Tuesday, August 27, 2013

REAL vs REPRESENTATIONAL

The concept of the Real vs. the concept of the Representational - 

THE ICEBERG

The iceberg questions the perception of a real landscape - a distorted depiction of land, made more fluid and poetic through its formation.

The notion of the iceberg is one of mystery and reveal - a floating island of which the majority is hidden from view. 
 


THE LANDSCAPE 

The act of producing an island which is hovers between the real and the representational - 

The iceberg floats in water, but the fake island floats in the sky: 





 
 Inspired by real landscapes (representations): 

 Green pines/soft hills/bright light
 Rough foliage/rocky outcrop/daylight
 Mossy growth/jagged cliff face/in the shadow
 Tall trees/rocky mountains/glow of the sunset
Shrubby growth/rocks and rivers/overcast


THE MODEL



 THE TEXTURE  





 

Sunday, August 11, 2013

WEEK 01

CRYENGINE 3 - VIDEO TUTORIALS notes tips tricks

GETTING STARTED AND FOLDER STRUCTURE

The CryEngine folder structure:

(1)      The folder structure features a bit 32 and a bit 64 editor. The 64 editor is faster, however uses more processing power. The 32 bit editor uses less processing power, so can be run on less powerful computers.
(2)      The Editor folder contains all the files which are used by the Sandbox Editor. It is divided into various folders, such as Materials, Objects, Sounds and styles. 
(3)      The Game folder contains an assortment of .pak files, which can be unzipped. They contain all of the files which are used in the game, and can be opened and accessed. 
(4)      The main folder (C:\Program Files (x86)\Electronic Arts\Crytek\CryENGINE_PC_v3_4_5_6666_freesdk) contains the 'system.cfg' file, which can be opened in notepad and edited. This file contains information regarding the game, and can be edited to change certain aspects of game play - e.g. turn off all sounds etc.
(5)      The tools folder contains the SettingsMgr application. This should be run so as to check whether or not the rc.exe path is valid.


OVERVIEW OF THE USER INTERFACE

Tips and Tricks regarding the CryEngine user interface:

(1)     Select Objects window can be opened by pressing CTRL+D 
(2)     Select Objects window allows you to Hide/Delete/Freeze entities by selecting them from a list.
(3)     The Asset Browser (accessed by clicking a button called "open asset browser") allows you to find textures, brushes and/or sound through the use of a search bar. 
(4)     The Database Viewer (accessed by clicking on a butten labeled "DB") allows you to browse through the Database using the 8 tabs - Entity Library, Pre-Fabs Library, Vegetation, Particles, Music, Reverb Presets, Game Tokens
(5)     The Entity Library in the Database Viewer allows one to change interesting paramaters, such as whether an object can be picked up, how much damage it can sustain before it is destroyed etc. 
(6)     The Reverb Presets tab in the Database Viewer allows one to assign reverb noise to certain indoor environments. 
(7)     The Lighting panel allows you to change the time of day, where the sun rises and sets as well as the path which the sun follows over the environment. 
(8)     The Time of Day  window (View/Open View Panel/Time of Day) allows one to change the time of your level, and by accessing the 'Toggle Advanced Properties' section, one can change a variety of different aspects of the way the game is rendered, such as the saturation. This tab would be very useful for setting up a mood for a level.
(9)     The Flow Graph window (accessed by clicking the "FG" button) is used to script levels. The scripting which the CryEngine game uses is very visual, and done through the linking of various paramater windows. 
(10)   The Track Viewer window (View/Open View Panel/Track View) is used to animate a camera through a level, creating animations. 


CUSTOMISING THE EDITOR

Ways in which I would customise my setup:

(1)    I would use the Configure User Commands window to create two commands - one to turn off music, and one to turn off the display info. These would be very useful, as I tend to listen to music as I create work on a computer, and also the display info is somewhat distracting. I would drag these commands into a window and attatch it to the top of the display. 
(2)    I would change the console background colour to a light grey, as opposed to the darker colours which appear on default. This would make it easier to see some of the command buttons. 
(3)    I would turn on the Auto-Backup feature, and set it to 15minutes. I find that the default of 5 minutes is too frequent and becomes annoying as the game pauses for a second to save the level. 
(4)    I would turn on the "Show Geometry on Mouse Over" function, as it shows you clearly which entity you are selecting and how big seperate entites are when there is a variety placed close together. This would make the game-use a lot more smooth. 
(5)    When using the game on two screens (i.e. when my laptop is connected to my screens at home) I would have the editor windows all compiled into one window and placed on a seperate screen to the viewport. This would give me more room to view the actual game, rather than covering up large sections with windows. 


VIEWPORTS

Ways of moving around the viewport:

(1)     Using the WASD keys to move in the different directions. This could also be teamed up with the features of the mouse (e.g. middle mouse button = pan etc.) 
(2)     Using the GoTo feature. This would be useful to check the progress of the build from one area. 
(3)     Using the saved Camera Tag positions. Similar to the GoTo feature, but this one also saves the camera angle, and is assessible via the F keys.


USER INTERFACE PANELS

(1)     CTRL + T opens up the Select Objects Window
(2)     F3 turns on the wireframe view
(3)     "Open Asset browser" tab opens the Asset Browser 
(4)     The button "DB" opens up the Database Viewer Window
(5)     The Flow Graph Window can be accessed by clicking on the "FG" button.


