Thursday, 28 April 2016

EXP2 LIGHT RAIL




Interplay of materials and forms at both the micro and macro scale.
Landscape synthesized with architecture.

Synthesizing architectural materials and forms with the urban landscape

through exploration of micro forms on a macro scale.


Interpreting this concept within the context of Carlo Scarpa and Olson Kundig as not only looking at the building as a form but also its relation to its surrounding environment and the fascination with intricate and embellished details. The details for this project have been inspired by embroidery stitches, many of which have developed in different cultures and are often named after that culture. For example the design used on the pedestrian crossing is called the Maltese cross.









The texture has been used on a large scale through the upper windows of the Conductors office building above the Lightrail stop. The curved embroidery thread has become a metal structure providing strength and a design detail






Stitched stonework surrounds the Lightrail conductors office area.
The patterned footpath adds detail to an otherwise monotone material. Referencing the Moors influence in Portugal who in turn patterned the paths of Rio de Janeiro, Brazil. A culture which is now finding its way to Australia.



LUMION IMAGES





The Maltese cross has been reworked and incorporated into the pavement of the Light rail station. The texture provides 'energy' and a natural indicator of where one should stand on the platform.











DRAFT MODEL IN SKETCHUP

ELEVATION



CROSS SECTION


PLAN


BALUSTRADE IDEAS



BALUSTRADE AND TIMETABLE IDEAS



FIRST IDEA









2 comments:

  1. The sketch up screenshots and your drawings are much more promising than the one in Lumion. I hope you try and pursue your original concept for your final.

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  2. I am most intrigued with the last two sketchup screenshots in this post. A few exciting things happening here:
    the fluidity of movement and connection to program;
    a wholistic form not broken by seperate elements; and
    integration of texture for way-finding.
    I think these can all be pushed further in the other draft.

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