Friday, 8 June 2012

The files

CryEngine Environment(seoraksan3.cry): http://www.gamefront.com/files/21816738/seoraksan3.cry

Elevator keys:
Facebook: i - to the valley, o - conference room, p - the bridge platform.
Coca-cola: k - to the valley, l - to the entrance

Sketchup models: http://sketchup.google.com/3dwarehouse/details?mid=f2d76a2fa7434d5ca47445325849c628&prevstart=0
The meeting place located at the bottom of the valley. The executives are brought down from their high buildings and forced to meet at an even level. The executives can feel the influence of their companies for themselves from the headquarters and the mountain peaks towering over them.

The Coca-cola building has a humble form and a translucent interior to promote a sense of trust and integrity within their products. This would be beneficial to a company that sells drinks of chemical mix. The thin shaft which connects the main building to the site relates to the fact that although coca-cola only sells one product to the world. Its ominous upper structure however, represents its wide influence.

The bridge extends from the coca-cola building and just reaches the platform extended above facebook headquarters. The bridge designed and placed in a way to feel as though we "approach" facebook from outside.

The facebook headquarters seems other-worldly to convey its existence in the virtual world of the internet. Even though it is hardly connected to its site, its influence over the environment is obvious just like facebook's impact on the real world even though it is only a virtual media.  The connective elements represent the interconnective nature of facebook's networking.

The main building itself does not touch the environment physically. It is supported by a bunch of thin beams to reinforce the intangible nature of facebook and also represent a metaphorical medium (the internet) through which it connects to the real world and the people.

Draft




Images of the valley and my model placed in it.

36 Textures

Flow

Linear

Reaction

Rotational

Scalar

Stimulus

Textures









Textures used in model

The elevator

A view up from the facebook elevator

View during the ascent up the coca-cola elevator

Two-point perspectives

1. Ascent
2. Continuation
3. Advance

1. Tyranny
2. Influence
3. Impression

1. Oppression
2. Intimidation
3. Everlasting

1. Endless
2. Conparison
3. Array

1. Multi-faceted
2. Deception
3. superiority

1. Endurance
2. Aftermath
3. Tenacity

One-point perspectives

1. Intimidation
2. Everlasting
3. Oppression

1. Tyranny
2. Imposition
3. Influence

1. Advance
2. Ascent
3. Continuation

1. Array
2. Endless
3. Comparison



1. Endurance
2. Tenacity
3. Aftermath

1. Multi-faceted
2. Deception
3. Superiority

Wednesday, 6 June 2012

Mash up of three articles

Its power continues to grow to the furthest reaches, recognisable throughout the world and force its value. Facebook, Coca-Cola and Take-Two transcended national borders and cultural barriers including 10 million Australians. Its dominance an omnipresent image, its power would be as undisputed as it would be frightening.


They are so strong that its very involvement at present can boost its value. Today Coke, Take-Two, Facebook remains a powerful brand. Social networking, its image, sophisticated technology and activist shareholder has made it an icon even today as the dominance of American entrepreneurialism in the twentieth century and beyond.


Coca-Cola: http://www.articlegeek.com/business/branding_articles/coca-cola-power-of-a-brand.htm
Facebook: http://www.smh.com.au/opinion/society-and-culture/facebooks-power-should-worry-us-all-20111009-1lfu0.html
Take-Two Interactive: http://au.gamespot.com/news/billionaire-buys-up-11-of-take-two-6244075

Tuesday, 29 May 2012

Exp3: The landscape

Located in the Seorak Mountain, Yong-ah-jang-sung is identified by its pointy, teeth-like tips.

The environment being developed in crysis.

Sunday, 6 May 2012

Approaching the place

Approaching the building

Crysis scene file and sketchup model

Sketchup model URL: http://sketchup.google.com/3dwarehouse/details?mid=a6dbfa12b17d5a81a47445325849c628&prevstart=0

Cryengine sandbox (Exp2.cry): http://www.gamefront.com/files/21661197/Exp2.cry


The architecture and image captures



Without walls, space is mediated between the structure and the environment.

The vital connection between the interior and the exterior. Exploring continuity of space and separation of it between the interior and exterior through voids and other implied barriers rather than walls.

The night time slightly hazes the clear distinction of exterior spaces. 



The landscape

I used the hilly, mountainous landform because I thought it was appropriate in exploring notions of separation without the use of walls whilst also creating a meaningful connection between the landscape and the building.

36 custom textures

The 36 custom textures from light to dark


Textures used in the model
The 'medium' texture used for a fluid sense of movement when travelling through the space.

The 'dark' texture for a dense, earthly feel that provides a balance between "continuity to the exterior environment" and "the distinction between spaces of the exterior and interior".

The 'light' texture to "soak" the occupants into the building from the environment.

Saturday, 5 May 2012

"Electroliquid Aggregation"

3: Continuity of space within the building and to the exterior
4: Wall-less separation (implied separation)

Electroliquid aggregation:
3 + 4: Implied, wall-less separation of continuity 
(separation of space within the building and to the exterior) 


6 combined axonometrics

1) Form follows landscape + Invisible structure
2) "Mu": Concept of nothingness + Framing views of the landscape
3)Continuity of space within the building and to the exterior + Wall-less separation