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Some pictures of our latest DS10 tutorial session. Less than 10 days before the final jury.

Above: Amazing IKEA-like construction manual for Marina Karamali‘s time bank headquarters in Athens, Greece.

Above: A building made of sand, wind and cow-blood by Jack Munro

Above: a growing and spiralling Tech-Hub in London from Chris Ingram

Below are some pictures of our third “Cross-Crit”. Many thanks to our critics James McBennet, Co-Founder of FabsieGareth Wilkins, Director of Proctor and Matthews, David Andreen, Research Engineer and tutor at UCL – BartlettGordon Shrigley, tutor of DS14 at Westminster University.

Jack Munro’s Dune Village made from cow blood and Sand in the Egyptian Desert

Chris Ingram’s Modular Tech-Hub in London

Emma Whitehead’s balloon roof for the Frieze Art Fair

Jacob Alsop’s light cull cross model

Traditional After-Crit Kebab



The culmination of the crest pouring and component diversion technique… The pouring of a full dune in RealFlow to create the superstructure of the building. On the south facade large components create circular openings in the structure which are able to house fresnel concentration lenses. On the north facade smaller components create a thickened bottom edge to diffuse light back into the interior space.

Couple joyful pictures of our last pin-up and tutorials:

Natasa Christou‘s Cyprus Laser Cut model with Buffer Zone

George Hintzen‘s self-intersecting structure

Jake Alsop‘s beautiful Light Carving Technique

Megan Sadler‘s fabric structure for ASOS is getting environemental feedback

Natasa Christou is recycling the left-overs from workshops in Cyprus to help connect people at the Buffer Zone.

Chris Ingram‘s growing TechHub structure

Marina Karamali‘s models for Time Bank’s HQ in Athens

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Cosmogony, as in the coming into existence, is a network of collaboration and participation in the city of burning man. Cosmogony is based on 50 000 components (10 variations of them) which will be given to 50 000 burners and their interaction will enable the social phenomenon of participation. People have their own freedom to make their own creations. Creative participation is the only constraint to make this project work.

People receive one single component with their ticket to the festival. The project is enabled only when the people intermingle with each other. The assembly process can be interesting and fun. It also invites curiosity. It’s manipulation does not always indicate any particular use or any specific location. The beauty of the potential structure(s) is that no one knows where it will appear, it isn’t organized and it just grows. What is suggested is the direct interaction of humans.

A manual of directions for possible structures to be made will be given to burners as a start point. A variety of scales, from a chair, to a bed, to a dancing platform to a mega structure. The aim of this project regardless of one’s physical capabilities, skills, interests or geographical location is to engage in the creation of a mega structure by adding their component to it. A structure made by everyone that belongs to everyone. The assembly process is fast and unpredictable as the human’s creativity cannot be controlled . A series of experiments for the potentials of the manipulation of this system was tested by inviting a several people to create forms out of these components. The bigger scale will be tested in burning man city.

When the festival will be over, the burners will be able to disassemble the structure and take their components back home.

You can follow the blog at: http://burningmanproject.wordpress.com/

Black Light from Michael Clarke on Vimeo.

This is a walkthrough of my proposal for an art pavilion at the Burning Man Festival in Nevada. The pavilion is a network of tubes filled with water and a fluorescent dye that slowly travels from a central tank around the woven structure. UV lights housed on steel supporting elements set off the fluorescence. This model was an earlier design and as such has since been refined – a better video of the final proposal will follow.

Please excuse the jerky camera and the very dodgy shadows (I didn’t set a target for the sun direction): this was my first attempt at an animation using Maya. These issues will all be improved on the final proposal animation including the addition of sound and people.

The model was constructed in Grasshopper for Rhino and then imported to Autodesk’s Maya to animate. It was composed in Adobe After Effects.

Some pictures of our last tutorial. Very exciting models and drawings ! Hand-in of interim portfolio this Tuesday. Good luck everyone !

 

This is my submission for the Digital Representation module at the University. The first part focuses on learning how to use Bentley’s Generative Components to explore geometry and in particular ruled surfaces. The module tries to give an insight into understanding how to construct geometry and how the process can be developed parametrically. It then explores creating your own object classes and feature types to expand the abilities of the software and increase efficiency in modelling. Finally the module looks at developing an understanding of scripting and the syntax needed to code 2D and 3D computer programmes and models using both Processing and scripting within Generative Components. The second part looks at using the tools to develop our studio proposals, in my case the proposal for a pavilion at Burning Man Festival.

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