Posts Tagged ‘ 3D ’

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.

detaillol

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.

ggg topaaa bot  percy large

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

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peeeeercypussssShadow plans

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.

xXXx Print Print Print Print

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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Percy`s dark heart v2.0

 

We are still working hard on the rendered version of Percy, most of the bones are done, this is a material mapping exercise on the heart. It is the usual routine: Rhino modelling, 3dsmax set up into Vray render. Enjoy! heart3 heart4 heart5 heart6 heart7 heart8 heart9hreaea

Percy`s rendered head

Finally I managed to get a form that I`m happy with, kind of. The backside is still rough, I`ll fix it tomorrow, I got it figured out but i still can`t stress enough how different Rhino is to 3dsmax. All I need to do now is create a better texture, or maybe a plethora of them to create a nice composition for the overall scene. Doing this helped me understand the times of surfaces and solids in rhino, how they interact and edge conditions, its all still a bit fuzzy. I rendered against a black void to get it done faster because its late and tomorrow I have uni.

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Mistakes were made

I`ve had a go at modeling Percy`s head in Rhino, but it is so poorly made I didn`t even bother to give it an HD render. Basically what happened was that because i`m so used with 3ds max modelling, instead of creating a bunch of solids and resolving them through boolean geometry I`ve ended up trying to make the whole thing out of surfaces and polysurfaces and create one single solid at the end. It was a mess… porc

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