Finale Rationale

My project began life very large scale. I had a huge space-train travelling 100 kilometers up. It was then revealed in the brief that our models shouldn't exceed 20x20x20 meters. Playing on this limitation, I decided to scale my models down and reveal a huge sandbox of land to play in.

Getting inspiration from topography, I decided my space would be loosely based around Wellington and that the "body" the brief refers to would be the human race.
How we use a space, how we colonise land, build upon it, move through it with public transport would prove added inspiration.

But I liked the space train too much to let it go.
I decided an evolutionary "stop motion" kind of animation should be the overall theme combining all these fragmented inspirations.

So, as you see in the video, we drop from outerspace (one theory of how life was born on earth),
then emerge from the ocean, colonise the land until everything is destroyed, then flee the dangerous environment we have created for ourselves via space-travel.

A cyclic journey.

Final Video



The final speed walk-through of my environment.

Full Test


Full test with drop animation at the start and a little airport view change test.

Triggering the City


Testing out triggering the city.

Music tests

A study to see how much the audio affect the mood

We have:
Doctor Octogon (Hip Hop)
Slayer (Metal)
Beck (Dark Indie Alternative)
fractal.design (drum and bass)







Shooter Testing the Space



Showing clouds moving over time, and the night sky falling.

Transport Routes






Renders showing the transport routes.
Added Green for a Train system.

100's of Words

Scale can be played around with in a digital environment. A 20x20x20 "meter" cube could contain a shoe, house, city, nation or even the entire universe.
This 3d model also examines scale from the perspective of the physical world looking at humans.
Watching cities rise and fall like waves breaking on the beach.
Through this we can discover the larger relationship we have with space over time.
Breaking down and identifying the layers we wrap ourselves in might reveal new ways of thinking about our existence,
our relationships to each other and the way we live on the planet.

Video with Taxi Driver Audio



Some atmospheric music (From "Taxi Driver")
Just a non-copywrite-cool test.

Human Interaction and Transportation



Key:
Pink: Aircraft
Blue: Boats
Yellow: Cars

Now I am going full circle back to the map feel at the beginning.
I will try to plot out these routes in 3D.

Loose redraws




Trying out my rule-pen to nut out the feel of this model.
The city and its greater surroundings.

Architectural Form Renders






Some different colour schemes, materialities and forms I could use for the city.
The higher the building the more detail. (Which might not work from ground level view...)

Lecture Sketch


A doodle from a lecture that expresses the congestion of the city I want to acheive through simple geometric forms.
The space of a modern city.

Animated Gif


Click to view the animation.
This shows the general initial concept I had with the city.
It would grow in stages.
Color coded and grouped here by height (Z axis rather than an X,Y area)

Re-Terraforming





Developing further to the landmass.
Also keeping the clouds from my previous models.
Maybe I can work on a total environment.
Moving clouds.
Shadow drawing.

Sheet


Work from the old stairs concept (abandoned as its too complicated)
Here the blue layers form the sheet, which would be a invisible wall, protecting the user from falling off the stairs.

Daylight and Trigger Testing


Playing with collision triggers and trying to create an environment (Daylight, clouds, etc)
Now need to work on creating different sections of the city to grow independantly from each other.

In the model


Initial video testing

Atmospherics








Playing more with DE and creating a more complex model.
Added a weird tree of life or something in the middle.
Now to try Esperient Creator and see if it can work.

Textures







Finding an image, scanning, ropping, copying and rotating to create a "sheepskin" texture.

Vids

Starting to play around with animations. (Exporting them from Sketchup as .jpg frames then compiling in VirtualDub)
Next step is to add sound and see how that affects/amplifies the feel.


Ribbon Stairway to Heaven




Copied the stairs from inside, then started scaling, rotating and re-copying to achieve this weird ass kinda ribbon stair.
The clouds are really adding to the scale model feel I want to generate.

Even More DE's



Continuing to evolve the balcony model.

Balcony Additions






Rendering the new balcony in DE and reworking the forms (Got a bit too complicated, too many floors and walls, too much glass)

Balcony Work






Really liked the shapes and forms of the balcony structure so had a play around with that.