Friday, November 6, 2009


In the latest interation, the envelope gradates (gradates is not a real word, but you get my point) from top to bottom, the top being more solid and the bottom more porous. I am also playing with lighting based on the color palette we've chosen. The last image is from a previous rendering, however, it illustrates the configuration of the site with multiple silos.

4 comments:

  1. wow - great work. these look fantastic. the re working of the renderings with the color palette in mind is much stronger - though i think they could still even use some more of the Kobenhavn blue!

    and i know we talked about the materiality being wire mesh... is this still true? and i really like the gradating porousity - this makes the envelope much more interesting. on that note, would we be able to play with the scale of the pattern [some hexagons the same size and others larger] to create a more compelling texture? or could some of the hexagons become animated and mechanical - moving in and out of the confines of the smooth envelope? though this extra added technology would need a purpose to go along with this idea in order to make it believable and have validity as a realized structure...

    also, what about embedding the lighting within some of the hexagons [in addition to the rings of light within the skin]? - like each hexagon could be thought of like a pixel. we could project images and possibly advertisements along the skin of the silos. and these pixel hexagon lights could also reflect the storage capacity in their intensity. [see the next post for reference images]

    DISCLAIMER: i apolgoize for not thinking of these added components to our silo until now - i know our deadline is fast approaching. but i think that the reason why these comments have surfaced is because im really excited about what i see! please take my comments into consideration if you feel inclined. :]

    i am also still itching to see this assembled into a the city context with some photoshoped foliage [ivy, etc]. i also think it'd be good to have a couple ground level [from the user's perspective] shots to use in our narrative.

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  2. I like the idea of changing he scales of the hexagon as well as integrating lights into the exterior envelope. Creating an image out of the hexagon mesh may be more challenging because of the limited surface area of the envelope and the size and placement of the hexagons themselves. I will make a few more passes and select a rendering to composite into the context of the city. Great feedback.

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  3. Yo Sherry, Can you do/post a couple renderings of the silo(s) at eye level? I can photoshop the overhead view into a similar photo but I think an image on the human-scale would be great to show, especially given the character-oriented narrative we're going for...
    I know rendering it isn't as easy as taking a photo, but maybe one looking at the bike receptacle doors (but not straight on, of course) and maybe one or two from behind looking at it?
    I can then ghost in COpenhagen behind/around them and add some plant life.

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  4. actually, on second thought, just do a whole bunch of renderings from every angle if you can.. that way I'll be able to choose the rendering for the photo and not visa versa.

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