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A COLLABORATIVE OF CREATIVE WORKS BY<br />
ALLEN CUSTER
APPLICATIONS<br />
3D: Google Sketchup, Autodesk 3DS MAX, Robert<br />
McNeel & Associates-Rhinoceros<br />
Drafting+BIM: Autodesk Autocad, Autodesk Revit<br />
Rendering Engines: Maxwell Render, Mental Ray<br />
Render farm management: Autodesk Backburner Sever,<br />
Autodesk Backburner Manager<br />
Photo Editing: Photomatix Pro, Adobe Photoshop,<br />
Adobe Photoshop Lightroom, Adobe Bridge<br />
Vector Graphics: Adobe Illustrator<br />
Video Editing: Adobe Premiere Pro, Adobe After Effects<br />
Layout Editing: Adobe InDesign<br />
Programing: Processing, Arduino, Ubot Studio, C++,<br />
Java<br />
Web: Wordpress<br />
Other: Microsoft Office<br />
EDUCATION<br />
Catholic University of America; Washington, D.C.<br />
Degree: Architecture - Masters in Architecture with<br />
concentration in Digital Media<br />
Graduated: December, 2015<br />
Curriculum Includes: Design, Theory, with heavy<br />
influence in Computer Graphics and Animation.<br />
Catholic University of America; Washington, D.C.<br />
Degree: Architecture - Bachelor of Science in<br />
Architecture<br />
Graduated: May, 2010<br />
Curriculum Includes: Design, History, Theory, Graphics<br />
and Computer Applications.<br />
EMPLOYMENT HISTORY<br />
CKC Investments, San Diego, CA<br />
Designer, Rehab Analyst: 2014 - Present<br />
Searching for dilapidated properties as well as<br />
determining if it was cost effective to rehab them, then<br />
designing the rehab.<br />
Render Wrangler Investments, San Diego, CA<br />
Search Engine Optimization: 2013 - Present<br />
Responsible for generating internet traffic to<br />
websites.<br />
Graham Downes Architecture, San Diego, CA<br />
Intern Architect, Rendering: Summer 2012<br />
Responsible for design and drafting with an<br />
extensive focus in rendering.<br />
Catholic University of America Washington D.C.<br />
Render Farm Manager: September 2011 - 2013.<br />
Responsible for ensuring the functionality of the<br />
School of Architecture’s Digital Media Render Farm.<br />
Alioscopy USA, Mira Mesa, CA<br />
3D Content Creation Internship: 05/2011 - 08/2011.<br />
Responsible for creating 3D content for autosteroscopic<br />
3D digital signage.<br />
S.C. & Company, Oceanside, CA<br />
Architectural Renderings and Construction:<br />
November 2010-June 2011.<br />
Architectural renderings, design advice and<br />
construction.<br />
MERArchitect, Fallbrook, CA<br />
Freelance Architectural Designer: July 2010-July<br />
2011.<br />
Architectural renderings, and AutoCAD drafting.<br />
Jacobs Engineering, Solana Beach, CA<br />
Internship in Architecture: May 2008-August 2008.<br />
Constructed 3D Models and Families in Revit.<br />
Martinez + Curtri Corporation, San Diego, CA<br />
Internship in Architecture: September 2005-May<br />
2006.<br />
Assisted in model construction and Autocad<br />
drawing.<br />
Allen Custer<br />
Mobile<br />
760-470-9390<br />
E-mail<br />
allencuster@gmail.com<br />
Website<br />
allencuster.com<br />
PUBLICATION<br />
Book: The Mythic<br />
and The Modern; By<br />
Travis Price. Projects:<br />
Kaevala Kehto, James<br />
Hoban Memorial Arbor.<br />
Periodical: Metropolis;<br />
November 2010.<br />
Project: Kalevala<br />
Kehto.<br />
Book: International<br />
Studies 2008; By<br />
CUArch. Project: Urban<br />
vs. Organic.<br />
AWARDS<br />
Benjamin T Rome<br />
Competition Studio-<br />
1st place<br />
AIA Award of Merit,<br />
Project: James Hobhn<br />
Memorial Arbor.<br />
AIA Award of Merit,<br />
Project: Kalevala<br />
Kehto.<br />
STRENGTHS<br />
Creative problem<br />
solver, Innovative designer,<br />
Out of the box<br />
thinker, Enthusiastic<br />
worker.
