We decided to use one 2minute video rather than two 1minute video to keep a general flow of imagery.
1. The Overall Building
2. The Open Windows
3. The Water in the well
4. The Water in the well
5. The Well
6. The Exterior of the well
7. The Terrain
The environment that we wanted to create was something that could be placed anywhere and be adaptable to its surroundings and still depict the nature of its original design. Well city was inspired by S. Patrizio's sink, which was characterised by a flight of steps, that turns into a central space that contains water, and that has many openings, where is possible to observe a central space. It is based on a semi-hipogen space; a visible level that contains a living room, a kitchen with spaces.
Well City provided a some major hurdles which also turned into learning experiences for some, the first step in reproducing this unbuilt architecture in Crysis was its scale, now because all that was provided for us were the early design concepts, we were not given dimensions of the building. So we dissected the plans and the given sections, created a 1:100 scale. We thought this would be suited best as it was very conventional and easily adapted to our building.
We then built our terrain, because well city is based on being able to survive in the desert, the naturally suited environment was sand and dunes, with a flat plateau for the site of the building. One of our hurdles was the positioning of our site and its orientation, as we were playing with the natural light of the real time environment.
The next step was re-modelling the building in Revit architecture, we had to break down the individual spaces and then create a relationship within each space. The basic functions that were used were the wall tools, setting different heights on floors and placement of stairs.
The fourth Step was the textures, now the first task we had was the selection of the textures, we choose the textures so it can evoke a sense of mystery and anticipation as “ Well City “ is underground. The standard materials that were chosen was the Stone, wood, water and glass. This would prove to be our biggest challenge yet. We encountered major problems in importing the materials into crysis. The texture was put in sketch up first, then exported to Crysis, but at first it seemed it worked, but after the second time it was attempted, the textures were no longer there. The way that we tried solving this was by using an alternative of 3ds max, now once again we had problems as 3ds max 2009 is not supported by Crysis. So then 3ds max 9 was used and we installed SDK plug in. Unfortunately the end result was it has not been resolved to date, it is still being vigilantly actioned.
The next step was the lighting, we thought this would be the easiest of all the tasks to be actioned, the only hurdle was the intensity of the light, which proved to be frustrating as we would be placed 20 entities in the same location. So the way we solved the problem was that we realised the display quality had to be changed.
The next step was the sound, we thought would test it out, just so we could play around with it in the draft stages instead of doing it very last minute. We did all the correct steps, but choosing the sound was difficult as no sounds were loaded on our crysis editor, so we once again were confused in what went funny.
So, overall we believe that we have overcome a lot of difficulties that were faced with this particular un built architecture, we believe that we have completed a lot of ground work for this difficult concept, and believe that we can reproduce it on crysis if not the same, even better than its original design.