Module 4 matthewgreenwood 641211 copy

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Matthew Greenwood VIRTUAL ENVIRONMENTS SEMESTER 1 STUDENT # 641211 GROUP 4


I researched natural patterns online finding many examples in the petals of flowers. Spiderwebs also provided an example of patterns in biological structures. The spiraling shape of a nautilus shell stood out to me amongst the rest. As the creature and the shell grows small chambers are created progressively getting larger.

Ideation VIRTUAL ENVIRONMENTS

Pattern

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Progression of the pattern continued on the tutorial with the construction of paper models using the same processes that occur in Rhino. This included extrusion, rotation, copying and scaling. The first models created were very simplistic, abstracting basic shapes from the patterns. My original model needed to be stuck to the pattern as it had no way of supporting itself. The result was a model that mimicked the flow and movement of my chosen pattern.

The second model followed a more regimented pattern and began to explore the idea of scaling and rotation.

BALANCE/SYMMETRY

PROGRESSION OF SCALE

MOVEMENT/FLOW

Recipe Step 1. Choose a point from witch the pattern will expand.

Recipe

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Step 2. Create a spiral that starts looping around the centre point very tight and expands as it gets further out, this creates a curved

Step 3. Create small curved lines that span the “funnel�, these curved lines become thicker and further spaced as they progress.

Card Models

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The Rhino Model followed a similar recipe to the original however precise measurements were added to make the process structured and methodical. 1. Copy Triangle 2. Scale by 5m 3. Rotate 20º 4. Move into place so in plan view the inside edge creates a consistent spiral curve 5. Repeat steps 1 through 4 till desired spiral is achieved. 6. Copy and Mirror to Experiment

Digital Models VIRTUAL ENVIRONMENTS

This model is the result of guiding another student through the creation of my lantern. Although the form is basic it has many development opportunities.

Clay Models

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Using the idea of my previous paper model as if it were 1:1 I created this basic shape, a coil that can be held in the hand in any position.

We were asked to create a model as if our paper model was at 1:20. A tiny part of the lantern. This model shows many spirals woven together to generate a very active, undulating form.

A development of the first diamond like model with more activation of the surface. This one I would later use as one of my developed concepts.

A second model using the concept of my paper model as 1:1. This model would be held by the “Handle” at the top with a dangling disc like form.


Design

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Image: Architecturalmoleskine.blogspot.com.au.

I looked at lighting and how the model would eventually be held by the user. I wanted something delecate that rested on a singular upturned hand that would project light away from the user. I also looked at the light and shadow in the Suntory Museum by Tadao Ando. Throughout the first two modules and well into the third I always kept looking back to one of my first models with the scaling triangles.

Precedents and Inspiration VIRTUAL ENVIRONMENTS


This model became my favourite, even though it only uses 2D panelling techniques. My lantern model has been shaped in a way to direct the light already and I found that by using 3D panels is was distorting the shape and overall feel of what I originally intended. After created the 2D paneled surface I selected certain faces where I knew I wanted light to be focused and by using the border offset tool I cut holes in these facades.zzzz

Digitizing Model VIRTUAL ENVIRONMENTS

Panelling

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I thoroughly enjoyed making the paper models. As I was doing this at home I printed the unrolled surfaces and cut the by hand using a knife and ruler. I ruled the tabs myself after printing the panels which resulted in having a few tabs missing and a few tabs where there shouldn’t be any.

Colour was used to differentiate panels. When unrolling my first prototype I used numbers to identify which pieces started where.

Over the last few weeks I found that my rhino model had very limited connection to my original pattern concept. After the feedback from the Module 2 presentations I decided to take a look at my earlier models and bring forward some elements into my current designs. I looked at my first model, and tried the implement the ideas of repetition, scaling and the play on light that the triangular shapes offered. The scaling in my current model manifest itself within the cut out sections within certain panels. At the back (the edge closet to the user) these cut outs are small and towards the front these cut outs become progressively larger. I also implemented a triangular 3D pattern to the surface of the model, this harkened back to the triangular and edgier form of my original model. To easily flatten and assemble my model, I grouped certain clusters of panels and separated each of these groups with different colours. I also labeled these pieces so once printed I knew exactly which part corresponded to what section of the model.

Prototyping

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Further Panelling VIRTUAL ENVIRONMENTS


The model making process for the 2D portions of my panelling is quite straightforward and I enjoy crafting these pieces. I used small pegs to hold the tabs together while the glue dried. Originally I had been using a glue stick however I found that the glue was not strong enough so I experimented with other alternatives, using tape which was unsightly and super glue at one stage which soaked through and stained parts of my paper. Finally I settled on PVA craft glue. Letting the glue semi dry on a separate piece of cardboard before using a skewer to apply it to my model tabs. I found this was the strongest adhesive and the most practical.

