Thursday, May 7, 2009

Final Environment

So finally we have created our final design environment, after many late nights and computer issues it is done. I am quite happy with how it turned out, we all put alot of work into it and it came together nicely. I think it really shows off the design well, in terms of the design itself and the context. As you walk around the environment you can really get a feel for the design and how it would be if it was built. This is a strong point of Crysis which makes it a really good Realtime Architectural tool. The environments are very submersive so it feels like it could be real. The ability to walk though the design and look around itin realtime is a great plus, specially with our building which has many different internal and external areas, which could not be completely shown if we just had renders or architectural visulizations.

We all put alot of work into the project and helped each other out, and helped other groups out. So there was not only group collaboration but entire class collaboration as well which is good.

The main areas i worked on where:
- AI -
The AI in crysis is a good tool to visulise circulation in the design and see how it feels and looks with people walking around. Circulation and people is a very important aspect in our design because it is a cultural centre. So the AI was a very big itegral part of our design. As well as people i added birds and animals in to emphasize the harbour and the context.

- Sound -
The sound in Crysis adds to the whole feel of the environment and makes it more submersive. It means as well as being able to walk around and see the building you can also hear surrounding sounds to give you a better feel for the design and its context. Since our design is on the harbour this is another very important step.

- Surrounding Buildings -
We modelled a fair few surrounding buildings. This was to help give better context for the site and design which is an important part of our design, as it is designed to fit into the environment and be part of the environment and culture of Bodo. In the end we ended up importing a context study from the original architect so alot of the surrounding buildings i made did not get used.

- Lighting -
I did a fair few tech tests and experiments on how the lighting works and different types of lighting to enhance the experience. This includes normal lighting for the building and the wharf as well as Time of Day lighting and environmental lighting.

- Interactivity -
We added a fair few itneractive things such as cars, boats, birds and people that once again make the environment more submersive. These things add to the overall environment and its impression on the viewer.

As well as these main parts i also helped with a lot of other things, such as the roads and the furniture in andaround the building such as on the wharf and in the city. I also conducted alot of experiments so that when it came to doing the Crysis environment we had things sorted so we could streamline the process and there wasn't too much stuffing around and redoing things that wouldn't work.

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