THE LECTURE - 50 words or less

The subtle manipulation of perspective through the use of unusual materials - e.g. the sculpture made out of rubbish which cast a shadow of the couple.

Monday, May 9, 2011

Assignment Two

Design Proposal




Psychological Relationships


Structure



Circulation

Friday, March 25, 2011

the villa mairea - drawings


structure analysis


relationship of major structure analysis


circulation analysis


relationship to natural environment analysis

axonometric

section


first floor


ground floor




Thursday, March 24, 2011

the villa mairea - model


The completed model showing the cross section.



The back of the model, displayed the pool and sauna.



The side of the house, showing the sauna and the pagola



The front of the Villa Mairea.



The front of the Villa, with the tree's highlighted



The model, unfinished.
The land of the model, before the model making of main house, highlighting the contours used.

Thursday, October 28, 2010

Architectural Communications




Throughout the Architectural Communications course at UNSW, we were encouraged to explore new territories in drawing and model making through the completion of three studio classes throughout the term. The studios which I chose to complete were storyboarding(re)presenting representations by Meeray Ghaly and Haris Dzonlogic, the drawing and rendering workshop by Linda Markham-Lee and Prajakta Sane and the material modeling workshop by Nikolina Bobic and Laurice Elhaj.

Studio One - Storyboarding


At the beginning of this workshop, we were taken to Goldstein Courtyard and we were asked to explore the area and eventually model it in 3D. My partner and myself chose to explore the almost interior nature of the closed in courtyard and also the courtyards devoid nature and lack of human interaction. To do so, we enclosed perspex slides of negative aspects of the courtyard, such as the litter and the large trees that blocked off the sunlight, in thick balsa frames thus emphasizing the courtyards closed in nature. These slides were then glued together, to form an almost tunnel-vision-like view of the courtyard:


What was most enjoyable and exciting about this workshop was the opportunity it presented us to experiment with modelling and our ideas about architecture. Because there were no boundaries, it stretched our ability to understand even what we thought about a space. The studio also allowed me to experiment with balsa wood and perspex, the latter of which I had never used before for model making. Overall, it was a thought provoking workshop.



Studio Two - Drawing and Rendering

During the Drawing and Rendering studio, we were introduced to many rendering techniques and styles, which we were then asked to employ in order to render one of the five houses we were presented with. I chose to render the Jilbey House, because I found myself intrigued by its rectangular, yet light, structure.


The workshop was very challenging as it, for the first time in this course, encouraged and emphasized the importance of proper architectural hand drawing and the use of drawing equipment that this entailed. Also, it brought to focus the need to be able to hand draw and render houses to emphasize certain aspects of their design. I attempted to do this by layering 3 sheets of vellum and drawing over them with black felt tip pens and grey copics.




One of the main criticisms of the work which I produced was the inclusion of a dark shadow line in the plan, a mistake which I do acknowledge - it is, as I was told by Prajakta, too dark and draws the eye away from the thinner lines of the plan. However, despite this, I still believe that I have learnt a great deal through the completion of this studio.

Studio Three -Material Modelling

During the last studio I chose, a lot of emphasis was placed on not only modelling, but also the theoretical background behind architecture and the aesthetic world. We were encouraged to question and play around with our set ideas through the four week course.

During the second week, we were asked to represented a chosen text and architect or artist through a model made out of white mount board. I chose Herzog and De Meuron's vineyard and the text Power of Horror: An Essay on Abjection by Julia Kristeva.

The influence of Herzog and De Meuron's vineyard can be seen in the rectangular structure of the pieces, and in their intricate interiors which make reference to the lace-like facade of the building.

In terms of referencing the chosen text, it played with the ideas of abjection presented in Kirsteva's text, namely the act of rising from a deceased body.


For the third week presentation, we were asked to take photos of a walk through the city and to use these photos to create a poster about our experience. Throughout my walk through the city, I was struck by the enclosed feeling that the tall buildings of the street and the large trees of the parks offered. I attempted to portray this in my poster by pasting dark images around the outer rim with the center gradually growing lighter:

From this poster, we were then expected to create a boxboard, string and wire model that expresses these ideas. I chose a more organic form than from my last week and used curved triangular shapes to represent the same enclosed form of the buildings.

I attempted to portray the center the poster through the use of string and wire, a representation of the dense atmosphere of the city.

For the last week of the studio, we were asked to combine our thoughts about the workshop with one word from a list of 7 and to use these to produce a poster. I believe that the course had asked us to "think outside the box" and, in a sense, "broken the box" of model making. I combined this with the word "(de)constructing", and thus produced a poster filled with squares breaking and falling apart.

From this poster I made a balsa wood model which represents the same train of thought. The model can be read from left to right or right to left, thus either reading as a box being constructed or a box de-constructing.


Also, as the box deconstructs, it stands as a metaphor for "breaking the box", an aspect of my poster.


I believe that this model is the strongest creation which I have completed throughout the three workshops.

Overall, the workshop was much like the first one I completed in the sense that it was very freeing and we were encouraged to explore different and interesting ideas. Also, the requirement that we had to present our ideas verbally has helped me, as I have very poor skills in that field.



Thus, conclusively, the Architectural Communications course was very interesting to complete, as it allowed one to experiment with many fields of architectural representation.