school. The dean should be teaching classes and communicating with staff and students evenly.

The stand is the only thing that should separate the students and the dean and that is during the speech before the deans brunch in the folly. After the dean has taken the elevator, the stand will come up from the ground which will allow him to speak in a 360 degrees to communicate to the students emerged in the environment.

Landing platform
The receiving end of the platform is this designed platform, The students who all end up when the elevator arrives can explore the environment. There are no boundaries when the elevator arrives so students can disperse in different directions, where the students finds the most attention to the environment. The platform top also matches the bottom of the building, relating that they should have being attached but have broken off in a digital fashion.
Folly Structure
More information click this link back to the drawings.
 The folly design is quite interesting. The design looks like "C" but is instead the letter "F" without the end tail. This design is to challenge the students to image what the environment could look like without limitations and to let their design grow, even when told wrong by others. It is placed between the landing platform and the pool of water.


Building - Design

The building I have designed is based off Frank Ghery floor plan of the Guggenheim Museum Bilbao. On a 90 Degrees angle, I cut off the lower half of the line and coppied the top of the building, and flipped it to match the top half of the building

Left: Grank Ghery's Plan
Right: My Plan
My design of the building was to have one long coloum that proceeds down to the bottom that helps navigate students and staff to diffrent parts of the building. The building has arms that extent outwards from the main pillar (elevator shaft) that are extending outwards, making it look like an explosion of inspiration. The bridge extends from the leftmost part into the gallery and to the other end. The bottom part of the structure extends to the valley floor.


The land that I wanted to design my building to fit into, is an old miming area in Tasmania. When I went to Tasmania for a holiday we went past a mining town. The dirt was orange with chemicals and I saw a lack of plants surrounding a valley. I wanted to show what it would look like for the building to inspire its 100 students to imagine what this place could look in the future.

The building's main inspiration was an explosion (like a bomb or grenade) that will cover the land in a virtual enviornment of the future of a town near/in the valley. My main aim is to get students to bring places that where looked as dead, and image what could be there.

Right side view of the building
My main design had separated a lot from the original floor plans and intentions, for example, the building had a lot of round surfaces. I turned them into squares and cubes because computer technology had a lot of history with cubic functions (mathematics and pixels). It is important to know the roots in relating to the land that once existed here before they started mining. The squares parts of the building represent growth that has extended onto the foundations (the middle pillar) to help evolve in the new industry. The limited window's is related to computer work, glare makes it harder to see the screen.

Main Bridge
Main Bridge

 The main bridge adopts a digital like structure that relates to computers. The blocks build up to the main building having less gaps towards the end. It represents a time lapse, as the building blocks towards the end have built up this technology and industry.

Bottom of the elevator shaft


Identical to the main bridge, the digital blocks are represented in another way. It is a link to the environment and the bottom of the valley. It is meant to look like a broken part of the valley floor (identical to the receiving pad of the elevator) which joins the school to the environment.

Bridge leading to Gallery
The bridge only bridge that is non-abstract is the entrance to the gallery. This is because the students work is to realistic, as they are trying to bring inspirations to the viewers of what could be of this land.

Bottom up view of the elevator shaft
The elevator shaft navigates the person through all the structures and parts in the buildings. The parts of the building give an sophisticated look that the building is eloping as one.


Below are parts of the building that are required to have:


Mash Up



Simulations can assist planners in optimizing their design and create visual representations of design scheme proposals. The objective of this experimental study is to investigate the architecture according to simulation and for design technologies typically adopted for physical modelling in architecture. This study also aims to observe the value of growing interest in recent years in the computer methods of visual representation. Project shows an approach that is close to a real time simulation which determine the perceived credibility of visual representations. Computer-aided modelling tool first results are available within several seconds, and reasonable results of architectural design. Developed by the authors especially, tangible user interface provide easy interaction methods for specialists as well as non specialists. The results of the simulation is perceived as a more reliable way of visualising information about the design proposals and shape recognition and computation power.

Sources


Globa & Donn & Twose, 2012, 'Digital To Physical: Comparative Evaluation Of Three Main CNC Fabrication Technologies Adopted For Physical Modelling In Architecture', Multi Science Publishing, vol 10, no.4.

Unknown Author, 2007, 'Interactive Simulation in Virtual Environments - A Design Tool for Planners and Architects', Multi Science Publishing, vol 5, no.1.

N. Bates-Brkljac, 2006, 'Visualisation of Architectural Design Schemes through Static Computer Generated and Traditional Visual Representations: An Investigation of Subjective Responces,' Information Visualisation, July 2006, pg. 337-342

Peer Mark (Week 13)


36 Textures - Movement

Preset Movement Words


We are able to identify new dimensions and limitations with the help of visualisation. This means that the computers will easily assist with the limit of physical models.
Lines represent a clean cut. The visualisation from architectural computing will help revolutionise the need for precise physical.models

Computers in the past have dealt with block environments. The inspiration for these textures comes from the squarish environments that the technology for Arch Computing is build around.

Chosen Movement Words

The growth of the industry of Architectual Computing has being expanding since the evolution of technology. It will further grow as long as it keeps up-to-date with today's expectations. However it is unknown where the growth will be at.
 It is unclear where the industry will grow in. A lot of past visionaries said that computers will aid with our needs. However it is unknown where the future will lead the industry.
There is no doubt, the industry is growing and has taken liftoff. It is only a matter of time that Architectual computing will assist with most of the concerns of Architecture. The life has only started for the industry.



18 Perspective Drawings - Folly

One Point Perspective
 

The Perspective views of this structure is the destruction of one 'F' by multiple other 'F'. Visualization can help make things less complicated. If one would like a model to be edited easily, Computer visualization is much easier.


 Repetition of dimensions is quite common in architectural buildings. Visualision can help supply multiple coppies of the exact object multiple times.

Not everything can be done with hands. Visually, the object is looked like to be made out of "C's, but can be defined as "F" Due to the hand structures and strokes of an F (3 lines). Computers can help solve visualisation problems that could be costly to build.

The main "F" is being sifoned off by the other 2 "F". Digital visualization can help cut the cost of models that architectural firms may need.

Two Point Perspectives


The F's have being placed on the same plane but are placed in odd and weird places. With the help of visualisation, we are able to see the F's more clearly. This can help clarify building functions in a structure that has being planed.



The "F" in the model have being explored more in the three dimensions. Drawing this, it was hard  without the help of visualisation. This is an example of an incorrect drawing without the help of Visualisation.