Wednesday, September 2, 2009

EXP 2


files can be found here









SOLIDWORKS

Long hours spent staring at this model gave me great pleasure to be rid of it in all honesty. I find the work flow involved with this piece of software to be laborious and time consuming. In saying that i can understand the value of such a tool in the design process - especially when there is a need for truly solid objects in order to reduce problems arising.

Using skills picked up using other software I found to be the most beneficial when finding my feet with this model. As the basic premises in architectural modeling are the same, I found that creating a wireframe plan of each level was the best way to start. extruding various elements starting with walls to create a space in which to work with.

At this point I decided to export what model I had to test my ability in producing a completed environment.

Exporting the model seemed simple at this stage because of the simplicity of the environment, applying one texture to the model using 3ds max did not prove to be problematic and I found it seemingly easy at this point.

If an error is made, the operator MUST know what they are doing as the software is parametric. This means that if I component is altered, any adjacent parts may be affected by this change. this can create huge problems, alternatively if an array of objects need to be changed it can be very, very simple.


SKETCHUP

I love this program. I am familiar with the layout of the tools, I know what to do to achieve a range of different effects and above all it is fast ( not to mention there is a free version).

If an error is made it is fairly simple to rectify if you are familiar with what to do next/previously.


3DS MAX

This software has gained a name for itself internationally and is renowned for producing some fantastic models of virtually anything. With a swagger of plug-ins, the right person can tame this software and gain the best results. On the other hand, it takes some practice to see results whereas Google Sketchup is much more straightforward and can be used by more or less anyone.












Seperately created, these two models represent the public space that connects the three levels that make up Sydney town hall station.



detail of the stairway once installed










Once almost completed in solid works i had a feeling that the end was in sight. in saying that, solid works definitely seemed to take a great deal of my time. Some seemingly endless nights staring at the screen with this one.





An example of how each geometry is merely an extruded geometry initially but later on requires much more attention in order to make it more realistic.



To begin with, each geometry starts out as a series of simple lines which once connected can come to life as more complex geometry - solid parts.




Inspiration for the installations.
An escalator rendered in weathered concrete.

First attempt at bringing assembled parts into the sandbox editor through 3ds from solidworks.


This was a common problem i experienced for some time.
geometry would become distorted beyond repair even though "i thought" i had exported it correctly following steps closely at a number of different tutorials.

the two which i found most useful can be found here:










A screen shot of my final environment. the MASSIVE installations are based on a number of different inspirations, but more to bewilder the occupant more than anything else, they are particularly powerful - once you come around a corner to witness something so massive it is hard not to be shocked.
In saying this, the element i found most fascinating here is in that people are expecting something out of the ord in a virtual environment, if there is not something overly massive put forward or overly shocking then they can become easily bored.








An example of a texture before being retouched.




The Porosity of subterranean SydneyExperiment Two includes a variety of software's used to create what will be the most realistic version of Sydney Town Hall station that I can.

Solid works will be used to create the initial model. This was of concern to some students as we are more familiar with other software which would prove to be easier and most probably faster also. The reason for using Solid Works is not purely to test the students however but for the reason that the models generated by this parametric software are in fact Solid. This is important as the intended use of the model created will then be placed in 3d Studio Max where it will have textures applied and finally sent into Cry Engine Sandbox2 where students can test the environment in the form of the Crysis Wars game. The "solid" models imported are then complete and successful blocking volumes that will theoretically be glitch free as they are not merely a series of planes.

The train station itself resides underground acr

oss three levels with six train platforms which can be accessed by stairs, lifts and escalators, all of which should be working in the model.

In addition to this, each model should contain

a series of installations which are intended to challenge the visitors navigation through the building.

In order to accurately create a model of Sydney's Town Hall Station there must be a collection of information to work from initially which will assist in the creation of; the model, the textures, the installations and the atmosphere of the level itself.

Information required:

plans - Layout - (pen & paper!, laser distometer, trundle wheel, photos of plans inside the station)

photographs - Textures - (DSLR, card reader, phot

oshop, NVIDIA DDS plugin)

sound recordings - Ambience/Atmosphere - (iphone sound recorder, Adobe Sound Booth)

video recordings - movement - (iphone video recorder)

To acquire this information we must visit the site (possibly more than once) to develop a catalogue to work from.

One image of the three pages that make up the concourse at Sydney'sTown Hall Station.

This drawing proved seemingly simple as there were few people at the station at this time. About 2:00 in the afternoon.


The Lower lever by about 5:00 proved to be much more difficult! far too many people.



Wednesday, August 12, 2009











Models can be found at


The Participatory Mode


Chosen based on the interactive nature of the environment, this documentary is completely interactive. Controlled by the docco maker in its entirety, each event that takes place is a result of my actions. In saying this, some elements such as the AI involved such as environmental effects and animals, even though they continue to act normally without any interaction directly, they have been intensionally placed by the documentary maker in the first place making them not entirely of the Observational Mode.












Grass Skiing clip Vegetation Experiment.

Boat leaving gameplay Experiment.

Giant Chickens with little mass Experiment.



Texture of ramp.



Vray Render of ramp.

video1
A series of explosions expanding on previous experiments.
Further explorations into the effect of tamering with the ability to control the physics within Sandbox.


Video 2
Research into what "can" be done with Sandbox.
CRYSIS WARS level.


Video 3
Tampering with the physics of the environment aswell as the density of objects.
Underwater footage demonstrating lighting.



Video4


A Study of the effect of granades on various structures made up of varied materials.
It is no surprise that the concrete foundations are barely effected by grenades however the density/mass of the corrugated iron and the walls made up of sheets of timber are clearly distressed by the impact of the blast.




Texture.


Draft Model taken from Sketchup and Rendered with VRAY. This little beauty although simple gave me a good understanding of the importance of solids in Sandbox.