Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts

Sunday, November 2, 2008

StudioReverse: tea set

This past summer I started a side office with several former UCLA classmates. Currently we're working on several renovations and additions here in Los Angeles, but I have also been toying around with designing a tea set that we'll try to get manufactured.


The cups are inspired by traditional Asian tea boxes, but blends the boxy cups with more figurative baroque geometry. Each cup uses supple spline curves for ergonomics while maintaining selective creased edges to define the form. When all four cups and saucers are placed together, they become periodic, creating a larger symmetrical composition. In section, each cup thickens towards the base and where ones fingers would rest, so as to provide insulation against the hot liquid. The cup thins out by the rim.


The first pass was an attempt at making a western style set with rounded cups with handles. I felt like the set was looking too figurative and wanted something simpler. The boxy cups provide a good background to more complex patterning.

Currently we're working on designing the tea pot, and looking into some graphic options to apply to each cup. I'd like for the tea pot to somehow complete the set, perhaps sitting on top of the cups or nesting on a side.


The entire set, composed into a square


Individual Cups


Plans and Elevations


A first pass at patterning using the scriptographer plug-in for Illustrator. The pattern is an array of rotating and scaled hearts which wrap the cup. Ideally, the pattern is something which has commercial appeal, but also can be appreciated for technique and aesthetic effect.

Tuesday, May 27, 2008

Hernesaari Urban Plan: Tower core and surface articulation

As a programmatic strategy, we have been working towards creating a "vertical urbanism" within the towers. This idea obviously ties back to several previous posts about the vertical urbanism of Tokyo, yet in this situation we are dealing with a new development in a significantly lower density urban milieu. However, Helsinki already has an interesting mixed use typology already in place, which we are closely trying to follow. There are many vertical and underground shopping centers which are very different from developments you would see in the US. There are also several successful instances of restuarants and bars being located on the top of residential and office towers, which is an example of time based use as a device to increase the vibrancy of singular buildings. This was a large part of the thesis for my Little Tokyo project from last Winter Quarter.

In the programming of the towers, we have developed ratios of residential, office, entertainment, retail, essential commericial and hotel which are applied to each tower individually based on contextual information, parking, transportation infrastructure, views and proximety to boat berths. For example, the two largest towers are located at the entrance to the development, with the best access to public transportation (tram and bus) as well as close proximety to the bridge connecting Hernesaari with the new development being planned for the peninsula directly West. These towers at 20 stories also have the best views of the city, ocean and marina, as well as being a logical transition between the city of Helsinki proper and the new cruise ship terminal on our site. Because of these factors we have given the towers a ratio of 40% high end residential, 30% office, and 30% recreational shopping.



For the articulation of these program mixtures, we've scripted a process which offsets the tower surface to create an inner skin. This offset distance varies depending on the program mixture. The residential spaces receive a low offset, so that they sit very close to the outer surface, while entertainment and commercial spaces get offset farther inwards, creating a situation where the public programs sit within the poche space of the wall section. As a happy, but unintended side effect of the script, this also tends to create "bleb" spaces... to borrow a term from Greg Lynn. These blebs topologically follow the surface direction and curvature, but also as applied ornament.





The script is posted below:

/* --------------------------------------------------------------------------------------------------------------------------------------------------------------------------

OFFSET POLYGONAL SURFACE BASED ON PROXIMITY TO LOCATORS

begin by manually locating locators in space to define offset amount. polygons will offset linearly from locator through distance
defined by variable "offsetDist". first select object for offset prior to running the script. can use a maximum of 3 locators.

script written by Joshua Howell
UCLA Spring 2008, Kivi Sotamaa studio

Status: 05-25-2008: working!


*/

$cvCount = polyEvaluate -v;


$list = `ls-sl`; //define variables
$object = $list[0]; //define object for offset

int $offsetDist = 3;
rename "object";
xform -cp;


vector $ptLocatorA = `pointPosition -w ("locator1")`;
vector $ptLocatorB = `pointPosition -w ("locator2")`;
vector $ptLocatorC = `pointPosition -w ("locator3")`;

