الجمعة، 6 فبراير 2009

(X) for Ordos 100 by Multiplicities



February 5th, 2009

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New York architects Multiplicities have designed a house for Inner Mongolia, China as part of the Ordos 100 project.

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The architects are one of 100 firms selected by architects Herzog & de Meuron who have each designed a private residence for the project, which is masterplanned by the artist Ai Wei Wei.  See more Dezeen stories about Ordos 100 projects here and here.

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The house has an oval-shaped plan and curved exterior walls constructed from black brick.  The interior spaces are designed around a central void made from white quartz.

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Here’s some more information from Multiplicities:

PROJECT DESCRIPTION

white lung + black skin = ( ) + X = (X)

(X)
The “( )” is imploded by the “X” that expands and contracts from within, creating a dramatic void and multiple terraces at different levels from which to view the surrounding river landscape.

The “( )” is made of black brick while the “X” is made of white quartz white plaster. Both elements change their density by allowing different types of screen to filter the sun, water, light and air inside the inhabitable spaces.

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Above: section AA

(X)
Situated at parcel number 24, the (X) house’s life revolves around a series of intersecting patios that inhale/exhale everything it needs and wants at different times closing tired cycles and opening new ones.

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Above: section BB

The white lung takes and bounces light and air inside the house to keep the black skin healthy. The black skin absorbs heat and gives protection and warmth to the lung as well as varied activities, providing different programmatic thicknesses creating buffer zones wherever it is necessary.

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Above: section CC

The organizational principles of the house start with the understanding of the modular brick system and its multiple possible permutations and material properties. Taking the brick as a unit that can weave an infinite matrix of conditions with variations on density, texture, thickness, we are interested in “designing the conditions as opposed to conditioning the design”. By establishing a matrix of permutable conditions, we create a system that can gradually change its properties throughout the building and adapt to its final ideal configuration giving flexibility to the built object.

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Above: axonometric

(X)
Entering the villa through one of the “X’s” funnels, residents and visitors encounter the void that works as an atrium throughout the house. The first patio is the main access to the small living room that overlooks both voids.  The second patio is directly linked to the pool and the sauna which at times can overflow inundating the patio in a seasonal basis.  We think that this will perform as a huge humidifier during dry seasons. The voids “infect” the house with terraces on all levels providing different gardens and atmospheres making possible a vast range of living conditions.

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Above: ground floor

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Above: first floor

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Above: second floor

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Above: roof plan

Credits:
Name of project:  (X) for ORDOS 100
Design:  *multiplicities
Project Team:  Daniel Holguin, Issei Suma, Perla Pequeño, Joanna Park Sohn, Christopher Chan, Nicole Rodríguez, Masayuki Sono

Engineers: OVE ARUP ny

Consultants:
Methus Srisuchart + Tatchapon Lertwirojkul
Jee Won Kim Architect
ID engineers

Danfoss Universe extension by J Mayer H


إبتكار وتميز في الفراغ




July 16th, 2007

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J Mayer H architects have completed an extension to the Danfoss Universe science park in Nordburg, Denmark.

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The extension consists of two new buildings: a Curiosity Center (top two images) and a cafe (below, foreground).

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Below are an explanation, credits and data from the architects:

The new buildings rise up from the ground and provide spaces which articulate the fusion of outdoor landscape and indoor exhibition. This active ground modulates according to program and location in the park.

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The endpoints of the buildings blur the line between building and park by offering inside-out spaces as display areas and projection surfaces related to the temporary exhibitions inside.

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Silhouettes, as groups of land formations, define the unique newly programmed horizon line of Danfoss Universe.

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Danfoss Universe is a science park in Denmark, embedded in the agricultural landscape of Nordborg next to the founder’s home and the Danfoss HQ.

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It opened in May 2005 and is already enlarging due to its considerable success. The masterplan for Danfoss Universe Phase 2 includes an exhibition building (Curiosity.Center) and a restaurant (Food.Factory) which extends the summer based outdoor park into the winter months by enclosing spaces for exhibitions and scientific experiments.

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Credits and Data

Name of the project: Danfoss Universe

Location: Nordborg, Denmark
Client: Danfoss Universe, Nordborg, Denmark
J. MAYER H. Architects
Project Team: Juergen Mayer H., Marcus Blum, Thorsten Blatter, Andre Santer, Alessandra Raponi

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Architect on Site: Hallen & Nordby
Technical consultants: Carl Bro

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Function: Extension of Danfoss Universe Science Park,
Additional buildings: Curiosity Center and Cafeteria

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Building area: Cafeteria. 500 qm, Curiosity Center: 1200 qm
Number of floors: Cafeteria: 1, Curiosity Center: 2

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Size of the buildings (Length/Heights/Width): Cafeteria 46/10/11m, Curiosity Center 72/17,5/16m
Structure: Steel construciton covered with corrugated sheetmatel
Principal Exterior: Alucobond, colours: Champagne metallic and bronze metallic
Principal interior material: Dry Walls, Curiosity Center: Ceiling: black painted corrugated sheetmatel, Cafeteria: Ceiling: Silver painted corrugated sheetmatel
Roof: Corrugated sheetmatel coverd with tar-bitumen roof sheeting
Exhibition: „Bitland“, Science Exhibition for kids

