Sunday, 15 November 2015

Phase 03: The Residence

Final Submission - Sang Kwak z3464645

Phase 03: The Residence (Villa Savoye)


The Precedent


The Precedent was altered to efficiently use the space in the site



The Precedent and the Pavilion combined 


Grasshopper Script






Modified Precedents

- First Modified Precedent


Front View

Side View





- Second Modified Precedent


Front View


Side View





- Third Modified Precedent


Front View






Side View 












Unreal Engine Environment


The Precedent in Unreal Engine









Five Still Images 



 First image



















Second Image





Third Image





Fourth Image






Fifth Image







 




Short Film of the Model in Unreal Engine 














Links to 3DS MAX file of the precedent. 


https://www.dropbox.com/sh/h6kct8lbs2z3r5f/AADZS1W6kJkbBrssiUd1Sdeoa?dl=0



Thanks~







Monday, 7 September 2015

Phase 02: The Pavilion

Phase 2: The Pavilion



Terminal Lines

The terminal lines utilises the Caternary component to create distinctive lines in order to make a unique design that changes its design when different sliders are changed within the script. The four different sliders placed at the far left are group for easy manipulation of the form and shape, and changing each slider corresponds to a feature of the design.
  • The first slider “Length” allows the possibility to change the Caternary chain length.
  • The second slider “Tolerance” changes the Reduce component in regards to the polygon created from the Caternary component.
  • The third slider “Scale Factor” changes the size of the Panel Frame component from the Lunchbox plugin.
  • The last slider “Factor” is simply the extrusion value of the form.












Emergence

The Emergence design makes use of the Diagrid Structure component from the Lunchbox plugin, and changes based on the two components placed on the far left. The Diagrid component initially needed a surface, which was created in rhino to create a distinctive design.
  • The first slider “U Divisions” allows us to change the amount of lines in one direction on the roof of the design.
  • The second Slider “V Division” changes the adjacent lines from the U Division lines on the roof of the design.








Mobility

The Mobility design utilises a surprisingly simple yet distinctive design, using the Enneper Surface component from the Lunchbox plugin. This design also uses the Panel Frame component and the offset component also assists in creating that extra touch in simplicity yet diverse in forms. The three sliders on the far left change the design;
  • The first slider “Sclae Factor” connected to the Panel Frame changes the size of the outer layer of the form.
  • The second slider changes the value of the offset component, changing the distance of the offset in the design.
  • The last slider manipulates the extrude value of the design, which was flipped using the negative component.


   









Unreal Engine 




Terminal Lines Design







Emergence Design








Mobility Design



Link to the grasshopper/Rhino scripts:

https://www.dropbox.com/sh/5lz39tfaebg0gj3/AABI5JGpP14Bqzs0kEZvhAjka?dl=0

Folder named: Sang Kwak z3464645 CODE1240 - 2015







Saturday, 15 August 2015

Phase 01: Site model/ Particle system




Phase 01: Site model/Particle System


Video of Site Model






Some quantitative data that I'm interested in:

  • Different housing types within the area
  • Preferred accommodation 


Particle system variations

Fire 1


Fire 2

Spark 1

Spark 2






As there are more people wanting a specific housing type the intensity and the size of the "hot spot" will change accordingly to the data.  

Monday, 27 July 2015

Week 1 Tutorial activity (Unreal Engine into)

Week 1 Tutorial

Things that has been learnt about the Unreal Engine Software

  1. The navigation of the software is very user friendly like many other 3D modelling software due to the sub menus that are placed around the main screen, which allows the user to immediately grasp the components/features and the capabilities of the what the software can do.
  2. Unlike other programs, the Unreal Engine software contains a content browser which makes it a lot easier to navigate around the program itself and any 3rd party objects or materials.
  3. The software also uniquely provides the user with various editors within the program (Material editor, Particle Editor, Animation Editor etc.)
  4. Like programs like Rhino or Grasshopper, the Unreal Engine software also utilises the features of the mouse to change and explore the virtual environment differently. However the Unreal software also further enables users to be able to control the speed of the camera through number variables.
  5. Like Lumion, the program adjusts to the lighting of the current view, so as you go from one lighting to another, the brightness will automatically adjust accordingly to effectively view to the object or image.