Monday, May 25, 2009

Rough Ideas for Exp 3 (more to follow)

I'm running very behind on this project but in the interest of having *something* ready for tutorial I'm posting some rough models I'm playing with in SketchUp.  

This one actually started out as my elevator but the more I messed with it the more I liked it as the meeting space.  

Based on these sketches:

































Here's what I have so far on my (former) elevator.  The circles in the wall are pretty close to one of my textures and there are steel pipes running from each circle from one side of the building to the other (haven't done all the circles yet b/c I want to make the circles smaller).  I want to kind of 'nest' the box in the steel pipes.  Again this is really rough and quickly put together but I like the idea of the inverted vs protruding windows and the random pipes meeting together.



























Table idea.  Another really rough sketch up, I'm just trying to play with some ideas.  I really don't like this table but want to play with the idea of a really heavy tabletop supported by spindly intersecting legs.







Monday, May 11, 2009

Mash Up

Fear and power do not peacefully coexist. It follows, then, that he or she who wishes to reach the most rarefied and potent ranks of power, must have a certain serenity. A certain above-the-fray quality and invested in the idea that logical arguments can always change minds and even hearts. With iconic status comes the intense glare of public attention.  The powerful earn the right to try whatever they like. But if they fail, the biggest of stars falls far and hard, in front of millions.  The powerful are curious, independent and thoughtful nor are they cowed by complexity.  They never follow anyone else's lead, just their own original energy and get tough with their critics.  Those in power convey an optimism that by applying hard work to a thoughtful if imperfect plan we can transcend usual financial, dealmaking or designing insecurities.  Yes, they’re going make mistakes. Lots of them, as people who make the hard decisions always do.

Inverne, James. “Like a Stage Virgin.” Time Magazine (May 26, 2002), http://www.time.com/time/magazine/article/0,9171,250009,00.html (accessed May 11, 2009).

Luscombe, Belinda. “2 Miuccia Prada.” Time Magazine (February 16, 2004), http://www.time.com/time/magazine/article/0,9171,993332,00.html (accessed May 11, 2009).

Myers, Dee Dee. “It’s So Nice to Have a Grown-up in the (White) House.” Vanity Fair (February 10, 2009), http://www.vanityfair.com/online/politics/2009/02/obama-presser.html (accessed May 11, 2009).

Pathways in Unreal

I'm not sure I really understood what we were supposed to do with this but I gave it a shot. There is a central elevator shaft of sorts and then I imagine the elevators running along and up and down the skinnier external paths.

Based on this 1-point perspective
 















Overall Form














Another overall form














The top














Doorway to central shaft














Pathway through shaft














Looking up central shaft














Looking down central shaft














Pathway











Sunday, May 3, 2009

FileFront of Map

http://files.filefront.com/DM+ARCH1101+Julia+Luechtedut2/;13699411;/fileinfo.html

Saturday, May 2, 2009

Final Unreal















I used the light texture as a painting rather than as a texture. The ‘painting’ is located in the center of the meeting place. I liked the intersecting, symmetric circles and thought it embodied the idea of a meeting place between two individuals. This room has less to do with the words of my Electroliquid Aggregation and more with the idea of merging.














































The repeating, packed circles of the floor with the bright lights bursting from the floor remind me of the sentence from my electroliquid aggregation, “Human clone benefits the survival of people that ricochet off smack explosions and tigger road annihilation.”











































The density of the texture, circles every which way, and the extreme quality of the veering ramp reflects the phrases “Mad therapeutic delirium” and “leads to destiny disorders”.







































The Black Box Reflection

Slide 38 (The Disconnected Shadow):














Screenshots from my UT environment:




























The first image above is slide 38 from chapter 2 of the Black Box Lecture: The Disconnected Shadow. I chose this slide for the image of the curving walkway on the left. I thought this slide was particularly relevant to my Unreal environment as large components of my structure are shadowy or narrow walkways. In slide 38 the bright light at the end of the shadowy tunnel makes one curious as to what is around that final corner. Similarly, I tried to use light and shadow in my environment to instil the same curiosity and lead you from one space to another. I was also quite careful about the mood that the lighting in my environment would create. Slide 38 with its glowing red background and dark twisting shadow projects a darkly mysterious and moody feel, something I tried very hard to avoid in my environment. With such dark textures and shadow projection in Unreal I wanted to create as light and airy a feel as possible with the textures and lighting at my disposal.

36 Textures from light to dark