Week 4: Surface Population
Madison Larmeu
Concept:
I have a love and fascination of the paranormal and often cause myself great distress watching horror films about possessions. It was difficult coming up with a concept for my design (that I felt I could ACTUALLY create) and I finally settled on something that is frequently used in the ghostly genre of horror films: the Ouija board. Ouija boards themselves usually do not have very unique surface structures - they are essentially a rectangular wooden board - so I thought I'd focus on a smaller, but essential, component of the Ouija board: the planchette. Planchettes are the small heart shaped objects with a circular viewing port that are used by participants. They are usually quite small, but I wanted to consider what it might look like in a larger sculptural sense.
When considering what I should utilize to populate the surface, I tried to think of significant patterns/objects that are often associated with Ouija boards. There were three shapes I tested: eyes, stars, and cat faces. Of each, I felt the eye was most representative of the object itself without looking too kitschy or too complex. The stars felt a little too childish and didn't immediately scream Ouija like I was hoping. The cat face, although cute, was a little bit too complex of a shape. The eye was abstract enough that it offered an appealing facade, but was also explicit enough to make a direct connection between the object.
Surface Population Illustration 1 |
Techniques:
In order to get the Ouija planchette surface I utilized the torus 3-D shape which produced a donut like structure for the base of my object. Then I turned the points on and manually manipulated the points until I was satisfied with the shape. I was primarily focused on getting the upside-down heart like shape and then I began focusing on other aspects of the object.
After I formed my root structure, I created by surface population object (and two other variations as specified earlier) in the shape of an eye. Using the extrude curve tool I made the object 3-Dimensional to utilize in the next phase: the box morph.
This was by far the most difficult part of construction I faced. In order to map the surface population object onto my root surface I needed to use the Grasshopper plug-in to create a box morph. I began by setting the surface and brep (boundary representation) to the root surface and surface population object. Then I began to create the 'grid' that the brep would map onto by using three tools: dividedomain^2, Sbox (surface box), and number sliders. Dividedomain^2 was used to create the grid like field that would be used to map out the brep objects and how many of those objects it would produce. In order to control the amount of objects I needed to utilize the number sliders. Then I created an Sbox component then used the root surface, the dividedomain^2, and the number slider (to determine depth) to map that grid onto the actual root surface. Then I used a box morph which compiled the output from my Sbox, and the brep object and populated the surface to create a unique appearance.
Surface Population: Illustration 2 |
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