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PRECEDENT: CITROHAN 1927, LE CORBUSIER
| MODEL SELECTION & JUSTIFICATION |
| 3DS MAX MODELLED PRECEDENT |
| 3DS MAX MODELLED PRECEDENT VARIATIONS 1 - 3 |
| VIDEOS & IMAGES |
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DOWNLOADS
| 3DS MAX MODELS & RESIDENCE VARIATIONS 1-3 |
| REMODELLED PAVILION SCRIPT |
| UNREAL ENGINE FILE | If that link doesn't work try here
TO ACCESS SITE IN UNREAL
Content > Maps > 5060255_Erzetic_Phase_3_Site.umap
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Sunday, 15 November 2015
Friday, 13 November 2015
Phase Three | Completed 3Ds Max Models Of Modified Precedent
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THE ORIGINAL DESIGN
For easy comparison, GIF's were created to compare in 3D form, the
alternations made from the original precedent, Le Corbusier's Citrohan 1927.
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THE CHOSEN CONCEPT
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Tuesday, 6 October 2015
Phase Three | Model Selection and Justification
Saturday, 12 September 2015
Phase Two | Final Submission
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| IDDA Certificates |
| Analysis and Research |
| Theory Terminal Line |
| Theory Emergence |
| Theory Mobility |
| Composite Images and Statements |
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DOWNLOADS
| Grasshopper Scripts |
| Unreal Engine 4 Site Downloads |
| Unreal Downloads | (If above does not work)
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* Note: Pavilion models saved in separate levels.
Pavilions>Terminal_Line/Emergence/Mobility.
| IDDA Certificates |
| Analysis and Research |
| Theory Terminal Line |
| Theory Emergence |
| Theory Mobility |
| Composite Images and Statements |
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DOWNLOADS
| Grasshopper Scripts |
| Unreal Engine 4 Site Downloads |
| Unreal Downloads | (If above does not work)
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* Note: Pavilion models saved in separate levels.
Pavilions>Terminal_Line/Emergence/Mobility.
Friday, 11 September 2015
Phase Two | Composite Image, Statements & Site Images
Friday, 4 September 2015
Phase Two | Further Data Analysis and Research
As of 2011, it was found that 418 people
were sleeping rough in the area of Woolloomooloo, 90 of which were sleeping on
the street whilst the remainder relied on public dwellings.
According to these statistics, 328 slept
in supported accommodation and boarding houses situated in this area.
General Statistics (Based
on 2011 census) |
- 105 000 people homeless living in Australia in 2011 + 17850(17%) = 122850
- 17% increase of homelessness since 2011 in 5 years (Increase to 122850 people)
- 6% of homeless people live in parks
- 17300 people waiting for permanent public accommodation in whole country
- 10 people found living in a Woolloomooloo park as of 2013
Types of accommodation
for the homeless:
- Supported accommodation
- Boarding houses
- Homeless and staying temporarily in other households
- Improvised dwellings, tents or sleeping out
The chosen data
focuses on the supported accommodation
and boarding houses in
Woolloomooloo.
Housing
locations in Woolloomooloo and surrounding areas include:
- Matthew Talbot Hostel | 22 Talbot Pl, Woolloomooloo NSW, 2011
- Homelessness NSW | 99 Forbes Street, Woolloomooloo NSW, 2011
- Tierney House | 2 Ice Street, Darlinghurst NSW, 2010
- Haymarket Foundation Clinic for The Homeless | 165B Palmer St, East Sydney, NSW, 2010
- Edward Eager Lodge | 348A Bourke St, Surry Hills NSW, 2010
- Foster House | 5-19 Mary Street, Surry Hills NSW, 2010
- Francis Street Youth Housing | 2-6 Francis St, Darlinghurst NSW, 2010
- Aboriginal Homeless People | 118 Victoria St, Ashfield NSW, 2131
- Mission Australia Fairlight Centre | 9 Fairlight St Manly NSW, 2095
http://abs.gov.au/ausstats/abs@.nsf/Latestproducts/2049.0Main%20Features22011
http://www.dailytelegraph.com.au/newslocal/city-east/are-these-woolloomooloo-public-housing-apartments-the-worst-in-sydney/story-fngr8h22-1226915596262
http://www.homelessnessaustralia.org.au/index.php/about-homelessness/homeless-statistics
http://clovermoore.com.au/homelessness-in-woolloomooloo/
http://www.abc.net.au/7.30/content/2013/s3854864.htm
https://www.google.com/maps/search/homeless+shelter+housing+woolloomooloo/@-33.8776646,151.2139457,16z
Monday, 24 August 2015
Phase Two | Terminal Lines
"A terminal Line is generated by a temporary loss of smoothness (continuity of slope and curvature) within a single surface. Such a line begins and ends on its own accord and defies the architectural definition of a line as a seam or boundary"
Preston Scott Cohen 1998
Sunday, 23 August 2015
Phase Two | Week 5 | Unreal Engine 4
The following points are in regards to things learnt in the next set of Unreal Engine 4 tutorials. (24-32)
| 1 | Blueprints enable you to develop an automatic lighting system triggered by walking into a designated space determined by the placement of the "Trigger Volume" actor.
| 1 | Blueprints enable you to develop an automatic lighting system triggered by walking into a designated space determined by the placement of the "Trigger Volume" actor.
| 2 | Components make up a "Class Blueprint". Place actors into the components through the components folder. For example, a light is made up of a static mesh and the spotlight (2 separate light sources, extra light is for bounce light). All included in a single blueprint.
| 3 | Maya Style controls can be used to easily navigate around.
