Danny Karas Sci-Arc Graduate Portfolio

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1st year MArch2 Sci-Arc

Transcript of Danny Karas Sci-Arc Graduate Portfolio

Danny Karas630-388-8632

daniel.karas2@gmail.com

Matter(66-71)

Table of Contents

Limn(6-29)

Gughi(60-61)

Link(62-63)

Hive(64-65)

Swill(32-47)

Gingricken(50-55)

Proji(56-57)

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LimnProjection: Projection in orthographic view is one of the techniques used to created the imagery. The pro-jection of shade and shadow onto 3 Dimensional objects like a sphere or square give new insight to how we understand depth within a 2 Dimensional image. Animated projection was also used by projecting animated shadow movements onto a sectional relief model to produce and object whose depth is continuously chang-ing and being altered.Geometry: The geometry was created on an outside first, inside second process. The outside geometry is meant to be a convex, multi-sided object that has been smoothed to remove any hard edges, much like a weathered rock. This produces a sort of Michael Meyers (Halloween mask) type effect. A single hard edge and sculpted cut out of the object gives it a point to be oriented against. Instances of shadow were then inter-preted and painted on the outside to produce levels of ambiguity within the object, moments where you are unsure if geometry extends into darkness or brightness or if it stops short. The inside of the object is sepa-rated from the outside, rather than just an offset, these squares intersected by spheres allow us to understand the difference between a hard edge and a soft “edge” and how the projection of imagery can enhance or fake those moments.Hatching: Hatching was the primary technique used to interpret shade and shadow and is what helps tie the entire project together by giving a single direction to the hatching that is continuous throughout the project. Different densities of hatch help darken, lighten, flatten, or add contrast to each image and the single type of hatch in the same direction do not over clutter the composition. Diagonal structured components were used to enforce the direction of the imagery.The project is meant to explore new ways of understanding how designers create and read projects through orthographic images and the projection of imagery onto 3 dimensional objects. This project is about the drawing and how it can translate into other mediums.

Project in Collaboration with: Austin SamsonAdvised by: Andrew Atwood

Generative Morphologies

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eatin

g th

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cele

ss o

bjec

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smoo

thin

g aw

ay fo

rmal

feat

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Generative Morphologies

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Exploration of creating fake shadows and relationships between the interior and exterior pieces

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Gene

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itial

exp

erim

ents

with

usi

ng h

atch

ing

as a

flat

teni

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evic

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pote

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etho

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Generative Morphologies

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Experimenting with the chiaroscuro effect on a earlier form

al iteration

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Gene

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rial P

lan

Generative Morphologies

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Building Isometric

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eate

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Generative Morphologies

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Plan Detail

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eate

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ranc

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Generative Morphologies

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Plan Detail

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rth E

leva

tion

Generative Morphologies

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East Elevation

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all T

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ectio

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Generative Morphologies

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Section Detail

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Generative Morphologies

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Section Detail

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rolle

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terio

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Generative Morphologies

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Interior Panorama

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rolle

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Generative Morphologies

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Unrolled Exterior Elevation

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ysic

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odel

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Generative Morphologies

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Physical Models

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lief M

odel

Generative Morphologies

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Relief Model

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Swill

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talis

t Pop

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Project in collaboration with Lily Nourmansouri advised by: Florencia Pita

Swill: Pop Brutalist Winery

Swill seeks to create to create an interaction between the kitchness of pop and the monumentality of traditional brutalism. Swill looked to replicate ideas of strong extrusion found in brutalism and adapt it from a graphic pattern. The premise was to move past the problems of a simple field project and blur the figure ground, enabling the object to free itself to become sculptural and unique. The project draws from brutalistalism in its theories starting with a kit of parts, simple, rough, dilineated rather then historical precedent. Swill itself takes the idea of hyper-ornamentation in its rigor of patterning and texture to create a saturation of depth in its adapted graphic extrusion. The project located in Mendoza, Argentina takes advantage of its unique program of winery and tourist attraction and blends together the field condition with the figure. The building sought to create an aesthetic that seemed to grow from the landsape itself, as if atlantis had finally dried up and its runes were brought to the surface. Its aesthietic style has references but seeks present itself in a naivity that neither denies or emphasis its relatives.

Swill: Brutalist Pop

2GAX

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Swill

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Men

doza

Site

Pla

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Swill: Brutalist Pop

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Form Catalog

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Swill

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Rest

aura

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eria

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Winery Aerial

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Swill

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ersp

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Winery Perspectives

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Swill

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Sout

h Se

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talo

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Swill: Brutalist Pop

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North Section Catalog

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Swill

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Elev

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talo

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Swill: Brutalist Pop

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Elevation Catalog

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Swill

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talis

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Rest

aura

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ersp

ectiv

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Swill: Brutalist Pop

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Interior Perspectives

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Swill

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talis

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Exte

rior P

ersp

ectiv

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Swill: Brutalist Pop

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Exterior Perspective

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Swill

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Phys

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Mod

els

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Physical Models

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Visual StudiesGingricken is an experiment of creating a artificial landscape using the simple merging or a ginger and a chicken. Initially we began by photographing the ginger and chicken and plugging them into 123D catch a image processing software that creates 3D meshs from photos. We then went about creating variations of the realistic objects into “the fantastic”. These object were not full on abstraction rather a line between majestic and realistic. The ginger and chicken were then composited on a digital 2.5D canvas attempting to create a scene of coral interacting with lava deep beneath the surface. The project then emerges using the depth of the ginger as a natural coral and the chickens legs as a connecting device for flows and bubbles of lava. Although there is no immediate recognition of the initial objects in the composition the figural nature of the ginger and the chicken are preserved. The Second Project involves using the program touch-designer to project false shadows onto an object to simulate a animated hatch.

Project in Collaboration with: Pedar Brand, Austin SamsonAdvised by: Elena Manfrendi

Modeling Tool Com

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Chicken Modeling Progression

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Final Digital Canvas

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Det

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Canvas Detail

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Exac

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Proj

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Exact Forms

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Projected Animation Stills

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Advanced Structural Systems

Advanced Structural Systems is a class or structural exploration. The first project involved the forces of ten-sion, using weight and gravity to hold the shape of a new structure for the Guggenheim. The second project involved using catanery hanging chains to model a structure in compression. The project was envisioned as a Dj tent as the structure would be very lightweight and mobile. The third project was an exploration into tension and compression. The object was envisioned at the scale of a building, allowing users to inhabit the object and experience the bizarre nature of the doubly curved structure.

Project in Collaboration with: Austin Samson, Carlos VargasAdvised by: Greg Otto

Advanced Structural Systems

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Model in different Positions

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App

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Advanced Structural Systems

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Physical Model

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Physical Model

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Advanced TectonicsFamily Matter is a project that takes pattern into the scale of the oppressive. FM takes over its world wrap-ping anything and everyone. Using a pattern in Carbon Fiber tow we were able to take the wrapping of figure outside the cartoony realm of the Hejdukian and into the grotesque by choosing the figuration of a family rather then a inflatable. The pattern thickens and thins around the figure creating what seem to be wrinkles in form and suggest higher figurative detail. The hardening process of the tow created the illusion of a soft object(the bodies) being morphed into a rigid wall structure, creating a dialogue between the two pieces. The tow hardens and the molds are removed creating a grotesque scene of a family being engulfed in pattern.

Project in Collaboration with: Ryan Manning, Ana Munoz, Lily Nourmansouri, and Johnathon SchnureAdvised by: Marcelo Spina

Advanced Tectonic Systems

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Physical Model

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odel

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rogr

ess

Advanced Structural Systems

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Model Detail