C<br />
O<br />
NTENTS<br />
01 URBAN ESCAPE<br />
BED AND BREAKFAST IN THE HEART OF D.C.<br />
02 HAINS POINT KNOWLEDGE ARK<br />
STORAGE FOR HUMAN KNOWLEDGE FOR FUTURE GENERATIONS<br />
03 MUSEUM OF EXPLORATION<br />
MUSEUM EXPANSION IN COURTYARD BASED ON IRRATIONAL NUMBERS<br />
04 KALEVALA KEHTO<br />
CRADLE OF THE KALEVALA<br />
05 JAMES HOBAN MEMORIAL<br />
MEMORIAL FOR THE ARCHITECT OF THE WHITE HOUSE<br />
06 RENDERING<br />
EXPLORATION OF RENDERING TECHNIQUES USING 3DS MAX<br />
07 NAVY YARD INFORMATION HUB<br />
TOURIST INFORMATION HUB FOR D.C.’S NAVY YARD<br />
08 WASHINGTON MUSIC COMPLEX<br />
MUSIC VENUE IN THE HEART OF WASHINGTON D.C.<br />
09 URBAN VS. ORGANIC<br />
APARTMENT COMPLEX WHERE THE URBAN FABRIC MEETS THE OCEAN<br />
10 INTERACTION<br />
KINDERGARTEN FOR ARTISTIC CHILDREN<br />
11 PATHS<br />
URBAN HOUSE FOR AN ARTIST<br />
12 LOGARITHMIC SPIRAL<br />
SCULPTURE BASED ON NATURAL MATHMATICS<br />
13 HUMAN FORM BENCH<br />
ERGONOMIC BENCH DESIGNED FOR THE HUMAN BODY
01 URBAN ESCAPE<br />
The Urban Escape Project was meant to be an escape<br />
from the city within the city; a fine dining restaurant, a<br />
natural retreat, within the confines of Washington D.C.<br />
A place where one could go in the evening to enjoy<br />
a natural intimate setting for a meal, then relax and<br />
recuperate from the stresses of city life and possibly<br />
stay the night.<br />
More info and animations<br />
The design of the interior of the structure emulates<br />
the experience of being in one’s own private natural<br />
dwelling with all the amenities of modern life. Natural<br />
vegetation was utilized on the interior to express<br />
changes throughout the four seasons. The design of<br />
the exterior structure is simple and intriguing because<br />
the design is meant to be experienced from the inside<br />
out. Upon entering the structure you are meant to<br />
forget about city life and enjoy your escape from the<br />
city within the city.<br />
Rendering of sleeping area in spring
Rendering of dining area fall
CONCEPT DEVELOPMENT<br />
Urban escape concept art
CONCEPT DEVELOPMENT/MATERIAL STUDIES
ARCHITECTURAL DRAWINGS<br />
Section 1<br />
Building section<br />
Level two plan<br />
Level one plan<br />
L1<br />
L2<br />
L1<br />
L2<br />
Section 1<br />
L1<br />
L2<br />
Site plan<br />
Unit aggregation diagrams
RENDERINGS<br />
Sleeping area in fall<br />
Wall close up spring<br />
View of dining area in fall<br />
Exterior shot spring<br />
View from entrance during spring
02 HAINS POINT KNOWLEDGE ARK<br />
The concept of the sublime can be defined as “having the quality of<br />
greatness.” This project was an attempt to explore that quality, not only<br />
architecturally, but also on a global scale; demonstrating how the idea<br />
of the sublime relates to the human experience as a whole. The project<br />
began with exploring the idea of the sublime on many simple fronts. Such<br />
as how Thomas Cole depicted the stages of greatness as they occur in an<br />
empire; from the meager beginnings of a civilization “the savage state,”<br />
to the empire at the height of its power “the consummation,” to the end of<br />
that empire “the desolation,” each stage having a sublime quality in its own<br />
right.<br />
From there the project asked the question: How could the sublime be<br />
