Portfolio

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GEORGE CHRYSOULIS architect • CG artist

portfolio



CONTENTS A_profile - CV

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B_architectural visualization

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C_video game project

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D_character modeling

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E_diploma thesis

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A_PROFILE name: address: tel.: e-mail: date of birth: place of birth: sex: marital status:

George Chrysoulis Voriou Ipirou 7, Halandri Athens / Greece +30 6943548474 chrysoulis.george@gmail.com 15. 01. 1991 Athens, Greece male single

Born in Athens, in 1991. Graduated from National Technical University of Athens (NTUA) with a Masters degree in Architectural Engineering (20082015). Worked as graphic illustrator. Developed interest in 3d modeling and CG art. My diploma thesis is focuced on parametric design. Using grasshopper I have written an algorithm that produces comunal centers. Since graduation I have been developing my profecional skills in architectural visualization and design by code.


EDUCATION

INTERESTS

2008 -2015 Diploma of Architecture (MArch equivalent) National Technical University of Athens GPA: 7.77 / 10 2015 Diploma Thesis: “Proskinio: parametrical aproach of tensile structure - communal center”, Grade: 9.6 / 10 2008 1st Lyceym of Halandri GPA: 19 / 20

Music • Electric Guitar, Grade 7 (Thames uni- versity of London) • Classic guitar, 3rd intermediate • Basic classic theory and harmony of music Programming • Actionscript 0.3 • html 5 • css Painting

WORKING EXPERIENCE 06/2011 - 06/2012 Internet technical support (National communication organization) 10/2014 - 03/2015 Graphic designer (Fast Copy, Athens) 01/2016 - 11/2016 Graphic Designer (Bath & Spa, Athens)

SKILLS Graphic - video manipulation Adobe Photoshop • Illustrator • In design Flash • Premiere • After effects Corel draw 2D/3D drawing 3ds Max • Cinema 4d • Rhinoceros Marvellus Designer • Autocad Renderers V-ray • Corona • Maxwell render Parametric Drawing Grasshopper for Rhino & various pluggins Digital sculpting z-Brush • Mudbox

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B_architectural visualization

interior render #1 In the field of architectural visualization, my biggest ambition and goal was to achieve a high level of photorealism, with a physically correct result. In this direction, I follow a professional approach in every step of the overall procedure. As far as geometry is concerned, I use the high – poly modeling technique, combined with cloth models that I produce in Marvelous Designer (realistic cloth simulation program). When it comes to texturing, I am very comfortable both with the basic projection methods and the procedure of custom uv unwrapping. This gives me the opportunity to draw my own maps in Photoshop, using the specific model’s uv’s. In my materials, I focus on finding the best settings for my reflections and producing high quality specular maps. To achieve highly realistic environment lighting, I combine the sky color of hdri images, with light materials that provide background colors. For the last step of post – production, I use Photoshop to composite all the separate render elements for maximum control and combine them efficiently with other bitmaps and tools, in order to produce advanced lighting effects and depth of field. 7


interior render #2


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interior render #3


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C_video game progect cartoon concept town In this project, I had to conceive, model and texture a 3d town for a video game. I came up with this minimal, toon design. The most essential element of this concept are the basic, textured, interactive buildings. I wanted to give them the capability of taking a simple pose-morph animation. This choice, definied my workflow on modelind and texturing in this particular project. In order to have one posemorph modifier for each building, I have built all its different elements into one single polygon-model. For the texturing, I separated these elements into uv islands, so that I could draw all the different materials on them. Finally, with the use of alpha masks, all these materials were composited into layered materials, one for each building.

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D_character modeling

Shroom This cyclop-shroom, is my latest work on character modeling. He is going to be part of a series of shroom models, for a short animation film that I came up with when I was younger. Modeled and unwrapped in 3ds max, textured in photoshop and Z-brush.

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references Social Capacitor Concept developed by the Russian constructivists movement in the early 20’s. It refers to the factories, the social housing and the labour clubs. Labour Clubs Their role was to become the ultimate school, in order to boost cutural growth. The functional programme included rooms for sports, art, lectures, libraries, cinema, dance, politics and science. The design was specified by the syndicates and labour unions, that also defined the programme and the adminisrtation.

proskinio

Frei Otto (1925-2015) German archtitect and civil engineer. Specialized in light-tensile structures. They draw strength from the double curvature of their form. The big coverage rate with the concurrent minimization of the structural elements, make them a very economic choise. The construction time and the cost of maintenance are fairly smaller, in relation to common structures. Their lower solar light absorption contributes to their energy efficiency.


E_diploma thesis

proskinio

“ Computational drawing The interpretation of designing rules as “procedures”, that take data as inputs to return specific results as outputs Algorithmic drawing The systematic exportation of rational principals, by developing a general solution plan. Parametric drawing The designing of objects, based on the description of their properties’ relationship. The capability of changing the objects’ properties, allows the redefinition of the final outcome. Generative design The description of local rules in swarms , for the emersion of hyperlocal behaviors.

Purpose of this diploma thesis is the creation of an urban and at the same time digital common. It is placed inside urban voids of the center of Athens and operates as a multifunctional “social capacitor” of the neighborhood. It constitutes a light, tensile, metallic structure, parametrically designed through coding in grasshopper, so that it can addapt to the needs of both the various users and the various areas of placement. These needs for customization and adaptivity to various built environments constitute the inputs of an algorithm, that returns as outputs a parametric tent that corresponds to the desired functions and it’s corresponding core. The latter is an independent structure. It includes movable, parametrically designed furniture that can form a “closed shape” to prevent infringement, as well as split and scatter in space to create a variety of functional conditions. The last parts of the algorithm, deconstruct the tent and the core to their elemental structural components and organize them on them horizontal plane. This way, the code returns as final outputs all these elements drawn in 1:1 scale, prepared for the factory and the cnc cutter and numbered for easy assembly.

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economic

social capacitor

urban common assemblies screenings

racter a h c

exhibitions theater feeding education

library

s ion

hygiene

barter trade

fundin g

fun ct

crops

playground crowd funding community funds

u v


concept illustration

all in a box algorithmic design digital common

tool

adaptable evolving autonomy

constructi on

tensile structure perimetric framework plan perimetric framework accesses - windows

place ans me

urban voids

pillars - heights

settlement squat Neighbourhood centers

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function-plan parameters

function-plan

accesses, opnenings, pillars

plan

framework parameters

framework

surfaces

simulation parameters building analysis parameters lighting holes parameters core core’s parameters furniture’s parameters

......................................... function-plan Inputs parameters about the desired spaces and accesses, producing the function plan. Contours are produced by the intersection between the spaces and the fields of access. These contours, with the xy coordinates of pillars and openings, constitute the plan parameters.

............................................. framework

length . The strings are attached to the pillars and the framework and the simulation begins with the use of the Kangaroo physics simulator. The textiles of the tent are resulting, from this simulation, that mimics the Frei Otto experiments concerning the minimal surface.

................................................. statics

Inputs parameters about the the pillars’ and the semi-outdoors‘ height. The plan curves on the z axis according to them, through sinusoidal functions, to give us the generatrices of the future framework.

A new simulation strains the textiles against wind and snow. The difference between the initial and the strained textiles gives us the elastic deflections. That way, we can compute the tensile forces of the beams that stress the framework and the pillars and execute a static calculation that leads to a choice from a list of standard sections.

.............................................. surfaces

...................................... lighting holes

Seeks the closest pillar to each one of the shattered framework’s pieces. The surfaces defined by these curves and the corresponding pillar’s end, constitute the initial surfaces of the tent.

The textiles get shatterd into small pieces. Each one of these pieces can take a value of 0 or 1 (existence - non existence). These values are the “gene pool” that will trigger an evolutionary process (octopus for grasshopper). This process gives random values to the pieces and evaluates the climate conditions of the final results. The process tends to reproduce the “genes” (values) that give a more optimal climate. At the end of this procedure we have the values for an optimal solution. Holes are cut to the textile close to the pieces with 0-value for optimal lighting

.......................................... simulation Divides the initial surfaces into multiple UV curves and converts them to elastic strings that obey to Hooke’s law and tend to minimize their


algorithm’s flow chart function plan lifghting holes

textile patron

simulation

textile’s patron

statics construction construction parts drawings

2D drawings core

furniture

furniture CNC

......................................... construction Inputs parameters about the construction elements and the framework. Shatters the framework and reattaches it with connectors. It essentially computes all the construction elements and draws them in 3d space.

.................................................. patron Projects and arranges the textiles to the xy plane to give us the patrons.

.............................................. drawings Counts, numerates and arranges all the construction elements. Lastly it extracts their essential construction views and provides them as 2D drawings to the factory.

furniture CNC

........................................................ core Inputs few, basic parameters and returns the core of the tent.

................................................. furniture Inputs parameters to customize the core’s furniture.

....................................................... CNC Counts, numerates, projects and arranges all the parts of each furniture, to return the cutting sheets for the CNC cutter.

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example #1: Exarhia

example #2: Koukaki

example #3: Kipseli


aplication of the algorithm in urban voids

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orthographic - core

splitting the core assemblies

party parametric furniture

multi-purpose

“closed� core

screenings

feeding

exhibition


constructional analysis of tent and core

orthographic section - tent

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thank you


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