P O R T F OUNDATIONS OF DESIGN: L I O
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STUDIO 06 / BEN WATERS ELIAS HANNA / 915203 M 1 \ RE 2 PRESENTATION 0 1 7 1
M1
MEASURED DRAWING OF A CROISSANT
How to measure a Croissant? I did not focus on the technicalities of accurately rendering the complex geometry of my croissant but rather on creating my subjective interpretation of it by using different hatching techniques, pencils and lighting conditions. This task, apart from outlining the process of creating a hand drawn axonometric of a non-linear object, taught me different ‘ways of seeing’ space and figures, and offered me an opportunity to hone my skills in orthographic hand drafting and rendering.
Photographs of purchased croissant in Plan, Elevation and Parallel Sections.
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M1 Drawings Updated
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M2 The Making of new Mario world
NEW MARIO WORLD
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Drawings Updated
I aimed to achieve a technically precise yet playful take on my two Mario scenes by careful consideration of linework and lineweights as well as harmonious yet accurate colour selection. Character placement and scale was key to the liveliness of the scene as well as the strong cloud backdrop and base that act to contain and frame the axo.
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M2 Pencil Rendering. First draft projection of FIrst MarioWorld scene, a difficult, messy and laborious process at first.
Joining the Two Worlds. Projecting 1st and 2nd World together and erasing the overlapping parts, patience and focus was key here as it was easy to get confused among the projections.
Fi n pr al io I r t nke o Di d v gi er ta si l R on en o de f M rin ar g io
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Beginning to Ink. Final careful trace over Pencil outline of combined Marioworld prior to scanning, this was an enjoyable process as the previous layers of tracing had been messy and the final outcome was now becoming apparent.
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The making of new landscape My intention and conceptual framework for the paper model was inspired by the idea of natural landscape, in particular a valley (2D Panels) cutting its way between two sets of mountains (3D Panels) with the varying apertures and heights of the modules symbolising the seemingly random yet interconnected nature of landscape. This abstraction of reality could have been more successful through a more rigorous iteration of digital modeling (more complex 3D modules) and placement of the modules within a less confined and rigid grid, as well as better utilising the undulations of the Tasmanian landscape that was first provided.
PAPER LANDSCAPE
M3
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Looking out to the Mountains beyond from within the Valley
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3D Panel Experimentation. Testing effects parametric controls on the 3D surface.
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Final Digital Model. Final digital result of experimenting with various 3D and 2D patternation and pannelising techniques in Rhino.
A Valley between mountains, a landscape that ‘unfolds’ and undulates slowly from side to the other. Mock-Up Model. Small fragment prototype (cut and folded by hand) of final model used as a test to visualise effects and buildability prior to commencing final phyiscal model.
M3 Lasercut and Printed final model. Assembling ‘kit of parts’ that will result in the Final Model.
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INVISIBLE CITY
M4
CITIES & MEMORY 5: MAURILIA
Cities & Memory 5: Maurilia Maurilia is a city concerned with nostalgia and appearances, the idea of ever-changing cities and how a cities inevitable growth and re-working is read by those who visit it and how inhabitants interact and influence these visitors and their experience and eventual memory of the city. The story of Maurilia to me, is a common one that could have occured in any major city in the world in the 21st century. My project aims to show this through an abstracted interpreation of mapping cities (maps) onto the Old Quad, retaining memories of place through exhibiting them in frames and television, and various other iterations of space at varying scales, as well as more literal aspects of the story (women with parasols from different times) throughout the two scenes.
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Key Glance Stare Crowd Slow Pace
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Prologue
Fast Pace
Time Passing
Persp. 1
Light Feeling
Persp. 2
Heavy Feeling
Lookout
M4 Perspective 1
Perspective 1. Traveller navigating and analysing Maurillia, whilst she too is being analysed and recorded by the city from above.
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M4 Perspective 2
Perspective 2. Traveller, in First Person, viewing city in a more naturalistic perspective, varying fragments of landscape imagery (a further step back in a ‘cities’ history) are dotted amongst the vaults.
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REFLECTIONS The lectures in this course provided an interesting framework for formulating ideas and concepts in relation to the technical side of the module outcomes, the guest lectures for M2 and M3 in particular were extremely helpful in inspiring my design choices and influencing my creative thinking in a more practical, and focused sense than the other, more theoretical and broad lectures that provided a good overview of the modules. Apart from the technical skillset gained, in relation to physical and digital modeling, the more important skills I have improved are my design thinking/problem solving skills, my time management and my ability to pin-up and discuss my work, although all of these things can be continually improved on. I hope, in the future, to resolve my concepts in more detail and create more nuanced and less complex (for complexities sake) responses to briefs. In retrospect, my response to M2 could have been more theoretical and less of a literal colouring in and outlining exercise, a more creative consideration of the junction and melting of the two opposing worlds would have been more interesting. The abstract concepts utilised for the Final Module M4 could have been better thought through and exemplified in the Perspectives and more clearly elaborated in the Isometric view. The Colouring of the clouds and other aspects of my MarioWorld for M2 have been reconsidered and updated. The Layout, drawing association and scale of text has been re-evaluated and reworked as well as the rendering of the Axo View, Sections and Elevations for M1.