defined architecturally and experientially? This was examined through<br />
the works of great architects such as Etienne Louis Boullee. He mastered<br />
capturing the experience of the sublime right down to rendering techniques,<br />
mainly through use of grandeur of scale, obscurity of vision, and simplicity<br />
of form. This was displayed in many of his works and was mastered in<br />
projects such as the Cenotaph to Newton and the Temple of Death.<br />
From here the question became, how does the idea of the sublime relate<br />
to human experience as a whole? And how can architecture respond to<br />
it in modern times? To these questions there were two answers: the first<br />
being space exploration and colonization, the second being a complete<br />
and total annihilation of humanity through some sort of global apocalypse.<br />
After understanding this, the architectural response became quite clear; a<br />
center for archiving human knowledge in the event of a global apocalypse<br />
was needed. This would allow survivors (or leave record of our existence<br />
if there were no survivors) of such an event to jump start their future<br />
civilization as well as understand everything that brought the downfall of<br />
the previous civilization; therefore not repeating the same mistakes..<br />
This led to the creation of the architectural language of the structure which<br />
was to be an abstraction of the most basic element of the human mind<br />
(neural network) in an attempt to emphasize the idea that all knowledge<br />
comes from and is stored in the mind, thus the Haines Point Knowledge Ark<br />
was born.
More info and animations<br />
Main Structure Before Collapse
Inside Main Axon
View From Top Of Visitors Center
CONCEPT DEVELOPMENT<br />
Single Neuron<br />
Neural Network<br />
Neural Network on Site<br />
Simplified Neural Network<br />
Main Grid/Sub Grid<br />
Simplified Neural Network<br />
Sub Grid<br />
Simplified Circulation<br />
Network<br />
Simplified Circulation<br />
Network<br />
Destination Nodes<br />
Simplified Neural Network<br />
Main Grid/Sub Grid
CONCEPT PROGRESSION<br />
Rendering of Complex<br />
<strong>Final</strong> Conceptual Master Plan<br />
<strong>Final</strong> Site Plan
DIRECTIONAL MAP AND CIRCULATION<br />
Early Circulation Diagram<br />
Early Circulation Diagram<br />
Directional Map to Arks Throughout the World<br />
<strong>Final</strong> Circulation Diagram<br />
<strong>Final</strong> Circulation Diagram<br />
<strong>Final</strong> Circulation Diagram<br />
Directional Map to Arks Throughout the World
SKIN CREATION<br />
Biological Neural Network<br />
Biological Neural Network<br />
Simplified Neural Network<br />
<strong>Final</strong> Skin Members<br />
<strong>Final</strong> Skin Member Diagram<br />
<strong>Final</strong> Skin Panels<br />
Visitors Center Showing Glass and Concrete Panels<br />
Main Axon Structural Members Main Axon Panels Main Axon Shaded and Open Space
CENTRAL CORE AND MAIN MEMBER CREATION<br />
Ovoid for Strength in Compressive Force Ovoid Structural Member Extraction<br />
Double Member<br />
Structural Member Spread Around Site<br />
Single Member
LOCK DOWN DIAGRAMS<br />
Lock down Mechanical Diagram<br />
Stage 1<br />
Stage 4 in Plan<br />
Stage 2<br />
Single Lock down Slide<br />
Stage 3<br />
Stage 4<br />
Diagram of Building Lock down<br />
