Point • Edge • Steps

Page 1

Point • Edge • Steps

Hui Yuan Koh (Rachel) | 799168 |

ABPL 20047 Site Tectonics 2018



CONTENT 1.0 INTRODUCTION 2.0 ENGINEERED SCHEME 3.0 TOPOGRAPHY SCHEME 4.0 VOLUME CALCULATION 5.0 CONTOUR PLANS 6.0 APPENDIX


1.0

INTRODUCTION

‘Point • Edge • Steps’ - like the title of this report, the design of the ramp and landform all revolved around straight linear form. The journey is a long walk zig zag down the ramp towards the river, a studio house is located at the midpoint where visitors could take a rest. The path then leads to a platform beside the river where the featured stair ramp is located. The stair ramp, inspired by Rem Koolhaus is the highlight of the journey as its vibrant colour contrast the surrounding. It is a good place to carry out different activities and relax. The zig zag form ramp intent to let visitors to slow down their pace and take their time to appreciate the surrounding, instead of hurrying straight from one point to another. It is important to lives at the moment.


2.0

ENGINEERED SCHEME

This section consists of engineered scheme created in 3dsMax in plan and perspective views. The ramp outline is transferred from AutoCad to 3dsMax software to create the ramp in 3D on the given site. Then we proceed by cutting and filling the landform using the Boolean function. The surrounding landform aorund the ramp and house is not modified, therefore, the landform will have very sharp cut and fill.









3.0

TOPOGRAPHY SCHEME

After creating cut and fill for the ramp, we proceed to the land sculpting process to create a more natural landform. The main functions I have used in 3dsMax to create the landform are Soft Selection and Paint Deformation. Before using these tools, the given 3D landform needs to be Subdivided and Quadrified to create smaller polygons that assist in producing a smoother landform during digital sculpting. Soft Selection is a function where we could select certain area of vertex on the object and manipulate it smoothly in relative to the surrounding vertex, hence create a more organic and smooth look. The colour of the vertex when soft selection imply is the ‘strength’ which means the amount of distance it will move when manipulated. By using soft selection to paint over the landform, I could limit the area for paint deformation to occur and also create the pattern of landform I want. Push and Pull function under Paint Deformation is then used to produce the undulating landscape. For rendering I tried using ForestPro plug in to create trees on the landform. It was successful for the engineered scheme but half successful for topographic scheme. Half successful meaning, I successfully create multiple trees on the landform but fail to rotate and scale them randomly using the transform tool of the plug in. The program will crash everytime I do it even if I reduce the number of trees. I assumed this is because the topographic scheme file is too large and the landform were subdivided to too many polygons. The topograhic landform I made is based on the concept of straight and sharpness, so I did not use TurboSmooth or OpenSubdivide functions to smoothen the landform because I want a geometrical landform that matches my concept. The rendering goes for the video game graphical look.


Image above is taken after using soft selection.

LAND SCULPTING METHOD... 1) Subdivide 2) Convert to Editable Poly 3) Quadrify all geometry 4) Soft Selection - Paint 5) Paint Deformation - Push and Pull









3.0

VOLUME CALCULATION

The volume of cut and fill is significant when doing a landscaping project. It is always the best to balance out cut and fill. Therefore it is important to learn how to calculate and represent cut and fill diagrammatical to allow other people to understand the design scheme clearly. The cut and fill diagram below is created using 3dsMax software through Boolean operation.

RED indicates fill. (Boolean Intersection) BLUE indicates cut. (Boolean Subtraction)



ORIGINAL VOLUME:

CUT VOLUME:

FILL VOLUME:

FINAL VOLUME:

925793.99 m3

1005.01 m3

1304.35 m3

926162.18 m3

VOLUME DISPLACED METHOD 1: FINDING THE DIFFERENCE OF CUT AND FILL:

- 1005.01 m3 + 1304.35 m3 = +299.34 m3 METHOD 2: FINDING THE DIFFERENCE OF ORIGINAL VOLUME AND FINAL VOLUME FINAL VOLUME - ORIGINAL VOLUME

926162.18 m3 - 925793.99 m3 = 368.19 m3 Supposingly, two method should yield the same result but due to unfound error, the result differ. Anyhow, the landform has an increase of 300~400 m3 in volume after cut and fill is carried out to place the ramp.

VOLUME OF LANDFORM AFTER LAND SCULPTING (TOPOGRAPHIC SCHEME): 958011.93 m3

Landform has an increase of 31849.75 m3 in volume compared to the volume after cut and fill.


4.0

CONTOUR PLANS

This section shows the process of designing this schemes, from manual grading to digital grading.


MANUAL GRADING

RAMP GRADIENT REFER TO DRAWING ‘TOPOGRAPHIC SCHEME 1 WITH EQUAL ACCESS’

ENGINEERED SCHEME 2 WITH EQUAL ACCESS

1:250


DIGITAL GRADING (AUTOCAD)

+21.00

+ 21.00 53

21

.50

20

+20.00

.50

B 43

19.5

0

18.5

A

0

28

+20.50

17.

50

+18.00

16

.50

.50

14

+ 17.50

50

12.

10

+FFL 17.00

F2

50

11.

+19.50 +FFL 19.00

F1

.50

13.

C

11

+ E1 18.50

9

15

21

D

+19.00

11

E2

50 16

+14.00

11

I2

+FFL 15.00

11

+ I1 14.50

9

G1

J1

+12.00

7

M2

+ 13.50

+ 16.50

+15.00 9

M1

7

9 H2

J2

+ 1512.50

+13.00

15

+11.50

7

+10.00

7 S

27

R

+ 12.50

9

+16.00

7

K

+14.50

+12.00 +11.60 +11.20

+10.34

+10.80

+10.17 T

.5

12

G2

O2

+10.50 19

11

+ L1 14.00

O1

P

+ H1 15.50

9

+ L2 13.50

8

+11.00

9

9 L3

N

7

Q

15

+10.40 +10.00

0

.5

0

(Length, Gradient)

13.

50

A B C D E1 E2 F1 F2 G1 G2 H1

14.50

15.50

Drawing Title:

Design #2 Landform scheme path & ramps

Scale: 1:500 @ A3

Drawn by:

HUI YUAN KOH 799168 CHUN YU NG

855902

(53m, 1:106) (43m, 1:86) (28m, 1:56) (21m,1:42) (11m,1:22) (11m, 1:22) (9m, 1:18) (9m,1:18) (16m, 1:32) (15m, 1:30) (9m, 1:18)

ABPL 20047 Site Tectonics - 2018

H2 I1 I2 J1 J2 K L1 L2 L3 M1 M2

(9m, 1:18) (11m, 1:22) (11m, 1:22) (9m, 1:18) (9m, 1:18) (15m, 1:30) (7m, 1:14) (9m, 1:18) (9m, 1:18) (7m, 1:14) (7m, 1:14)

N O1 O2 P Q R S T

(15m, 1:30) (8m, 1:16) (9m, 1:18) (27m, 1:54) (7m, 1:14) (7m,1:14) (7m, 1:14) (19m, 1:38)


DIGITAL GRADING ENGINEERED SCHEME (3DSMAX & AUTOCAD)


DIGITAL GRADING TOPOGRAPHY SCHEME (3DSMAX & AUTOCAD)


5.0

APPENDIX











Point • Edge • Steps ABPL 20047 Site Tectonics 2018


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