Thursday, 23 August 2012

WEEK 6: FINAL SUBMISSION THE DIGITAL CONCEPT MODEL

DESCRIPTION OF ''INTERLACE''

I wanted to define the idea of momentum, movement and integration within my animation through the unpacking of my layers. The skeletal form of my 3D model allowed the unfolding of the layers more detailed and elaborate as I animated it through BuildAr. Keeping my original 3D model, I was able to  slice it open, and focus on the grid-like structure located inside the “shell”.  By rotating, exploding, twisting and scaling my model, I could interperate my model in a  far more technical and comprehensive way, revealing animations that I thought was impossible.

EVIDENCE OF PROGRESS: 


1) Storyboard from week 4 model development (full layout can be found in my previous entries):


2) Video of  my imported 3ds model in buildar:

IMAGES OF PHYSICAL MODEL 

 

 


MARKERS






 

A3 POSTERS



FINAL BUILD AR ANIMATION (1.20 MAX)








SCREENSHOTS OF AR OBJECTS






 

4X RENDERED IMAGES 




GAMEFRONT ZIP FILE LINK







Wednesday, 22 August 2012

WEEK 6: TRIALS WITH PHYSICAL MODEL

FIRST ATTEMPT WITH PHYSICAL MODEL:


I decided to make my physical model out of 2mm cardboard (black and dark blue) and pins.

I tested the physical model out on BuildAr a numerous times but it did not seem to read it. I later figured out, I had cut the markers to close to the black border, snipping off bits of the marker. That's why it didn't work!


So i had to reprint the markers out again, and instead of cutting it all the way to the rim, I left a white border. 

TRIAL WITH WHITE BORDER

success :))))!


Tuesday, 21 August 2012

Thursday, 16 August 2012

WEEK 4: MODEL DEVELOPMENT

MARKERS


These different markers were made under the influence of my posters and 3ds model. (11x11)











From the feedback I got from Matt and my classmates, I think I will stick with the concepts from assignment 1:
1. Skeletal form
2. grid structure
3. movement
4. Integration with its landscape/ environment 

So through the process of animating my model in BuildAR, I can emphasise the sense of movement and flexibility of the wire frame. I will probably manipulate the model by twisting and rotating the exterior plates and somehow adding effects to the interior plates ...



DRAFT STORYBOARD

1) First draft storyboard wasn't actually "pulling" the model apart and breaking it into smaller concepts. 


2) Second Storyboard seems to work out. It involves the four concepts: Skeletal form, grid structure, movement and integrating. It utilises 6 markers.
                                   






Thursday, 2 August 2012

WEEK 3: FINAL SUBMISSION

INTRODUCTION:

I wanted to define and emphasise the acute edges, its organic form and movement of the Giant Interactive Group Corporate Headquarters. By looking at the photographs and plans, I also wanted to highlight the way the building is shaped and positioned on the landscape, especially how it integrates with the environment. 
So for the 3ds max model, I decided to morph both ideas together in order to create an interesting shape. By twisting and skewing the shapes, I was able to form an unique fold.

REFERENCES:

BOOKS-
Mayne, Thom and Val K Warke. Morphosis. London: Phaidon, 2003.
WEBSITES-


A3 COMPOSITIONS:


CONCEPT 1: "HUSTLE"
Defining the movement of the Giant Interactive Group Corporate Headquarters, while emphasising on its skeletal and wire framed structure





CONCEPT 2: "INTERWEAVING"
Integrating its flexible structure with its environment

3X RENDERINGS:

1)
2)

 3)



GAMEFRONT LINK TO 3DS MAX FILE, PDF FILES, PLAGIARISM FORM

http://www.gamefront.com/files/22068103/z3418345_Lam_Dorothy.zip

WEEK 2: COMPOSITIONAL EXERCISE

REFLECTION:

I wanted to define and emphasise the acute edges, its organic form and movement of the Giant Interactive Group Corporate Headquarters. By looking at the photographs and plans, I also wanted to highlight the way the building is shaped and positioned on the landscape, especially how it integrates with the environment. 
So for the 3ds max model, I decided to morph both ideas together in order to create an interesting shape. By twisting and skewing the shapes, I was able to form an unique fold.

TUTOR'S COMMENTS:

-Change blobs into plates
- Wireframe
- Skeletal frame is dominant in Morphosis works.

CONCEPTS:

1) Defining the movement of the Giant Interactive Group Corporate Headquarters, while emphasising on its skeletal and wire framed structure.
2) Integrating its flexible structure with its environment.

PHOTOGRAPHS & ARCHETYPES FOR ASSIGNMENT 1

ARCHETYPES:
CCC LA, California, 1988 (page 158)

Tsunami, LA, Nevada 1999 (page 84)

Nai Exhibit, Rotterdam, The Netherlands 1999 (page 78) 


Nai Exhibit, Rotterdam, The Netherlands 1999 (page 80) 



Store No. 2 Portland, Orgegon and Cleveland, Ohio, 1990 (page 197)

ALL IMAGES SCANNED FROM: Mayne, Thom and Val K Warke. Morphosis. London: Phaidon, 2003. 


PHOTOGRAPHS 

Giant Interactive Group Corporate Headquarters: