reVersed Normals

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reVersed Normals Duncan Brown

description

‘A normal is the vector perpendicular to the surface of a given point.’ When a modeling program is rendering the surface of an object, its exterior form, the ‘normals’ are drawn pointing out. Reversing the normals renders the space within.

Transcript of reVersed Normals

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reVersed Normals

Duncan Brown

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Installations

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‘A normal is the vector perpendicular to the surface of a

given point.’

When a modeling program is rendering the surface of an

object, its exterior form, the ‘normals’ are drawn point-

ing out. Reversing the normals renders the space within.

reVersed Normals

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reVersed Normal #1

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Quake III Arena viewsMassing model

Exploding animationDiagrammatic evolution

Elevation fold-outRendered strip

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reVersed Normal #1

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Quake III Arena viewsStereolithography model

Rendered stripWireframe isometric

Background – perspective

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SectionDiagrammatic evolutionSited InteriorRendered Slice – Simulated StereolithographyRendered strip

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VRML SnapshotRendered Slices – Simulated StereolithographyTraced EdgesInterior viewBackground – perspective

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reVersed Normal #3

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Sectioned foamcore modelMinor volumes modified by wave form

WireframeStacked model slices framed

Background perspective

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Minor volumes modified by wave formModel slice perspective

Rendered stripBackground - perspective

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Stereolithography modelGeneration Diagrams

Perspective views with alternate materialsBackground – perspective

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Quake III Arena viewsPerspective views with alternate materials

Background – perspective

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Diagrammatic evolutionStereolithography modelBackground – perspective

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Rendered stripInstallation viewsBackground – perspective

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Diagrammatic evolutionRendered stripBackground - perspective

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Diagrammatic evolutionStereolithography modelBackground – perspective

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Rendered stripInstallation sequence and views

WireframeBackground – perspective

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Quake III Arena views

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Quake III Arena views

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Diagrammatic evolutionCombinationsInstallationWireframeTraced edgesBackground – perspective

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Traced edgesBackground perspective

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Stereolithography modelDiagrammatic evolutionCombinationsBackground – perspective

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Rendered stripInterval generationVRML snapshotBackground – perspective

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Wireframe generationRendered stripPartial modelsVRML SnapshotBackground – perspective

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Wireframe perspectivesRendered views

Background – perspective

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Rendered stripDiagrammatic evolution

Sectional slicesBackground – perspective

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Series A-D Interior ViewsBackground – perspective

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Series E-H Interior ViewsBackground – perspective

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Series I-L Interior ViewsBackground – perspective

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Diagrammatic evolutionWireframe isometricStereolithography modelRendered stripBackground – perspective

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Stereolithography modelRendered viewsStructural modelBackground – perspective

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Rendered stripElevationsShaded IsometricWireframe isometricBackground – perspective

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Animated viewFound edges

VRML SnapshotElevation foldout

Background – perspective

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Installation viewsWireframe isometric

Background – perspective

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reVersed Normal #13Interior viewsBackground – perspective

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reVersed Normal #14 - Broken 2

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Diagrammatic evolutionStereolithography model

Background – perspective

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reVersed Normal #14 - Broken 2

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Transparency studiesInterior view

Background – perspective

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SectionPerspective viewRendered stripWireframe isometricBackground – perspective

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VRML SnapshotFound edgesInstallationBackground – rendered views

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Rendered stripDiagrammatic evolution

Stereolithography modelBackground – perspective

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Found edgesBackground – perspective

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Interior viewsBackground – perspective

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Installation rendered viewsInstallation modelsBackground – perspective

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Based on conceptual abstractions of the reVersed Normal models, a se-ries of installations were virtually realized in digital game space. Situated in white box gallery rooms, the different constructions give an indication of how the spaces of the original rVN models would be enriched through material and detail development.

1. Taking a flattened elevation as the starting point, each color within the elevations is scaled down to 10 per cent of its original size lo-cated at the center of each figure. Each new elevation is projected on to the four walls of the room. A cutout made from color magazine paper of representative color is created and this is taped to the wall at the mapped locations.

2. A 2’-6” sectional slice of the model is built to rest on the floor. The slice is fabricated from modular sections of cardboard boxes folded to be self-supporting.

3. The plan view is outlined in colored sand on the floor with the projecting wave forms depicted in a contrasting color.

4. Light bamboo sections are lashed together with twine to form the hoop outlines, and are then suspended from the ceiling.

5. Fragments of the section profile are fabricated from plywood and the projecting framework is created from timber 2x2s.

6. After establishing their stability with paper mockups, the selected frames are constructed from sheets of plywood.

7. The sliced volumes are carved from pieces of colored soap and placed on small display tables in each of the four corners of the room.

8. Based on UV outlines from Maya, each of the model compo-nents are fabricated from sail cloth and suspended on fishing line from the wall and ceiling surfaces of the room.

9. Key volumes are outlined in string. 10. Rendered images are projected across the room onto walls and the skeletal framework. & 11. Jointed 2x2s are bolted together to form a skeletal framework outlining the form. 12. Similar to number one, but with timber 2x2s attached to the wall representing the section profiles. & 13. Color newsprint stiff-ened with lacquer is cut and folded into boxes modeled on the projected forms. These are arranged on the floor and range in height from 2’-6” to 4’-8.”

14. The animated sequence is projected onto the surrounding walls and models. & 15. Color newsprint stiffened with lacquer is cut and folded into boxes modeled on the projected forms.

16. Subsequent to stability mockups, the stiffest screens are con-structed from sheets of 4x8 plywood.

Unreal Installations

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Background - #5.Top to bottom - #1, #2 & #4.

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Background - #10 & #11Top to bottom -

#6, #8, & #10 & #11Opposite -

#12 & #13, #14 & #15, #16

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The first sixteen models in the series were created using boolean-union to connect independent volumes to each other. The progression develops further with an exploration of permutations of boolean operation – for example, union combined with subtraction. The individual volume’s original state and the three boolean operations (union, intersection and subtraction), represent a post-facto complement to Le Corbusier’s Four Compositions.

Seventeen serves as a written example of this continuation.

The component parts of #11 are scaled to 60% and duplicated.

The original component parts are then booleaned together

The duplicated pieces are scaled to 40% and inverted.

The duplicated pieces are copied once more and hidden.

Each of the duplicated pieces are then subtracted from the original, leaving a series of perforations. The hidden pieces are then displayed again closing these openings.

The combined parts are then booleaned together to create the complete enclosure.

Next Order - reVersed Normal Seventeen

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