FOD:R
PORTFOLIO 2018
CONTENT
M1| HOW TO DRAW A CROISSANT?
M2| FLAT VS. PROJECTION
-MESURED DRAWINGS OF A CROISSANT
-NEW MARIO WORLD
Introduction / p1
Introduction / p6
Photographed & Photocopied Images / p2
Processing / p7
Orthogonal Drawings / p3
Design Analysis / p8
Axonometric Drawing / p4
M3| PATTERN VS. SURFACE
M4| FRAME VS. FIELD
-PAPER LANDSCAPE
-INVISIBLE CITY
Introduction / p10
Introduction / p16
Initial steps|explore 3D panelling|Unroll & Model Making / p11
Processing / p17
Photographs / p12
Isometric Drawing with Notations / p17
Design Analysis / p13
Perspective views / p18 Pespective Scenes / p19
END| REFLECTION -DESIGN WITH THEMES|EXPLORATION IN SOFTWARE|TIME MANAGEMENT|ACCURACY Reflection/ p21
PHOTOGRAPHED & SCANNED IMAGES In order to take photos of high quality so that it can be used later with adequat can clear details, SLR camera and a carefully set photo stage is made, I used 2 lights with different colours and A3 Papers as background, Meanwhile, camera needs to be
MODULE 1 MEASURED
HOW TO DRAW A CROISSANT
DRAWING OF A CROISSANT
parellel to the croissant, especially in elavations, they also need to be at the same level of height, in orfer to get correct views. 3 cut section is photocopied for later drawings. While editting, it is important to avoid too great contrast, also oversatuation.
T
he design subject starts with hand drawings of a croissant. However, it requires skills such as measurement of dimensions, high-quality photography (Photo stage setting & Photoshop editing), rendering techniques such as hatching and shading. Also at the end, by using the scanned section of the croissant, we are able to process a rough axonometric drawing. In this module, I became aware of different ways of representing an object, view such as plan, elvation, axonometric, isometric, etc.
Photo stage setting
Scanning
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OTHOGRAPHIC DRAWINGS
ACONOMETRIC DRAWINGS
After getting the photograph, I overlayed a tracing paper on the printed images and started tracing. In order to show texture and depth, different density of lines were used in harching and shadeing, also the use of pencils with different hardness grading.
To construct the axonometric drawing, a 10mm x 10mm grid was constructed on tracing paper and overlay the section images, followed by marking the point where the contour of the croissant
Specifically, hatching was used in the plan drawing while the remaining is shading
meets the grid. On another paper, a skewed grid was drawn to locate the intersecting points, and finally a rough axonimetric was constructed. Since this is a curved croissant, 3 section profiles are not adequate to show the curvature, therefore the rest of the croissant was drawn through direct observation.
Tracing
Axonometric construction
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MODULE 2
FLAT VS PROJECTION
NEW MARIO WORLD B
ased on two provided ‘flat’ elevation views from the game the Mario World, as a base for front and back view of a 3-dimensional world, which the section in between is open for creation and imagination. By corporating dramatic and engaging elements, as well as using both hand-drawing and Adobe Illustrator, a new 3D world is created, which is the beginning of a spatial exploration throughout the semester.
PROCESSING
DESIGN ANALYSIS
Totem: a vortex-shape pattern applied on the surface of the mountains, which is invisible from the other side(where the flat picture is taken). It suggests a natural activity is happening in the rocks, like a flowing of energy.
The making of new Mario world. The 2 images that my design was based on show a scene with water and anther with earthy ramp and platform, both of them contain mountains as background. The hidden space in between may be a ancient temple, enveloped by Mughal style garden with water, sitting in the arm of the mountains. This design is with reference to a broad range of ancient architecture such as the aqueduct in ancient Rome, the chattris in Mughal architecture, Indian stepwells, Ziggurat and Quetzocoatl pattern in ancient Egypt. It is important that all elememts added needs to be consistent in style. In this design, I used the flat representation, which features purity and simplicity in visual experience.
Aqueduct: This is intended to inmitate the ancient Roman aqueducts, transporting water between mountains.
Ziggurat: something mysterious is happening inside the temple, looks like a fusion of energy.
Drawing the Axonometric Projection. Place a tracing paper in the centre with the flat image at on side, forming a 45 degree angle with the vetical direction. Then projecting points through lines to construct a 3D drawing. MIst: or fog, that brings mystery to the whole complex that indicated the space in the mountains is hidden.
Trees: these are flat trees illustrated in a simple way, with a curve at the edge to make it looks better. Bubbles: bubbles below the water, indicateing an existence of methane gas at the bottom. Inspired by ice bubbles in the frozen lake of Baikal in Russia.
Designing Space in between. I used digital tablet to process this stage on computor, which is easier to record, alter and test color.
Chattris:an important decorative element found in Mughal architecture in India. Vibrant colors are applied to create a sense of a celestial world Rainbow: created by the mist, it is made by the gradient tool in AI.