Diagram of Members When not locked down
INFORMATION STORAGE CONCEPT DEVELOPMENT<br />
Information Storage Diagram<br />
Voyager 1 Spacecraft<br />
Rosetta Stone<br />
The next important step was to create<br />
a storage system for information that<br />
could be accessed efficiently and<br />
quickly. To accomplish this it became<br />
necessary to investigate methods of<br />
storage used in the past to transfer<br />
information for millenniums; or etching<br />
it into a solid surface as cavemen did.<br />
Examples of this would be The Rosetta<br />
Stone and the Voyager Spacecraft.<br />
The Rosetta Stone allowed us to<br />
translate two languages; the Voyager<br />
Spacecraft contained information<br />
etched into gold which could be<br />
understood by a species that did<br />
not speak any earthly language.<br />
Therefore, it was determined that all<br />
information stored in the ark would be<br />
etched in the walls in a diagrammatic<br />
and universal form. Thus, allowing<br />
the information to be understood by<br />
intelligent life that would not speak<br />
any language known to present day<br />
humans.<br />
Literature storage<br />
Golden Record on Voyager 1<br />
Ancient Cave Drawings<br />
Digital Storage<br />
Etched Golden Record on Voyager 1<br />
Spatial Arrangement Diagram
PLANS<br />
Level -2 Level -1 Level 0 Level 1<br />
Admin<br />
Underground dwelling<br />
Exhibition<br />
Public library<br />
Above ground dwelling<br />
Classroom<br />
Rest room<br />
Dynamic Space<br />
Literature Archive<br />
Digital Archive<br />
Etched Archive<br />
Level 2 Level 3 Level 4
RENDERINGS<br />
Latitudinal Section<br />
View inside main neural axon<br />
Longitudinal Section
RENDERINGS<br />
View From Underground Dwelling Unit Courtyard<br />
View Inside Main Axon
RENDERINGS<br />
Main Entrance to Complex<br />
Knowledge Ark Central Courtyard<br />
Side Entrance to Complex
RENDERINGS<br />
View of central core from main courtyard<br />
Inside Educational Facility<br />
Central Core After Lock down<br />
Above Ground Dwelling Unit Transitional Space
03 MUSEUM OF EXPLORATION<br />
During the era of the Renaissance exploration was<br />
viewed as something more than just a physical<br />
undertaking, it was also thought of as a mental<br />
endeavor. The optimal way for one to express and<br />
prove that exploration is also a mental undertaking<br />
(especially during time of Amerigo Vespucci) is<br />
through mathematics. This project explores the<br />
mathematical principals behind rational and irrational<br />
numbers; demonstrating how a form can transform<br />
from something simple, orthogonal, and rational to a<br />
much more complex and irrational form.<br />
This is accomplished by starting with an orthogonal<br />
form which can be created through a finite number of<br />
points and ending up as a perfect oval created by conic<br />
sections. Conic sections can only be created from an<br />
infinite number of points because a curve does not<br />
really exist; what truly exists is an infinite amount of<br />
points which we perceive as a curve. The symbol on the<br />
skin of the building is a sacred geometric figure known<br />
as Metatron’s cube; the formula for this cube was<br />
discovered slightly before the Renaissance and was<br />
the perfect 2-diminsional representation of everything<br />
this project explores.