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Designing period: 2005-2006
Construction period: 2006-2007
Completion: May 2007
Photographer: J. MAYER H.
Cost: 3 Mio Euro

Model: Werk5, Berlin

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السبت، 10 يناير 2009

modeling: basic armchair



السلام عليكم بعد إنقطاع طويل

نعاود المسير
هذا الدرس أهديه إلى عبد الإلاه
وأقول مقبوله السحبة


Many people have very good ideas and vision about interior design, but they dont know how they can create some kind of furniture. I would like to show u how you can easy create arm-chair. This arm-chair is only base, you can modify it in many ways. 





step1 - creating box
In first step we should create a simpe box 90x80x10, and change it into Editable Poly.


step 2 - Extrude selected polygons
Extrusion type - Group
Extrusion Height - 15


step 3 - Slice arm-chair
Select face like in picture -> left click on viewport -> select quickslice


step 4 - Slice
Slice selected face.


step 5 - Extrude selected polygons
Select 3 polygons and extrude it.
Extrusion type : Group
Extrusion Height : 50


step 6 - Move selected vertices
Move 6 vertices like in picture.


step 7 - Slice arm-chair
Slice arm-chair


step 8 - select vertices and scale
mark 4 vertices and use uniform scale by by X axle.


step 9 - Bevel selected polygons
Select 2 polygons like in picture and bevel it.
Bevel type : Group
Bevel Height : 0,0
Outline Amount : -0,3


step 10 - Extrude selected polygons
Select beveled polygons and extrude it.
Extrusion type : Group
Extrusion Height : -0,2


step 11 - Bevel selected polygons
Bevel polygons.
Bevel type : Group
Bevel Height : 0,0
Outline Amount : -0,4


step 12 - Extrude selected polygons
Select polygons and extrude it.
Extrusion type : Group
Extrusion Height : 2,2


step 13 - Slice arm-chair
Slice arm-chair like in picture.


step 14 - Slice arm-chair again.
Slice arm-chair like in picture.


step 15 - create box
Create box 80x80x20 inside arm-chair, and change it into Editable Poly.


step 16 - Select polygon and extrude.
Select polygon and extrude it.
Extrusion type : Group
Extrusion Height : 4


step 17 - Select one polygon and extrude.
Select polygon and extrude it.
Extrusion type : Group
Extrusion Height : 10


step 18 - Slice polygon twice.
Slice polygon twice, like in picture.


step 19 - Select, bevel and extrude.
Select polygon, bevel and extrude like in picture.
Extrusion type : Group
Extrusion Height : -0,5


step 20 - Slice polygon again.
Slice polygon twice, like in picture.


step 21 - slice again.
Slice polygon twice again.


step 22 - select vertices and move.
select vertices like in picture and move it down.


step 23 - select vertices and move.
select vertices like in picture and move it.


step 24 - select vertices and move.
select vertices like in picture and move it.


step 25 - Bevel selected polygons
Bevel polygons.
Bevel type : Group
Bevel Height : 0,1
Outline Amount : -0,9


step 26 - Select polygon and extrude.
Select polygon and extrude it inside.


step 27 - creating box
create a simpe box 80x80x10, and change it into Editable Poly.


step 28 - slice box
slice box like in picture.


step 29 - creating box
create another box 15x50x80, and change it into Editable Poly, rotate and move like in picture.


step 30 - select vertices and move.
select vertices and move it by X axle.


step 31 - slice box.
slice box.


step 32 - slice box.
slice box again.


step 33 - select vertices and move.
select vertices and move it by Y axle.


step 34 - Use Nurms
Select Use NURMS Subdivision for all object.
Render Iterations 3,0


step 35 - Create plane.
create plane 1700x1700.


step 36 - Create first material (V-ray)
Create V-ray material (VRayMtl):
Diffuse color - R 30 , G 30 , B 30
Reflect color - R 40 , G 40 , B 40
Glossines 0,6
*In BRDF menu select Blinn
Put material on all object.


step 37 - Second material
Diffuse material (wood material, standard Max matrial Burloak.jpg) 
Reflect color - R 60 , G 60 , B 60
Glossines 0,6


step 38 - Environment map
Create VRayMtl + diffuse map use VRayHDRI
I use free Kitchen_cross.hdr
Map type - Spherical environment


step 39 - Add to environment
Open Environment and Effects menu by press 8.
select Use map
Environment Map select Kitchen_cross.hdr (select Instance)


step 40 - Add second material
select polygon like in picture and add Wood material
add UVW Mapping modifier and select Box Mapping.


step 41 - Add second material
select polygon like in picture and add Wood material
add UVW Mapping modifier and select Box Mapping.


step 42 - Plane material (white material)
Create V-ray material (VRayMtl):
Diffuse material - R 255 , G 255 , B 255


step 43 - Renderer settings (V-ray)
*Image sampler (AA) - Adaptive subdivision
*Indirect Illumination (GI):
first bouce - irradiance map (irradiance map prestets - Low)
secondary bounces - Direct computation
*Global switches 
disable - default light


step 44 - Render scene
select perspective View and click render (F9 button)


step 45 - The End