Amber: three giant statues made of precious amber of ancient people
Waterfall: an anti-gravity waterfall that flows back and circulate(loop) back onto the mountains.
Axonometric Projection
Initial Draft of Design. various elements were tested in the designing process.
Indian Stepwells: instead of keeping the ramp, I altered it into a stepwell, which is showing human activities.
Designed New Mario World
Illustrated Mario World
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MODULE 3
PATTERN VS SURFACE
PAPER LANDSCAPE I
n this module, the task is basically using geometric objects and efficient arrangement of the layout to represent a given part of terrain in Tasmania. This will involve 3D modelling software-- Rhino3D, paper model making. A balance between variation and pattern(harmonious integration of various elements is expected to be achieved in this process.
INITIAL STEPS
EXPLORE 3D PANELING
Offset Points
Developing based on the given terrain. Initially I received a terrain file which at one corner it is higher while the other in diagonal is a concave. Then I decided to design it as a volcano.
UNROLL AND MODEL MAKING
PHOTOGRAPGY
Panel A. Enclosed Centre Unroll surfaces in Rhino3D
Exploring Variable 3D panelling. I set the attractor point at the top right corner where the ‘Crater’ locates. And the lava flows from the top to the bottom through the slope on the diagonal. experimenting combinitions of different modules and arrangements. Turn SolidPtON to make subtle variation.
Tools and Processes in Model Making. These 100 units were unrolled in Rhino3D, followed by printed out on Ivory card, then using pen knife, PVL, bullnose clips, metal ruler to finish paper modelling.
Constructing the Terrain and Lighting for the Lava
Photo Stage Setting. At First, I tested a white background, then I found it not as suitable as using a black one, in terms of creating a scene of danger and grandeur of the flowing lava. Contrast between black and red is achieved through the red light made by colored plastic bag over torches. All photos were taken at home.
Panel B. Open Crater at the Centre Custom 3D Panellling
Panel C. Crater At the Corner Insiration. Volcano
Glueing the Edges, Use Clips to Fix
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Light & Shadow in Brignt & Dark Environment
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DESIGN ANALYSIS
Box with diamond shape opening, from big to small, radiate away from the centre of the crater.
‘Tornado Box’, the unique object marking the centre of the crater, represents the eruption.
Box with rectangle opening, the edge of the boiling lava
Thorn-like edge of crater, the boundary between lava and rocks
Double Pyrimids B Rocks on the mountain (lower)
Rendered View Single Pyrimid, Peripheral rocks on the mountain (base)
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Wireframe View
Double Pyrimids A, Rocks on the mountain (upper)
Shaded View & Objects
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MODULE 4
FRAME VS FIELD
INVISIBLE CITY A
rchitecture is a language into which a story can be translated. In this final module, Rhino3D, Adobe Illustrator, Photoshop and InDesign were involved. It is about using the environment of the Old Quadrangle in the University of Melbourne, along with characters and the carefully chosen background and texture images for collage, therefore depicting a imaginary city from Italo Calvino’s fiction ‘Invisible Cities’, which is telling the travel experience of Marco Polo. The ‘frame’ in this module is the Old Quad, whilst there is a broader possibilities outside the Quad, which is the ‘Field’. In Renaissance, a view from the loggia in Villa Godi, also in most of the Japanese villa, there is an art of aesthetically and intellectually controlling the landscape by utilising frames in architecture design, which is part of the task.
CONTINUOUS CITIES: CECILIA [Telling Story] As can be seen in the story, there are two main characters, the herdsman with his flocks, and the narrator Marco Polo. This story is about getting lost in the city, at the beginning is the lost of the goatherd, years later, both of them cannot find their way out. It brought me the question about “why did they get lost at the end”. Got the inspiration from the animated adventure film [Castle in the Sky], no matter what advance construction or science technique one civilization has achieved, they cannot survive without the land, with the whole culture rooting into the earth. Same reason applies to this story, when people lost their natural identity, in other words, a sense of belonging and bonding with the nature, no matter how magnificent building techniques they are capable to utilize, wherever they have been, they will be lost some day. It echoes me the feeling when we are emerging in the hustle and bustle in our urban lifestyle, or sticking solely on our social identity, we may feel frustrated, confused or lost, but after taking a break and throwing ourselves into the nature, we find who we are as a part of the gorgeous nature, and become more determined back to our pursuit for life goals.
Rendered Details in Rhino3D. Overall views, making of roots, staircases and balustrades.
The first camera position I have chosen is the place where they met for the first time, when the herdsman got lost in Cecilia. Rather than using “Sun”or “Skylight”, which is natural but too strong in shadow, I used the more adjustable and flexible”Point light” and “Directional Light” to create independent light and shadow for each scene. I used “curve” and “pipe” command to make roots and branches of trees on the column, in order to get accurate shadow, I did this work in Rhino3D, instead of post procuction in Photoshop.
