Archive for the ‘ BoneVortex ’ Category

The first exhibition

It was a success, although the crowd was a bit underwhelming, I was extremely impressed about how everyone pulled through, I was very lucky in having dedicated and ambitious teammates so that we could deliver the center piece of the exhibition (in my humble opinion). Now let me divulge some secrets about Percy, we chose bones as a element for him because we wanted him to be a critique towards the sites we were given, New York and Liverpool, cities which both thrived on the slave trade, and were at a time two of the biggest slave trade centers of the world. The two sites are set in the docks so the correlation is even more obvious with the idea that Percy would illustrate how both cities were built on the bones of the slaves, and that fact was slowly overwritten, to the point of people not being aware of it anymore. A friend said he could name 10 streets in Liverpool named after slave traders/owners, but being embedded so deep in routine and normality, people eventually forget the atrocities committed in for the comfort of others. The architectural device we created through Percy will help develop buildings that will be strongly correlated with the past of the two sites and will make people aware of it. Some might say that what is history it is already written and nothing can be changed, but keeping a close eye on it will prevent it from repeating itself. There are a lot of mistakes that humanity made along it`s history, and most of them should never happen again. Architects should enforce this idea through the statements of their architecture, people can be made aware of the past through subtlety as well, not only history books, tangential learning could be a key element in making a whole demographic aware of a real problem that could be affecting them without even knowing. But I`ll leave that rant for some other time in the meanwhile enjoy the exhibition, there are photos of us setting it up, and of the final look of it.

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Invitation to UCLAN Architecture exhibition

I`ve just started learning this thing called kinetic typography last night, because I thought it would be the best way to churn out an online video invitation for the exhibition, rather than doing something a lot fancier that might not work, or deliver the message. I`ve never done anything like this before, and I know there are a lot of things to improve on but I only had one day to work on it so there you go. Enjoy!

 

 

(P. S. I`ll upload an HD one, but it takes forever, it will be on the youtubes in about 3 hours)

Visuals

 

These are the visuals, I`ve done, not all are good but it was good experimentation, they are all made from stills we`ve taken of the sculpture with some post production in Photoshop. There are a lot of them, And I think I prefer the most the 1st image which has a plethora of filters and effects applied to it, I`ll soon produce more but, I`m busy learning film-making now, it`s a slow and tedious process…therock wtfgrafiti 1 2 3 4j 5 6 7 8 9 10 11 12 13 14 basref34 basrelief basrelief2 basrelief3 best dafuq edge extrude1 extrude2 extrude3 extrudepir1  fresco glow glowedge2 glowinages glowing edges glowlol glowultra glwoshit lolextrude  neonlol p[lastic2 painted (2) painted pallete pallete2121 palletegernn pen phorto plastic plastic2 plasticneon stainless

Texture mapping test

I`ve done some texture mapping tests, we need to decide which textures would work better on which elements for further speculation. It has been a slow and tedious process over the weekend. But I have some really cool visuals in store for the next post, which will be coming out tomorrow maybe. I am also starting the After Effects tutorials as of now. Enjoy

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Welcome, my friend, to the machine

What is in store for the future of Percy? Speculation, a lot of it. The next stages are to explore and exploit Percy’s formal and spatial qualities and distil them through various processes such as suprematist compositions, metamodernist photography, mapping, juxtaposing and reinterpretation etc.

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So in many respects we created a machine, a factory to produce architectural form from the formal qualities of Percy, which will always relate back to the conceptual principles on which Percy was established as an entity, thus preventing us of falling in the trap of creating suprematist architecture from a mish-mash of randomized shapes which can be altered to suit the site.

Percy has become the device for a process that creates a vast and (probably infinite) amount of work that can be translated as architectural formal interpretation. These exercises are made in absence of any type or building brief, so in many respects it turns the usual creative process which everyone is used to on its head with the concept of function following form. But in fact that is not entirely true, although it is quite a perverse technique which many architects would consider too abstract or too radical to accept, Percy is providing us with a pseudo-infinite amount of possibilities that could be reinterpreted and re-iterated many more times to suit the function or the site conditions, without falling in the abysmal state of producing shape with no meaning, concept or intellectual background and ambition.

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The next step is setting up an art gallery in about 2 weeks which will present the study of the object of Percy. Some of our colleagues considered we were picking up where Warhol left with this factory type cult of the object artistic approach, which is true to some extent, but what we are creating at the moment is a process, a means to a means of designing architecture. So in many respects we are not celebrating the object, but the process or the transformation and the interpretation.

These are some renders done in high quality textures that I have created, next step is to tryout some more unconventional textures and see what results we get.

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The compositions below are made by one of my teammates, really interesting pieces, though one fell off :).

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And lastly some speculations made by me based on details from Percy, it is a rhythm and spatiality study based on altering different iterations of the same vector.

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These are the first techniques and the first drafts we produced, we are hoping to enlarge our spectrum of operations greatly in the following week by employing more complex processes and algorithms.

P.S. Percy will star in a movie, the trailer is not out yet : )

Cyber Percy

This is just a sneak peek of what I`m working on, I am not allowed to divulge any more information than the fact that it is on its way 🙂 . For those who are not yet familiarized with this project you can visit the page Urban Dweller (aka Percy) on my blog. So these will be some blank renders, one textured and some other stuff. I am currently rendering some high-resolution 3.5 metter large images(that take up to 20 hours of rendering) which will be used in the next stages of the project, see you there ;).

This first photo is a mapping test in preparation for a final render.

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These last 3 images are some spoilers to what is to come, be prepared for some architectural sexiness. downshadowsmth collage1

Percy 2.0 is on its way

I`ve been working on this thing for almost a week now, if I am lucky I`ll have it finished tonight, its kind of fun working on it, and I have learned almost all there is to learn in Rhino while doing it, but it was almost 12 hours per day of work. Tomorrow I`ll do some texture development and some mapping tests and if all goes well I`ll have my first render by sunset. The biggest difficulty I had was with the kidneys, which I had made out of chain but they ended up so dense that my computer couldn`t handle it, so I decided that the best approach would be by resolving them through textures, though I`ll try another method tomorrow.

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