More info
CONCEPT DEVELOPMENT AND CIRCULATION DIAGRAMS<br />
Parti Stage 1 - Rational Numbers<br />
Circulation Level 1<br />
Parti Stage 2 - Rational Numbers<br />
Parti Stage 4 - Irrational Numbers<br />
Circulation Level 2<br />
Parti Stage 3 - Rational Numbers<br />
Skin Creation Phase 1 Skin Creation Phase 2<br />
Parti Stage 4 - Rational Numbers<br />
Skin Creation Phase 3 Skin Creation Phase 4<br />
Circulation Level 4
PLANS<br />
Level 2 - Visiting Scholar Dwelling Units<br />
Level 3 - Cafe<br />
Level 4 - Roof Cafe<br />
Site Plan
RENDERINGS<br />
Indoor Cafe<br />
View From Roof Cafe<br />
Visiting Scholar Dwelling Unit
RENDERINGS<br />
Circulation Space<br />
View of Bookstore and Entrance
04 KALEVALA KEHTO<br />
This is a design build project completed<br />
for Spirit of Place/Spirit of Design in<br />
conjunction with Travis Price Architects.<br />
It is located in Helsinki, Finland on<br />
Seurasaari Island. This was supposedly<br />
the place where Vainamoinen, the<br />
main character of the Finish Legend of<br />
the Kalevala, left this world on a boat.<br />
(Gandalf’s character from Lord of the<br />
Rings is based on Vainamoinen). The<br />
concept of Vainamoinen leaving the<br />
world from this site is the basis for<br />
designing a ship for this project.<br />
The Sampo, represented with the<br />
stainless steel roof in this project, was<br />
described as a very shiny and fiery object<br />
which everyone in the Legend of the<br />
Kalevala sought. Although the structure<br />
resembles a ship it is not intended<br />
to be used as one. Rather this space<br />
is to be used as a peaceful place for<br />
reflecting, meditating or small meetings.<br />
Kalevalakehto, which we named this<br />
project, literally means cradle of the<br />
Kalevala.
More info
PLANS SECTIONS ELEVATIONS<br />
Elevation<br />
Building elevation<br />
Longitudinal Section<br />
Elevation<br />
Plan of Structural Member Connections
PHYSICAL MODEL PHOTOS
SITE PLAN AND PHOTOS<br />
Site Plan<br />
View of structure interior
PHOTOS<br />
View of structure front<br />
vainamoinen fighting demons<br />
View of structure roof<br />
View of structure interior<br />
View of entire structure
05 JAMES HOBAN MEMORIAL<br />
More info<br />
This Spirit of Place design build project was completed<br />
in conjunction with Travis Price Architects. The project<br />
was constructed near the town of Callan, Ireland. The<br />
concept of the design represents the struggles and<br />
triumphs of James Hoban (architect of the U.S. White<br />
House) from his birth near Callan until he relocated to<br />
the United States. The question we asked; How does<br />
one translate the ideas of struggle and triumph to<br />
architecture; this we accomplished in two ways. The<br />
first very subtle method of representing struggle to<br />
triumph is demonstrated with the stone wall at the back<br />
of the project. This wall begins as a very rough stone<br />
and ends as a white polished marble, as if to signify<br />
rough beginnings to fine endings. The second much<br />
more obvious and literal representation of struggle<br />
and triumph is demonstrated with words written on<br />
the scattered glass panes that one must walk through,<br />
like a maze, to reach the end of the memorial (which<br />
in a way also represents struggle to triumph). On each<br />
of these panes the word struggle is written in many<br />
different languages and as one progresses through<br />
the maze the words slowly become more triumphant.<br />
This project received the 2008 AIA Award of Merit.
PHOTOS
PHOTOS
06 RENDERING<br />
Rather than a design project, this assignment was to model a<br />
house or building in 3d studio max and produce renderings.<br />
The house I chose is known as “the Cape Schanck House”<br />
which is located in Victoria, Australia. The project included<br />
modeling the house as well as creating custom materials in<br />
order to create a realistic appearance.