Sketches of initial thoughts
[Translating into the language of architecture] Then I altered the quad into 2 levels connected by a ramp. And the beginning and the end of the story were set at 2 ends of the diagonal(on the plan). From the left to the right, it is both a passage of time and the transition of space from nature to city.
Old Quad Isometric Drawing. with notations
PERSPECTIVE VIEW 1. The forest entrance
Since this is not only the travel of Marco Polo, but a miniature of the journey of human. There is no marks of threshold in the isometric diagram(in the right), the reason being is that “no clear boundary exists in Cecilia between nature and the human world” which can cause more confusion.
From the natural world, where people rest under the shelter of canopy of trees, to the stoa where people merchandising and interacting, the transformation of columns represents everything. During the primitive period people use original tree trunk, followed by the use of timber to make structure, then cutting stone, and concrete. etc. When people start to raise higher and higher columns(shown in the right). They were further and further away from the nature. The slope that is used to connect the high and low levels is symbolizing the falling of human in a gradual process, so that it becomes less noticeable for people who goes fast in developing technologies. When they eventually realize they are lost, going back to the nature is hard, which is represented by the staircases.
It shows in the drawing that Marco Polo’s journey started from the top right, entered the quad, met the helpless man, walked through the corridor towards where the herdsman came from, turned left and went downstairs, stepped upwards on the slope, downstairs again, lost into the traffic, finally met the goatherd again.
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The second view shows the scene of a shelter in the busy city, where the herdsman was fatigue and depressed for failing to find the way out, he rested under the giant pillar, while Marco Polo was sitting on the floor as well, looking upwards at the continuous vaults. Again, “Point Light” was added to show artificial lighting.
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PERSPECTIVE VIEW 2. the urban setting
SCENE 1:
The column on the right side is more like a tree, that branches of it consist part of the vault. And the vault is covered by leaves texture as well. However, texture of the column on the left is different in order to present it as “using timber material” rather than “directly living in the nature”. I chose one image of a path in forest and a field of meadow as background for this scene, at the back stage of the scene we can see a carriage is coming, this is used to break the serenity of the forest, which is also indicating the busy traffic in the next scene.
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SCENE 2:
Turning to this typical urban scene, I set colonnade, applying granite and marble textures on the column. The happy couple behind the tired herdsman going downstairs is contrasting the mood at the foreground. The back ground on the right shows how pasture lifestyle being pushed away by the expansion of city lifestyle. I altered this image to fit in the frame, as well as follow the perspective rule(vanishing points) as possible as I can. It is interesting to look at the ceiling, you can see unusual geometries above, that is added deliberately to show Marco Polo’s illusion that he was so fainted that the image in a distance became blurred for him, the only thing he can read is the basic geometries. Furthermore, it is showing that in the city, in architectural spaces, people are pursuing order, everything is under planning, they need a lot of identical elements, or symmetry, repetition and pattern.
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REFLECTION
Learning Skills: Throughout the semester, I found this subject as a skill set trainer for my futher studies in archirecture major. I have learnt how to use basic graphic softwares such as Photoshop, Adobe Illustrator and Indesign, and 3D model making tool Rhinoceros 3D. Besides the basic skills taught in workshops, I am keen on exploring the software, especially in Rhino. For example, I custermized all of the 100 individual modules in the M3 task, literally every unit is different; I also experimented directional light and point light in M4, as well as using the pipe the loft command to construct tree roots and balustrades. Apart from digital skills, I also entered a subject that requires high quality of drawing production, basic skills such as scale drawing, rendering techniques, conciseness and consistency in layout of text and images in presentation.
Rationale for Design: I believe the reason for the satisfactory result in M3 and M4 is critically my rationale of the design. In these two modules, I’ve spent a long time conceicving before I started drawing. In Module3, the idea of making a Volcano guided me in allocating different roles to different objects, so that every object comes with a reason in forming the picture of a volcano, which was effectively displayed in photographs. Same appears in M4, it was really a great task to translate an excerpt in written language into an architecture language. A few weeks was spent to actually understand the imaginative story and distill the main theme, in order to avoid superficial and literal tranformation. Nevertheless, I enjoyed the process of interpretating and designing the Old Quad, that explored this new language called ‘Architecture’. However, in Module 2, the atempt to incorporate too much elements into one world failed, since the consistency is broken and the interaction between elements is fragmented. In other words, there was a lack of sound logic in my design. In the first module, it was crutial for me to keep working on pursuing higer quality of drawing in any tasks, which is needed to be more acurate and precise.
Time Management: As a beginner in the Bachelor of Design, the goal for percfection may sometimes kill me since I have a bad time management. I usually spend too much time designing, therefore occupy the time for processing, which certainly affects the final quality of my works. Therefore, it becomes critical for me to improve my time management, which is believed to be important in my career----to produce work of satisfactory quality before the deadline.
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