Monday 16 November 2015

Final Submission

My final modification of the precedent "Villa Savoye" takes a simplistic alteration upon the site. The pavilion 'Emergence' has been altered to accommodate the emerging building from within itself, as well as, for the shower & locker rooms which draw inspiration from the 'Villa Savoye' itself. It is the sense that both structures emerge from within the site, being held and supported by columns, whilst still leaving public space surrounding the private building.

















Links:

https://www.dropbox.com/sh/u4w21w7joy758ii/AAA1R2-poUcBIAupwgFGKKTRa?dl=0
https://youtu.be/2IUatNIph_o

Villa Savoye

Villa Savoye






Modified Versions




Modification 1




Modification 2




Modification 3






Saturday 12 September 2015

The Pavilion

Motion/Morphogenesis

This pavilion showcases an exoskeleton façade which wraps around the inside of the structure too. The space created between the façade may be used for storage of items, thus no real waste of space. The density of the façade is representative of the mass increase of people arriving in Woolloomooloo.

Variation 2

Variation 3










Emergence

This design utilises a unique facade that acts as the main structure. Glass panels allow lighting through with a secluded building for showering to maintain privacy. This variation was chosen as the wide hexagonal façade represents how over the years, more an more people arrived in Australia and settled in Woolloomooloo. 

Variation 2


Variation 3












Terminal Line

This unique looking pavilion utilises the terminal line, the various paths, curves and intersecting surfaces are representative of how people from various countries have arrived in Australia, decided to settle in  Woolloomooloo and intermingle with one another.


Variation 2



Variation 3





Downloads: https://www.dropbox.com/sh/3ymrdpgqarr5stz/AADgGZehARdZz2R8R_CNC9P-a?dl=0


Monday 7 September 2015

Grasshopper Advanced Certificate







Extending Grasshopper




The exam has been passed however, IDDA takes a day to process the certificate, hence this screenshot to prove the exam has been passed.

Monday 24 August 2015

WK 1 - Phase 2

Five things about Unreal Enine 4's blueprint system that stood out were:

1. The option of creating a level-based and class blueprint, unlike Grasshopper which only has one area to work on.

2. The logic behind BP and Grasshopper is virtually the same, both use components that link together to give an end result.

3. Grasshopper tends to be more beginner friendly, as all the components are broken into tabs which then have drop down menus, making it easy to see every available component. Whilst BP has a search bar, it is still harder to know what is available to you.

4. Reusing a script with class blueprints is by far, much easier than reusing a Grasshopper script. Clicking and dragging the BP into UE4 is also faster than opening another Rhino file than re-referencing the geometry in Grasshopper.

5. Being able to visually see the script in action with BP is interesting as you can visually see an error whereas you cannot in Grasshopper.

Tuesday 18 August 2015

Submission

Link to 90 second particle video: https://youtu.be/RhIzdflLY2w

Dropbox for Unreal content:https://www.dropbox.com/s/a1o3pp4scf7fqo2/WindowsNoEditor.zip?dl=0

Tuesday 28 July 2015

WK 1

Some of the things that stood out to me in Unreal Engine 4 interface and navigation were:

1. The ability to drag and object and have the camera move with you. Personally, i think this is a huge time saver and makes it much easier to navigate whilst orientating objects.

2. Being able to pop out the viewport and have it on a seperate monitor. This makes life easier with two monitors, similar to having Rhino on one screen and Grasshopper on the other.

3. Having up to 4 content browsers and being able to lock them, making it much easier and quicker to access different materials and objects without having to go back and fourth.

4. The 'Lock viewport to actor" to control lighting with the normal viewport controls is game changing. Positioning lighting in rendering software is critical and being able to control the lighting like this makes it so much easier and faster to do.

5. Lastly, the simple yet extremely useful command to snap objects to the floor. A simple yet effective command to make life easy.




Unreal Engine 4s level design also had features which stood out, such as:

1. The ease of creating, copying and subtracting geometries, similar to the pull/push command in Sketchup but far quicker and easier to use.

2. The application and ability to orientate textures and materials. Mainly this i found to be an issue in Sketchup when applying the same texture to multiple surfaces and they didn't lineup yet UE4 makes it easy with a click of a button.

3. Blueprinting animations, similar scripting to that of Grasshopper where objects are referenced but animating the objects to move according to the prop was far less complex than expected.

4. Physics for objects being as simple as checking a box really stood out for me, UE4 making it that simple to create physics for objects is a great assistance.

5. The lighting and dynamics of it through the use of reflectors are interesting, the ability to control it just like a prop is far easier than that of trying to place lighting in rendering objects, especially when you can enter 'game mode' in UE4 and test the lighting.