
Tuesday, May 15, 2012
EXP3 Week 1: Intersection of H-prisms.
Each of these forms was designed by combining 3 H-shaped prisms of various dimensions. In one case the H-prism is a void cut out of another.

Monday, May 7, 2012
EXP2 Final Submission
My earlier problem with displaying textures seemed to result from the texture files added to the CryEngine textures folder by PlayUp being in .tif format rather than .tga or .dds as required. I fixed this by downloading a program called FileFormat and using it to convert my texture image files to .tga format, which I placed in the "textures" folder within my level and then mapped to each texture manually in CryEngine's materials window.
Below are updated screenshots of my monuments in the environment, now with correct custom textures.
I have also updated the download link for my level in the previous post.
Sunday, May 6, 2012
EXP2 Week 3 (C): Models and CryEngine3 Level
My models are available for download from the Google SketchUp Warehouse using the links below:
"Lightcube"
"Waterbox"
My CryEngine 3 level can be downloaded HERE.
(I have updated this link since adding textures, so the file is now the complete level). "ARCH1101_McLoughlin_01b" is the most recent version of the level.
"Lightcube"
"Waterbox"
My CryEngine 3 level can be downloaded HERE.
(I have updated this link since adding textures, so the file is now the complete level). "ARCH1101_McLoughlin_01b" is the most recent version of the level.
EXP2 Week 3 (B): Screenshots of Loaded Monuments
I carefully positioned the models in my CryEngine 3 environment and further
edited it to form a "meeting place" between the two monuments, and to
force visitors to approach the models in a significant way.
Having had difficulty exporting the models with custom textures despite several attempts to resolve this (custom textures were replaced by CryEngine's red "Replace Me" texture), I omitted the textures for this stage of the project but will continue to work on a solution.
The signpost forces the player to submit themselves to the landscape and choose which unseen monument to visit.
Proceeding uphill reveals "lightcube", positioned on a small plateau to force the player to enter through the back. Walking through then reveals an inspiring and humbling view of the landscape.
The other path leads to "waterbox". This monument's only source of internal light is via water reflections and it can only be experienced by swimming up into the space.
Having had difficulty exporting the models with custom textures despite several attempts to resolve this (custom textures were replaced by CryEngine's red "Replace Me" texture), I omitted the textures for this stage of the project but will continue to work on a solution.
The signpost forces the player to submit themselves to the landscape and choose which unseen monument to visit.
Proceeding uphill reveals "lightcube", positioned on a small plateau to force the player to enter through the back. Walking through then reveals an inspiring and humbling view of the landscape.
The other path leads to "waterbox". This monument's only source of internal light is via water reflections and it can only be experienced by swimming up into the space.
Saturday, May 5, 2012
EXP2 Week 3 (A): Custom Textures, Monuments
This week's inital task was to create 36 custom textures representing the range from dark to light.
I selected some of these to enhance my chosen monuments:
I selected some of these to enhance my chosen monuments:
EXP2 Week 2: Parallel projections, Electroliquid Aggregation.
I was particually inspired by concepts which tended more towards the semi-abstract. Kahn's buildings are often strategically positioned in their surrounding lanscape to act as a reminder of human scale; for example, looming in a flat area or being reflected in water to appear bigger. Calatrava's designs show a strong influence by nature and consideration of the importance of the effects of light and shadow.
In creating my monuments, I combined these two concepts into an Electroliquid Aggregation:
As buildings are relatively temporary additions compared to seemingly indestructible natural landforms, the natural setting must be considered in designing any architectural form: namely, the positioning of the building and how it will affect/ be affected by natural light. These two things can be manipulated to produce a final design that reminds human observers of their scale and mortality.
My Axonometrics showing three pairs of prisms from two views each:
Having combined two sets of prisms into one form and making a model, I experimented with placing the model so that it could be seen from a distance.
In creating my monuments, I combined these two concepts into an Electroliquid Aggregation:
As buildings are relatively temporary additions compared to seemingly indestructible natural landforms, the natural setting must be considered in designing any architectural form: namely, the positioning of the building and how it will affect/ be affected by natural light. These two things can be manipulated to produce a final design that reminds human observers of their scale and mortality.
My Axonometrics showing three pairs of prisms from two views each:
Having combined two sets of prisms into one form and making a model, I experimented with placing the model so that it could be seen from a distance.
EXP2 Week 1: Axonometrics, models and environment.
These axonometrics depict forms made of 5 intersecting rectangular prisms, which were inspired by buildings of Louis Kahn andSantiago Calatrava.
I then developed google sketch-up models based on two of these drawings and placed them in a CryEngine3 environment.
I then developed google sketch-up models based on two of these drawings and placed them in a CryEngine3 environment.
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