Monday, February 25, 2008
Tuesday, February 19, 2008
Model 2.0 Updates:
Monday, February 18, 2008
Street Level Plan - Round 2
Slowly getting an hand on photoshop, and being able to save images after working on them. First time I've been able to save one with this much color and lines!
Hope that this clears up whats going on this level.
Wanted to update the street level plan and get some feedback. Will be posting in the morning a phot of model which shows ramp from street level connecting to food court level.
Model Version 2.0
Sunday, February 17, 2008
First Round - Rendering:
Sunday, February 10, 2008
Out of Office Notice:
I will be out of office February 11 -13 attending meeting on Mississippi Gulf Coast and in Jackson.
Floor & Building Sections - Round 2
Concept:
Visual
Purity of Space.
Canopy
Night
Day
Night
In dealing with the hardness and harshness of the project site, there needs to be an introduction of softer and gentler shapes and forms to create a more inviting space, and people frendly area. Materials should be such that allow for the interaction of those within the building with those outside (being seen). With a lack of green space in the area, a portion of the site should be left for the introduction of trees, grass, plants and water. These areas should be developed to promote the interaction of people within the space and allow the average person a chance to interact with general public through street arts and vending. The building should help to bring life to the area when the day progress to evening by allowing building light to help with general lighting of site.
Model Round 1
Vew from Grove towards building showning bridge connection to second level.
Boylston image.
Looking west along Boylston.
Looking from Prud towards Boylston.
Mike, not to bad for third time. Now if only I had a computer that could handle it, mine only stopped running twice. The big mass in center of floors will be a clearstory from ground level to roof, allowing nature light to center center of building and lighting Apple Store and Resturant enties on gound level. Will be able to look up and see into floors above. Tapering curves on roofs are stair access. Have to figure out skin for building and building ramps.
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