F = Frame up on object
Alt + left mouse drag = tumble around object
Middle mouse drag = tracking object
Right mouse drag = zoom in and out
Right mouse = turns camera
Left and right mouse together = drives camera around
Middle mouse = tracks view
| 4 | Right clicking on a blue print brings up a drop down menu. If you have already inserted a component, right clicking enables you to view ONLY the items that are relevant to the selected component.
| 5 | An "area of effect" enables the player to actively turn off a light source whilst playing the game. Similar to the trigger volume, except we use a box component. Shapes -> box.
| 6 | You can change between functions in blueprints: Defaults, components, graphs etc...
| 4 | Right clicking on a blue print brings up a drop down menu. If you have already inserted a component, right clicking enables you to view ONLY the items that are relevant to the selected component.
| 5 | An "area of effect" enables the player to actively turn off a light source whilst playing the game. Similar to the trigger volume, except we use a box component. Shapes -> box.
| 6 | You can change between functions in blueprints: Defaults, components, graphs etc...
Tuesday, 18 August 2015
Friday, 14 August 2015
Phase One | Week 3 | Particle Exploration
Data to be represented | Homeless Shelters Provided by Woolloomooloo
Aim |
The data aims to represent the housing provided for homeless people within the area of Woolloomooloo. The chosen particle system to represent this information is the GPU sprite emitter. The density and the direction of the particles indicate popularity and location for each particular shelter location.
Research |
To gather such data, this involved intensive research of the area. To delve into the issue of homelessness in Woolloomooloo, it was essential to understand the causes. This information was gathered through independent research. Data for this topic was found by viewing online sources such as; articles and reviews which allowed myself to discover the most popular destination(s) for the homeless in this area.
Data |
The visual data presented above indicates a more dense situation towards the west side of the site compared to fewer available locations towards the east.
How its visualised |
Movement and density of particles towards these particular areas indicate this data. Popularity of site is also conveyed in these visualisations.
References |
http://www.homelessnessaustralia.org.au/index.php/about-homelessness/homeless-statistics
https://www.vinnies.org.au/icms_docs/169658_Matthew_Talbot_Homeless_Services_Annual_Report_2008-_2009.pdf
Video - Note: The edited single video would not upload to YouTube therefore the separate videos are attached. Sorry for the inconvenience.
Link to video(s) found here.
Aim |
The data aims to represent the housing provided for homeless people within the area of Woolloomooloo. The chosen particle system to represent this information is the GPU sprite emitter. The density and the direction of the particles indicate popularity and location for each particular shelter location.
Research |
To gather such data, this involved intensive research of the area. To delve into the issue of homelessness in Woolloomooloo, it was essential to understand the causes. This information was gathered through independent research. Data for this topic was found by viewing online sources such as; articles and reviews which allowed myself to discover the most popular destination(s) for the homeless in this area.
The visual data presented above indicates a more dense situation towards the west side of the site compared to fewer available locations towards the east.
How its visualised |
Movement and density of particles towards these particular areas indicate this data. Popularity of site is also conveyed in these visualisations.
References |
http://www.homelessnessaustralia.org.au/index.php/about-homelessness/homeless-statistics
https://www.vinnies.org.au/icms_docs/169658_Matthew_Talbot_Homeless_Services_Annual_Report_2008-_2009.pdf
Video - Note: The edited single video would not upload to YouTube therefore the separate videos are attached. Sorry for the inconvenience.
Link to video(s) found here.
Monday, 10 August 2015
Monday, 27 July 2015
Phase One | Week 1 | Points of Comparison Regarding Unreal Engine 4
| 1 | The viewport layout / system is of
similar nature to Rhino as it allows the user to view their work from different
perspectives at the same time, whilst also given the ability to customise the
viewport layout as needed.
| 2 | The ability to pan the environment
easily with multiple options is similar to the controls of Lumion, however, UE4
is much more advanced as there are speed options that allow the user to
customise their viewing experience. Also, its ability to be in “play” mode
where controls can also be customised differs from the simplicity involved with
navigation in Lumion.
| 3 | There is more detail in the textures
that are able to be applied in UE4 when compared to Rhino and Lumion. Whilst
there is also more customisation options in UE4 through the use of scripting
within the program, whilst Rhino and Lumion are much more basic in regards to
colour / shade changing, transparency etc.
| 4 | The use of scripting to customise
individual items / textures in blueprint is the same concept used on Grasshopper.
For example, looping and arrays are possible in UE4.
| 5 | Scaling and rotational methods are
quite similar in Rhino, Lumion and UE4.
| 6 | Simple animation montages (people
walking) can be made in Lumion, however in UE4, actions of each individual
within the group is highly controlled in the animation blueprint.
| 7 | Particles can be used to create an environment that appears more real. For example, emitting dust under feet when running. Lumion is unable to do this.
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