More info and animations
Rendering of Pool Deck
Rendering of Main Entrance
Rendering from Parking Area
RENDERINGS<br />
Rendering of Front of House<br />
Rendering of Pool<br />
Rendering of Back of House<br />
Rendering of Entrance
07 NAVY YARD INFORMATION HUB<br />
This was a group project for studio 402, “Comprehensive<br />
Building Design Studio.” We were to design an information<br />
hub for one of three areas of Southeast Washington D.C.<br />
The area we chose was “the Navy Yard.” The Navy Yard is<br />
an area of D.C. previously dedicated to the construction<br />
of navy ships. Considering the previous use of the site we<br />
decided to investigate the construction of a ship and utilize<br />
the ships main structural element (the ribs) to inspire our<br />
design. We realized that a more compelling design would<br />
be a sculptural representation of a ship’s ribs rather than a<br />
replica of the entire ship. The design of the site utilized four<br />
types of space: the main hub on the upper right corner of<br />
the site, an activity space on the upper left, a shade garden<br />
in the lower left and a sun garden in the lower right. The<br />
majority of the information would be received just outside<br />
the hub on touchscreen panels. The interior of the hub<br />
would consist of a bar dedicated to receiving specialty<br />
information, as well as a rest room.<br />
More info and animations<br />
Exterior of the hub
Interior of the hub
CONCEPT DEVELOPMENT<br />
Concept Sketch<br />
Concept Sketch<br />
Concept Sketch
STRUCTURAL PROGRESSION<br />
Exploded Axon<br />
Wall Section
STRUCTURAL PROGRESSION<br />
Exploded Axon<br />
Exploded Axon<br />
Wall Section
STRUCTURAL PROGRESSION<br />
HVAC Diagram<br />
Plumbing Diagram<br />
Wall Section
STRUCTURAL PROGRESSION<br />
Interior Structure Exploded Axon
ARCHITECTURAL DRAWINGS<br />
Rendered Site Plan<br />
Master Plan<br />
Plan
ARCHITECTURAL DRAWINGS AND MODEL<br />
Physical Model of Stage with Hub in the Background<br />
Physical Mode of the Hub<br />
Site Section
RENDERINGS
08 WASHINGTON MUSIC COMPLEX<br />
The assignment for this project was to design a music complex<br />
for Washington, D.C. The complex was to include all<br />
of the following: indoor and outdoor concert venues, music<br />
education areas, clubs, and commercial space. To develop<br />
this concept I chose to break music down into its two<br />
most basic elements, rhythm and melody. It then became<br />
necessary to translate the musical elements of rhythm and<br />
melody into architecture. How to do this became apparent<br />
after exploring what function both rhythm and melody<br />
play in music. Rhythm is the strong element that holds the<br />
music together and melody is the softer element that holds<br />
our attention and links one piece to another. Therefore,<br />
when translated to architecture, rhythm is represented with<br />
solid walls and ridged form while melody is represented<br />
with flowing forms that guide us between the ridged forms.<br />
This project won the Benjamin T. Rome competition studio<br />
award.
More info and animations
CONCEPT DEVELOPMENT<br />
Site Parti<br />
Circulation Parti<br />
Site Parti<br />
Massing Parti<br />
Rhythm Vs. Melody Concept Art<br />
<strong>Final</strong> Rendered Parti
SPATIAL DIAGRAMS<br />
Retail Space<br />
Outdoor Concert Hall<br />
Cafe<br />
Storage<br />
Retail Space<br />
Park Destination Space<br />
Light Control<br />
Level 1 Plan Diagram<br />
Level 2 Plan Diagram<br />
LEVEL 1<br />
Concert Hall<br />
Clubs<br />
Chorus Room<br />
Band Room<br />
LEVEL 2<br />
Rock Venue<br />
Lesson Rooms<br />
East Elevation
Main Structure Rendering
RENDERINGS<br />
Outdoor Music Venue<br />
Site Overview Rendering<br />
Atrium of Main Structure<br />
Site Plan rendering<br />
View From Balcony of Main Structure
09 URBAN vs. ORGANIC<br />
The goal of this project was to design an apartment complex<br />
located in the town of Stabia, Italy. The concept drew heavily on<br />
the location of the project: where the town (ridged and urban)<br />
meets the sea (natural and organic). Thus the idea for the project<br />
arose, “urban versus organic.” The seaside of the building would<br />
take on an organic form, while the urban side of the building would<br />
reflect this organic form and at the same time keep the urban<br />
fabric of the city. The design utilized four different unit types,<br />
three of which utilized the skip-stop unit aggregation method.<br />
This allowed the units to easily fit into the form as well as created<br />
room for communal balconies. The fourth unit design was used<br />
only on the first level. The design of the building was complete<br />
with a public roof garden overlooking the sea.
