Wednesday, 22 May 2013

6 Axonometric Sketches.

Combined #1
(reverse view)

Combined #2
(reverse view)

Combined #3

(reverse view)

12 Axonometric Sketches.

A collision of geometry and textures result in a layered effect which creates distinctions between spatial foreground and background. 
(H.S)

The play between mass and void harnesses a harmonious relationship between internal and external spaces.
(H.S)

 Kinks in layers and breaking of repetition breaks open the solid and liberates the spaces.
(H.S)

A process of interlocking connects two different forms, yet the resulting spaces are unpredictable and the experience can be chaotic.
(D.L)

A harsh collision of axes and linearity emerge into a network of disoriented movement through internal spaces.
(D.L)

The geometric and angular exist in contrast to the monochromatic and monolithic, which create open spaces and skewed paths of light.
(D.L)

Thursday, 2 May 2013

Final Model Animations and Google Warehouse

LINK TO SKETCHUP MODEL ON GOOGLE WAREHOUSE!
http://sketchup.google.com/3dwarehouse/details?mid=aa0d643a5d09ae5bb0023a49e9785423

LINK TO SKETCHUP MODEL ON DROPBOX (in case google warehouse fails)
https://www.dropbox.com/s/yvsxj3kzat72lej/draft%202.skp?m

LINK TO OVERVIEW ANIMATION
http://www.youtube.com/watch?v=Jfnw6WLU0Yk

LINK TO ABOVE GROUND STUDIO ANIMATION
http://www.youtube.com/watch?v=4lzVMCvKgxM&feature=youtu.be

LINK TO BELOW GROUND STUDIO ANIMATION
http://www.youtube.com/watch?v=6rGLXlfgyNg&feature=youtu.be


YAY IM FINISHED!!!!

Final Model.

At last, my final model! My sketchup experience has been very very difficult, however I am proud of my efforts. My two aims was to make three distinct levels, whilst ensuring the facade looks like a cohesive unit. Secondly, I wanted to make sure the above ground and below ground studio respected the key words 'elegant' and 'skeleton' respectively. For the above ground studio, I have used fluid lines, also mirrored in the choice of texture and silhouette of the stairs whereas for the below ground studio, I have used more angular, rigid forms to represent a skeleton.
 
 
Bird's eye view of studios
 
 
Ground level view of studios

 
Ground level view of ground and above ground studio connected via stairs

 
Eye level view of below ground studio connected via small series of stairs to ramp

 
Bird's eye view of above ground studio
 
 
 Above ground staircase with glass tread and solid reinforced concrete spine
 

Below ground staircase with LED lit staircase, reinforced concrete treads
 

 

 
 

Draft 2.

My experience completing draft 2 was also difficult.. suprise suprise! I am so technologically inept its ridiculous, but I have tried my best.
 
In this image, I have attempted to show the correlation between the above, ground and below level spaces. For the final model, I think I must attempt to distinguish the above and ground level spaces more clearly. I have also evolved the curved facade into something more organic, having experimented with the sandbox tool.
 

 
Through the use of contrasting colour, especially for the below ground studio, you can see the juxtaposing angles, whereby the above ground studio is smooth (representing the violin) and the below ground studio is more jagged and angular (representing the motocycle).
 

This image portrays the shapes created in the ground and above ground studio spaces. A significant change from last time includes the creation of windows and translucent apertures to let in natural light and create a sense of connection between the internal and the external.
I have also attempted a roof window, but I think it is impractical as the sandbox tool is difficult to use when manipulating the depth of the surface. Therefore, the thickness of the window cannot be changed easily.

This image shows my attempt at applying the textures onto the building. I have played with the size of the image in proportion to the surface. I think for the final model, I will place the majority of the textures on the internal surfaces.

 

 

36 Custom Textures


  
These are my 36 custom textures, 12 for each of the ground, above and below spaces. This was an interesting task- never knew it was so difficult to think of textures related to my keywords for each respective client.

Draft 1.

Here is my very first attempt at using sketchup, which unfortunately is quite terrible! I am finding it extremely difficult to get the hang of the program despite watching every tutorial on youtube...

I have tried to capture the fluid, smooth surface and facade for Antonio Stradivari's studio in comparison to Shinya Kimura's studio, which is more angular and structured.