Tuesday, 17 November 2015

P H A S E 0 3

STILLS






VIDEO

entire video was taken in one shot on matinee... and all of the showers work not just the 2 I triggered on the video

from left to right: Original precedent model of Maison Cook by LeCobusier, bend and taper model, skew, stretch, bend and wave model, spherify, twist, symmetry and melt model. (modifiers used on the models)

With the bend and taper model, I wanted to give an illusion of the house being squeezed out of the space between the two existing buildings.
The skew, stretch, bend and wave model was made to make it look like it was under stress. The building appears to be struggling to hold up the weight of the pavilion that rests on top of it.
The spherify, twist, symmetry and melt model has an aesthetic that suited the pavilion with its sharp angles and aggressive stance

FILES:
3ds files
https://drive.google.com/file/d/0B4KLKWOTi3N4WEhrV3NPVFJOdXc/view?usp=sharing
pavilion files
https://drive.google.com/file/d/0B4KLKWOTi3N4ZEE5aWg5d2pnVTA/view?usp=sharing
UE4 files
https://drive.google.com/file/d/0B4KLKWOTi3N4My04UWFIb0hhSUU/view?usp=sharing

(WARNING!!: each time you play the project on UE4, the matinee will be triggered and you will have to wait like 2 minutes for the video to finish and if you climb the stairs by the cliff, it will also trigger a matinee. You can disable these matinees through the level blueprint)

Monday, 16 November 2015

CHOSEN PRECEDENT: MAISON COOK BY LE CORBUSIER





D O W N L O A D H E R E :: https://drive.google.com/file/d/0B4KLKWOTi3N4cVV5Q1lJMTBfVE0/view?usp=sharing

This house was chosen initially because of its simple design. After looking at the house plans, I later realised that this place is perfect to fit a small family due to its 2 bedroom, 4 story layout. The way this house was designed meant that the main way to get into the house was either in the middle or the back of the ground level. This makes the transition between private and public more obvious due to the access points of the house which aren't as inviting as a house with an entrance directly in front.

Saturday, 14 November 2015

progress

Has been slow... here is a sneak peek of the stuff I've been playing around with

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when I put it into unreal, the door widths from the plan were too narrow to fit through so I made them wider so you could actually walk through the rooms

Sunday, 13 September 2015

PHASE 02 GRASSHOPPER FILES

https://drive.google.com/file/d/0B4KLKWOTi3N4T0V5WmVOY1lGVVk/view?usp=sharing
https://drive.google.com/file/d/0B4KLKWOTi3N4R0sxelZNRjJ1Z0E/view?usp=sharing

for some reason all of my pavilions were the size of sydney when i imported an fbx into unreal.. i just uniform scaled them to fit the site except for the terminal line pavilions which i stretched to fit the site better.

PHASE_02:PAVILION || THE MOBILITY

The design of this pavilion was inspired by the ferrofluid that was shown to us during the mobility lecture. The needle like properties of ferrofluid when inside a magnetic field is replicated through out the pavilion design. the structure of the pavilion was produced with the dynamic realisation of kangaroo. the surface created from that was then overlayed with stellation from weaverbird. Originally, i was planning for this to be the floor of the pavilion but i soon realised that it makes for a better roof design.


















PHASE_02:PAVILION || THE EMERGENCE

The inspiration behind this pavilion design was the image of a school of fish in the emergence lecture. the way i replicated this natural phenomenon was by populating a curved geometry on a mobius surface. this created an effect similar to how a school of fish looks like. the "fish" on my pavilion design differ in size and is determined by an attractor point. this gives the design better depth as it doesn't just have something repeating over and over again in exactly the same way