More info
Urban Side of Structure
Organic Side of Structure
CONCEPT DEVELOPMENT<br />
Urban VS. Organic Concept Art
CONCEPT PROGRESSION<br />
Digital Parti 1 Digital Parti 1<br />
Digital Parti 2 Digital Parti 3<br />
Concept On Site<br />
Digital Parti 3 Digital Parti 3
UNIT PLANS AND AGGREGATION<br />
One Bedroom Unit<br />
Two Bedroom Unit
UNIT PLANS AND AGGREGATION<br />
Aggregation Diagram<br />
Studio Unit<br />
Circulation Diagram
ARCHITECTURAL DRAWINGS<br />
Level 2<br />
Level 1
ARCHITECTURAL DRAWINGS<br />
Level 4<br />
Level 3
ARCHITECTURAL DRAWINGS
ARCHITECTURAL DRAWINGS
SITE PLAN
RENDERINGS<br />
View of Public Roof Garden<br />
View of Public Roof Garden<br />
View of The Organic
10 INTERACTION<br />
In this project I designed a kindergarten for artistic<br />
children. The main concept behind this design was the<br />
concept of interaction, which arose from two ideas. The<br />
first idea exemplifies the importance of interaction to the<br />
development of a child’s mind. The second is the idea that<br />
interaction is extremely important to the creative process<br />
and the production of works of art. Thus, the driving force<br />
behind this project became interaction. While designing<br />
the building the idea developed that the school should<br />
be constructed as something the children could play on,<br />
and interact with, in order to stimulate their minds and<br />
imagination. Therefore,I created a design for a kindergarten<br />
(essentially built underground) consisting of structural<br />
glass and hills which the children could play both on and<br />
under.
More info
CONCEPT DEVELOPMENT<br />
Interaction Concept Art
SITE PLAN
ARCHITECTURAL DRAWINGS<br />
Level 1 Level 2<br />
Longitudinal Section
RENDERINGS
11 URBAN HOUSE FOR AN ARTIST<br />
More info<br />
For this project I chose an artist and based on that artist’s work<br />
designed a house for the artist. This made for quite a challenge,<br />
because it is difficult to turn a two dimensional work of art into a<br />
three dimensional building design. The concept for this project<br />
was based on the work of Piet Mondrian. There are three unifying<br />
elements recognized in the work of Piet Mondrian. The black<br />
lines, seem to guide us across the paintings like paths; the light<br />
areas which appear to be open space;and the colored areas which<br />
appear to be closed space. When translated into architecture it<br />
became obvious that the design of this building should focus<br />
heavily on paths and open space leaving only few closed spaces<br />
throughout the house.
CONCEPT DEVELOPMENT<br />
Paths Concept Art<br />
Piet Mondrian 1<br />
Piet Mondrian 2<br />
Piet Mondrian 3<br />
Piet Mondrian 4<br />
Piet Mondrian 5
CONCEPT PROGRESSION<br />
Spatial Parti 1<br />
Spatial Parti 2<br />
<strong>Final</strong> Spatial Parti<br />
Spatial Parti 2<br />
<strong>Final</strong> Spatial Parti
ARCHITECTURAL DRAWINGS
ARCHITECTURAL DRAWINGS
HAND DRAWN STRUCTURAL EXPLODED AXON
RENDERINGS AND MODEL<br />
Rendering of Path<br />
Model<br />
Rendering from Gallery Space<br />
Rendering from Above<br />
Model
12 HUMAN FORM BENCH<br />
The human form is often ignored when designing furniture in<br />
modern times; this bench seeks to change that. The idea was<br />
to create a bench out of a seemingly uncomfortable material<br />
(wood) and make it comfortable, for sitting and lying down,<br />
through the sole use of ergonomics. The form was derived<br />
from the motion one takes to go from a sitting position to a<br />
laying position; once that form was derived it was then slightly<br />
modified to create a comfortable bench for both siting and<br />
laying. The bench was designed using Rhinoceros and then<br />
fabricated using a CNC mill.
