Sunday, October 18, 2009

EXPERIMENT 2 - GUEST LECTURE REFLECTION

A great informative lecture given by Stuart Bull from ARUP ENGINEERS for the BENV2423 course, which gave us an insight and a great experience of how it is to be part of such a large company and have an important role to design and build something out in the real world, and in which he touched on and had covered alot of aspects in the lecture from starting his talk about the founder of ARUP which is one of largest global and most respected engineering company's in the built environment, then presenting to us some of the latest and previous jobs that the company and himself have worked on in Australia as well as overseas, then he mentioned the workflow between different Architectural, Structural & Mechanical packages from starting off a design in Revit, Solidworks or Microstation Generative Components, etc... and then exporting the actual model in to a totally different package like MEP, and other structural programs to give the the model its structural characteristic & properties, and see if it will work or not and then if anything changes it all has to start right from the beggining which seems abit frustrating but it sounded quite usual to him, and then finally he showed us 3D renderings of many great buildings and which Abu Dhabi International Airport was one of them.

EXPERIMENT 2 - RESEARCH QUESTION & WORKFLOW VIDEO

REVIT VS. SKETCHUP - WORKFLOW VIDEO





DOWNLOAD RESEARCH PDF FILE: http://www.mediafire.com/file/ye2ej2xzmwn/RESEARCH.pdf

REFERENCES: http://aec.cadalyst.com/aec/article/articleDetail.jsp?id=146865http://
www.google.com.au/search

www.cgarchitect.com/



Sunday, October 11, 2009

EXPERIMENT 2 - MULTIPLAYER VIDEO



PLAYING IN MULTIPLAYER MODE IN THE TOWNHALL STATION

EXPERIMENT 2 - CRYSIS PARTICLE EFFECT & SKETCH INSTALLATION


The video of creating an animated particle effect in Crysis using "Trackview".



CREATING AN ANIMATED TRAIN IN CRYSIS AS MY INSTALLATION FOR MY FINAL VIDEO

EXPERIMENT 2 - STATEMENT ON 'REALISM'

“Realism” in the visual arts is a style that depicts the actuality of what the eyes can see. The term is used in different senses in art history; it may mean the same as illusionism, the representation of subjects with visual mimesis or verisimilitude, or may mean an emphasis on the actuality of subjects, depicting them without idealization, and not omitting their sordid aspects. Works may be realist in either of these senses, or both. Use of the two senses can be confusing, but depending on context the second sense is perhaps more common.

I AM FOCUSING IN MY FINAL VIDEO FOR EXP2
MAINLY ON "REALISM" AND HOW TO MAKE THE SPACES CREATED WITHIN THE TOWNHALL STATION AS MUCH REALISTIC TO THE VIEWERS AS POSSIBLE AND THAT WOULD BE THROUGH MAXIMIZING THE USE OF ALL TEXTURES AND MATERIALS THAT I HAVE COME ACROSS FROM THE REAL TRAIN STATION, AS I HAVE FOCUSED A LOT ON DETAILING AND MATERIALITY IN MY 3D MODEL.

MANY FACTORS AND ELEMENTS AFFECT THE “REALISM” OF A SPACE, AND AS A “SPACE” IS DEFINED AND CHARACTARISED BY FIRST OF ALL LIGHT EITHER EMITTED FROM A NATURAL OR ARTIFICIAL SOURCE, WHICH THEN GIVES US THE ABILITY TO TRANSELATE THE QUALITY OF A GIVEN SPACE AND BREAK IT DOWN INTO ELEMENTS SUCH AS ACCURACY OF MESURMENTS AND AS In mathematics; space is an unbounded continuum (unbroken set of points) in which exactly three numerical coordinates are necessary to uniquely define the location of any particular point. It is sometimes called 3-space because it contains three distance dimensions, SECONDLY IS MATRIALITY AND DEPTH OF TEXTURES WICH MIGHT BE (SOFT-HARD-POROUS-MATTE-GLOSSY…ETC),

ALSO “REALISM” IN OUR COURSE AND WORK FIELD IN THE FUTURE WOULD PLAY AN IMPORTANT ROLE AS TO HOW ANIMATIONS, IMAGES OR RENDERES THAT ARE PRODUCED TO BE SET WITH A HIGH QUALITY STANDARD AND TO MAKE THEM AS MUCH BELIVEABLE, APPEALING AND REAL TO THE EYE AS MUCH AS POSSIBLE.

AS IT WAS MENTIONED IN THE LECTURE ABOUT “REALISM” IN THE GAME INDUSTRY AND HOW GAMES THESE DAYS ARE GETTING CLOSE TO REALITY AS POSSIBLE AND AS GAME COMPANIES USE THE ADVANTAGE OF THE TECHNOLOGY TO PROMOTE AND TRAIN THE MILITARY FORCES AS AN EXAMPLE ON means of military schemes and strategies which Russell talked about in the lecture “PURE WAR”.


REFERENCES:
http://en.wikipedia.org/wiki/Realism_(visual_arts)
http://whatis.techtarget.com/definition/0,,sid9_gci962691,00.html

EXPERIMENT 2 - CRYSIS LEVEL TEST

CRYSIS LEVEL TEST:









MODELLING PROCESS OF THE TOWNHALL STATION IN REVIT :




Wednesday, October 7, 2009

EXPERIMENT 2 - WEEK01

Measuring Town Hall Station

The options I’ve decided on for modelling up the town hall train station where firstly measuring up all the internal spaces at the station using a laser measurer for accurate and precise measurements, and then also taking pictures to get a sense of scale from the images and to capture pedestrian flow during a certain time of the day in different locations at town hall station, taking photos to show materiality of objects and sketches of some areas, taking videos to demonstrate and capture light in the station and recording sounds of different elements e.g.:, ticket vending machines, incoming train sounds, announcements, etc... As a conclusion by all means possible ill try to model up and texture the town hall station as much realistic as possible utilising and using all the points mentioned above.

Geometry:- Photos- Counting Tiles- Laser Measurer- Strides- Sketches
Materials & Light:- Photos of ceiling grid layout- Notes- Video- Observations- Sketches
Sound:- Audio recording devices
Interaction:- Observation- Photos- Sketches