Sunday 5 April 2015

Finals








Critiques of Peers from Week 6 Presentation

Elliot's Presentation
I think Elliot's design was very effective and the use of 2 different journeys really pushed the idea of his ritual. I think he drawings and render's were effective in telling his design but perhaps needs to consider how he is contextualizing his design in the site. In his presentation his plan and top elevation drawings had the renders overlayed ontop of very large maps making the buildings seem massive compared to the maps, this is something to be reconsidered for his finals.



Christian's Presentation
I enjoyed Christian's design and thought it conveyed the ritual idea effectively. I think her drawings are very good with the use of texture and colours but one thing that struct me while looking at them was the sense of depth. I think she needs to play close attention to perspective and light values to create this depth. That the closer the object the darker it is and as it gets further away the object will appear lighter.

I think her model of the glass and wood walkway was very elegant and the use of it in her perspective was very effective.


Saturday 28 March 2015

Walkthrough
A walkthrough of my project in CryEngine.

Plan, Section & Perspectives
To refine my design I have added in the brick wall on one side to show where the boundary is for 20 Wallace street, I then compacted my design so that it could all fit within the site. I added a walkway from the second bedroom, down under the house and up under the dream space so that a person could walk from start to finish through the space and experience the whole journey. For the walkway I wanted to introduce the 1m x 1m squares in a realistic sense so I created a spiral staircase pattern with them so the subject would be introduced to them with a realistic purpose for them later on to be bent into the surreal sense. I made the start of the walkway lit with warm inviting lights so they would start the journey, as they venture down the path it gets darker until almost complete darkness. As you walk from this dark hallway you approach the dreamspace and are bathed in bright florescent lights in different saturated colours. As you first enter the dreamspace you cannot see any of the house but as you move about the dreamspace the house is slowly revealed to you so there is a direction for your journey. As you enter the house I lit the bedroom with warm soft lighting similar to that of the start of the walkway so that you are drawn to the bedroom where the journey is finished. 





If the plan & section are printed out in A3 paper they will be 1:100 scale.

Sunday 22 March 2015

Models
Here are some pictures from my 1-20 timber frame room and 1-50 model of my design.

Conceptual Model






1:20 Timber Frame Model
Since in scale the balsa wood I had was 90mm I decided to use 90mm-70mm studs, therefore the spacing between studs would have to be 400mm. I choose to make my walls 3m high instead of the 2.4m that was circled in the tables that were given to us hence the 2 dwangs per wall.





Saturday 14 March 2015

Presentation
These are the slides from my presentation.







Plan & Section



Cry Engine
I decided to use cry engine as my render because not only does it look better that sketchup I can control the position of the camera easily and I can also use lighting to push my design idea further.
Here are some screenshots from Cry Engine.












Development
After some critique I was told that my design needs to be a bit more possible. Not that it will be built but more that it could possibly be built. I needed to represent the surreal dream space in a physical way so I decided to take some influence from my precedence and use real world materials to bend them into a surreal space. I still wanted the space to be a journey so I wanted the journey to start off underground and that the person would have to climb up these giant slabs of material to get up to the house. I think using a geometric feel to the dream space section would make it feel more surreal because things in reality are often not perfectly straight and geometric.

Sketchup
I started to make my sketchup model, I tore through most of the rooms with big ravines while leaving the bedroom intact to push the contrast of the bedroom being reality and all of the outsides being the surreal space. I wanted to start the journey in a highly geometric space and as you get closer to the bedroom things become more organic and realistic, like its being pieced back together. Here are some screenshots from my sketchup model.