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CONCEPT AND DRAWING<br />
Nested Individual Members<br />
Concept Art<br />
Line Drawing - Side<br />
Line Drawing - Front<br />
3D Model from Rhino<br />
Line Drawing - Top<br />
3D Model from Rhino
PROTOTYPE PHOTOS
13 LOGARITHMIC SPIRAL SCULPTURE<br />
The logarithmic spiral is one of the most intriguing mathematical<br />
formulas. It was developed before the human mind could truly grasp<br />
the idea of mathematics. It is one of the formulas that nature uses<br />
to derive the form of many of its elements. One of the better known<br />
elements that is derived from the logarithmic spiral is the Nautilus shell.<br />
After researching the logarithmic spiral formula however,I discovered<br />
its influence on the human psyche. For instance it has been argued that<br />
the logarithmic spiral is the sole formula behind beauty (theoretically<br />
if one creates an object with this formula it will automatically be<br />
perceived as beautiful). The photo bellow depicts just how much<br />
nature is influenced by this formula. It is a photo of the bottom of the<br />
sculpture which curiously looks like a flower, this was an accidental<br />
achievement and came about simply because of the way I arrayed<br />
each scaled version of the spiral. Another important thing to note is<br />
it also follows the Fibonacci Sequence and is the formula in which<br />
flowers array their petals. Created using Rhinoceros and a 3-D printer.<br />
3D Model
3D Print<br />
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CONCEPT DEVELOPMENT<br />
Phase 1<br />
Phase 2 Phase 3<br />
Phase 4 Phase 5
3D PRINT PHOTOS
KRUSTY<br />
PHOTOGRAPHY<br />
Location: Fallbrook, CA<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/5<br />
Exposure Time: 1/60 SEC<br />
Speed: ISO-100<br />
Focal Length: 14 MM
SMOKING<br />
PHOTOGRAPHY<br />
Location: Richmond, VA<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/3.5<br />
Exposure Time: 1/200 SEC<br />
Speed: ISO-100<br />
Focal Length: 14 MM
NEEDLE<br />
PHOTOGRAPHY<br />
Location: Oceanside, CA<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/3.5<br />
Exposure Time: 60.0 SEC<br />
ISO Speed: ISO-100<br />
Focal Length: 14 MM
WATER<br />
PHOTOGRAPHY<br />
Location: Mono Lake, CA<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/22<br />
Exposure Time: 1/40 SEC<br />
ISO Speed: ISO-200<br />
Focal Length: 14 MM
NO WATER<br />
PHOTOGRAPHY<br />
Location: Red Mountain, CA<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/3.5<br />
Exposure Time: 1/500 SEC<br />
ISO Speed: ISO-100<br />
Focal Length: 14 MM
BOOK<br />
PHOTOGRAPHY<br />
Location: Oceanside CA<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/6.3<br />
Exposure Time: 8.0 SEC<br />
ISO Speed: ISO-100<br />
Focal Length: 27 MM
SUB<br />
PHOTOGRAPHY<br />
Location: Honolulu, HI<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/5.6<br />
Exposure Time: 1/400 SEC<br />
ISO Speed: ISO-100<br />
Focal Length: 18 MM
PEEK<br />
PHOTOGRAPHY<br />
Location: Honolulu, HI<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/5.6<br />
Exposure Time: 1/800 SEC<br />
ISO Speed: ISO-100<br />
Focal Length: 42 MM
CLIMB<br />
PHOTOGRAPHY<br />
Location: Half Dome Cables<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/22<br />
Exposure Time: 1/50 SEC<br />
ISO Speed: ISO-200<br />
Focal Length: 14 MM
CLIMB 2<br />
PHOTOGRAPHY<br />
Location: Half Dome Cables<br />
Camera: Olympus E-VOLT E510<br />
Aperture: f/5.6<br />
Exposure Time: 1/200 SEC<br />
ISO Speed: ISO-200<br />
Focal Length: 150 MM