Sunday, 13 September 2015

IDDA Extending Grasshopper Certificate


The Pavilion: Concepts

All of my pavilion designs focus on transporting pedestrians through walking. This is a result of the 'Travel to Work' data that I researched for our previous assignment where most people who live in this area walk to work. Therefore enhancing the walking experience in Woolloomooloo would benefit the greater walking population.

Emergence

My 'Emergence' pavilion design uses a canopy design that arches over a pathway, this provides both shelter and an outdoor area depending on the weather. On the sides of the pathway there is a cover area which can be used for multiple things such as sleeping area for homeless people as well as storing items that need protection from weather.

Morphogenesis/Mobility

My design was inspired from the process of cell division, where each shaded area represents a cell and the pipes in between represents the division of areas. I put little shading in the middle of the pavilion so it would create a desire line for people to walk through as well as let in some natural sunlight.

Terminal Line


Morphogenesis/Mobility: Variations
The primary purpose of this design was for people to be able to have an experience while walking through a grand pavilion as well as conveniently getting them to high traffic areas such as the bar and the pathway onto Dowling St. The body of the pavilion is waffled, allowing certain planes to be extruded and used as utility areas as shown in one of the renders. The weaving pathway through the 
 rigid structure conveyed a sense of contrast as well as metaphorically representing a train passing through different stations.

The Pavilion: Final Renders

Emergence: UE4 Environment
Emergence: Variations
Morphogenesis/Mobility: UE4 Environment
Morphogenesis/Mobility: Variations
Terminal Line: UE4 Environment
Terminal Line: Variations

The Pavilion: All Project Files

Dropbox Link

Wednesday, 29 July 2015

CODE1240: 5 Things I've learned


  1. Being able to navigate through environments using the WASD keys was familiar to using Lumion, making it easier for me to ease in to the program.
  2. Real-time rendering was something new to me as most programs do not use this function, and if you apply real-time rendering in other programs it causes navigation to be sluggish and low fps.
  3. UE4 allows me to simulate my level through multiple views such as first person and third person etc. 
  4. Being able to parent objects to each other as well as editing each object in the outliner menu.
  5. Using visual scripting to change characteristics and behavior of objects.