for ($i = 0; $i<= $cvCount; $i++) { vector $ptObject = `pointPosition -w ("object" + ".vtx[" + $i + "]")`; float $aa = (($ptLocatorA.x) - ($ptObject.x)); float $ba = (($ptLocatorA.y) - ($ptObject.y)); float $ca = (($ptLocatorA.z) - ($ptObject.z)); float $ab = (($ptLocatorB.x) - ($ptObject.x)); float $bb = (($ptLocatorB.y) - ($ptObject.y)); float $cb = (($ptLocatorB.z) - ($ptObject.z)); float $ac = (($ptLocatorC.x) - ($ptObject.x)); float $bc = (($ptLocatorC.y) - ($ptObject.y)); float $cc = (($ptLocatorC.z) - ($ptObject.z)); float $da = sqrt(((($aa*$aa) + ($ba*$ba) + ($ca*$ca)))); float $db = sqrt(((($ab*$ab) + ($bb*$bb) + ($cb*$cb)))); float $dc = sqrt(((($ac*$ac) + ($bc*$bc) + ($cc*$cc)))); select ("object" + ".vtx[" + $i + "]"); if (($da<$db) && ($da<$dc) && (($offsetDist-$da)>0))

moveVertexAlongDirection -n (-($offsetDist-$da));

else

if (($db<$da) && ($db<$dc) && (($offsetDist-$db)>0))

moveVertexAlongDirection -n (-($offsetDist-$db));

else

if (($dc<$db) && ($dc<$da) && (($offsetDist-$dc)>0))

moveVertexAlongDirection -n (-($offsetDist-$dc));

else
moveVertexAlongDirection -n (-0.5); //move faces too far away from locators 1/2 meter in from outer surface

}

Friday, February 8, 2008

Research Studio Update

Last fall we conducted visual based research on illusions of movement, specifically looking at classifying effects and the resultant affect. The quarter culminated in a small publication of found images and "recipes" of each type of movement (ie. contortion, billowing, turbulence, etc) and how to produce that illusion of movement.


This winter quarter we are doing brief computer modeling exercises to try to produce the same movement effects we studied in the fall. Nothing is meant to be "architectural" yet, it is designed to produce a arsenal of techniques which can be later used with greater rigor in an architectural project.

The effect I was attempting to produce was "contortion", as defined by moi:

Carries traces of a violent transformation. Registers primarily in a skin or surface. This movement appropriates the traits of other movements such as flow and bubbling. When light wraps the surface, it is caught between ripples and vibrates back and forth against dimples and pockmarks. This is not a constant speed, but flexes and releases with violent force, creating smooth flows punctuated by uncontrolled moments of release. Contortion bends and twists, appearing sinuous and muscular but frequently working a surface beyond its capacity, leading to misshapen lumps and tears. When viewed monocromatically, and broken down into its simplest elements, the movement can be seen as transitioning between point clusters and lines.

The techniques used were: Maya particle fields, Real Flow fluid animation, and Maya hair.



Monday, January 7, 2008

Winter Lineup

First day of classes were today, and it looks like another hard hitting line up. For studio I have Hitoshi Abe and we will be travelling to Tokyo for ten days at the end of January/early February. The research studio with Kivi Sotamaa will also be continuing, but now we will be moving into digital and physical techniques and less research. As electives I will be taking theory with Sylvia Lavin, and possibly a directed study with Marcelyn Gow that will construct a small scale installation involving scripting, and computer controlled interactivity. To top everything off, there will be several short workships/seminars that I am looking forward to. In February there will be a week long design charrette led by several young Japanese architects, as well as an advanced rendering and scripting seminar led by a person from Neil Denari's office. More to come on that later...

Monday, December 31, 2007

chapel in the park

Final presentation boards and renderings from Craig Hodgett's advanced topics studio, Fall 2007. Model photos coming soon...


Sunday, April 15, 2007

it's been a while...

Life has been on the busy side lately. In studio I am working on an airport terminal design for the Oakland Airport. The project is developing in a somewhat unusual fashion, starting at a small, detail scale and then working towards the complete building design. I've been working on developing gradient relationships between structure and skin in the design of the jetway. My Maya skills have progressed significantly in the past week as I've gone from surface/polygon modeling to using IK handles, animation and scripting to develop this project as an interweaving of multiple mesh structures operating on separate gradients. Everything is looking a bit overwhelming at the moment: we have a review on Friday which is going to require an animation, drawings, renderings and a detail scale model. I've posted a few process images below.

This past Friday, our tech seminar group held the Superglow Soiree, in the Silverlake-Korea town area at Liz's loft. The party was a great success... we actually had a number of passerby's take a peek inside to see the work and then just donate money towards our installation. I think we had somewhere along the lines of 150 people drop by, including SCI-Arc and UCLA students, as well as a number of people in music industry. Pictures will be posted soon.