Fabrication

The 3D panels of my model proved to be more challenging however they worked and I will just have to be patient when creating my final model.

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I tested the prototype with a couple of the LED lights and batteries from the fabrication lab. The main concerns were the light coming through the join lines and how close the LED lights could be to the surface before it came through to bright.

Prototyping

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I brought my model into class on week 8 to dicuss with peers and tutors. We discussed the material thickness. and the join types. I learned a few things from my first 1:1 prototype. - The material thickness plays a large part in the stability of the design. - Ofset border cutouts were too larger and direct and there was the possibilty of my lantern looking too hollow if I used it extensively. - The 3D panels werent following my original pattern of scaling and movement. They were too static and rigid.

TOP

- Tabs stuck together running vertically strengthened the structure incredibly. Optimisations for my final model. - A new panel was to be created. One that fitted with my narrative and had intrigue. - Consideration of where the tab “spines� are placed and using horizontal tab intersections to create cross beams that shortened the effective length of the spines improving stability/

PERSPECTIVE

- Frommy prototype I decided I wanted to use the ivory card from the FABLAB for my final model.

Design Optimisation VIRTUAL ENVIRONMENTS

The new panels as created in Rhino and exported into Illustrator.

The new panel (as seen in sketch to the left) was far more complex than my original triangulated surface. However it fit my narrative much more clesely while also fixing the problem of having opening that were too direct and transparent. The new panels also felt like an entity themselves. They are self contained cells/pods much like the chambers of a nautalis shell.

FRONT

Isometric Drawings VIRTUAL ENVIRONMENTS


The model splits neatly into 12 vertical sections. This diagram shows how the model can be unrolled into the 12 vertical strips. This hollow is the final peice that gets attached to the model. It will support the switch and LED lights.

Exploded Isometric VIRTUAL ENVIRONMENTS

Colour coding was used to identify the individual pieces in Rhino.

Construction Drawing VIRTUAL ENVIRONMENTS


The Construction Process

Construction

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Final Build

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Reflection VIRTUAL ENVIRONMENTS

Isometric Final BuildDrawings VIRTUAL ENVIRONMENTS VIRTUAL ENVIRONMENTS


At the beginning of civilization, construction and manufacturing were generally undertaken by the individual or the end user. With the invention of automated machinery and power that manufacturing became the realm of the person that could afford said machines and infrastructure. Creating a cost for the end user that was ultimately controlled by the manufacturer. Now with the advancement of technology, the down scaling of manufacturing tools and affordability, manufacturing is once again going to be available to the end user. Affording a greater level of customization and creation with little variation in cost. Effectively we could enter a second renaissance, fostering creativity and a focus on the individual instead of the corporation. Throughout the semester we have experienced this end user manufacturing process and the digital technology available to us to create virtually whatever we desire at least in the virtual sense. And with the combination of manufacturing software and hardware some of these virtual objects or designs can be crafted by us, for us. There are no boundaries for the application of this technology, it allows retailers the ability to manufacture in shop and make alterations with little to no extra cost as the products could be made to order. From the individuals point of view, small crafting machines could be implemented into homes and become an everyday piece of equipment that allows users to design, modify and construct small objects as needed.

Reflection

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Refrences Image: http://i.i.com.com/cnwk.1d/i/tim/2012/01/09/MakerBot_ Replicator_610x407.jpg

As an architect the ability to create fast models using digital technology is already being quickly applied throughout the industry. As students we are taught computer based drawing and imaging as core subjects, and to progress throughout university without the knowledge of computer software is unheard of if not impossible. The applications of this technology is ours to create, define and advance. We will be able to prefabricate entire buildings, automate the process, reduce manual labour and speed the process. One day machines will build our buildings for us, directed by programming that will have been created by Architects that will have swapped drafting for programming or merged the two even more to create a new skill. This is the future that awaits us and what this class has started us on the path towards by giving us those initial skills and provoking thoughts in regards to how we view the world and how we design for the emerging world.

Architecturalmoleskine.blogspot.com.au. n.d.. Untitled. [online] Available at: http://www.Architecturalmoleskine.blogspot.com.au. [Accessed: 8 Jun 2013]. Architizer. 2012. Kengo Kuma Joins Japanese Rebuilding Effort with a Meeting Center in Rikuzentakata. [online] Available at: http://www. architizer.com/en_us/blog/dyn/40303/kengo-kuma-lotus-leaf/#. [Accessed: 8 Jun 2013]. I.i.com.com. n.d.. Untitled. [online] Available at: http://i.i.com.com/cnwk.1d/i/tim/2012/01/09/MakerBot_Replicator_610x407.jpg [Accessed: 8 Jun 2013]. Scheurer, F. and Stehling, H. (2011): Lost in Parameter Space? IAD: Architectural Design, Wiley, 81 (4), July, pp. 70-79

References

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