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reVersed Normals

Duncan Brown


1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Installations


reVersed Normals

‘A normal is the vector perpendicular to the surface of a given point.’ When a modeling program is rendering the surface of an object, its exterior form, the ‘normals’ are drawn pointing out. Reversing the normals renders the space within.


reVersed Normal #1


Quake III Arena views Massing model Exploding animation Diagrammatic evolution Elevation fold-out Rendered strip


reVersed Normal #1


Quake III Arena views Stereolithography model Rendered strip Wireframe isometric Background – perspective


reVersed Normal #2

Section Diagrammatic evolution Sited Interior Rendered Slice – Simulated Stereolithography Rendered strip


reVersed Normal #2

VRML Snapshot Rendered Slices – Simulated Stereolithography Traced Edges Interior view Background – perspective


reVersed Normal #3


Sectioned foamcore model Minor volumes modiďŹ ed by wave form Wireframe Stacked model slices framed Background perspective


reVersed Normal #3


Minor volumes modiďŹ ed by wave form Model slice perspective Rendered strip Background - perspective


reVersed Normal #3


Stereolithography model Generation Diagrams Perspective views with alternate materials Background – perspective


reVersed Normal #3


Quake III Arena views Perspective views with alternate materials Background – perspective


reVersed Normal #4


Diagrammatic evolution Stereolithography model Background – perspective


reVersed Normal #4

Rendered strip Installation views Background – perspective


reVersed Normal #5

Diagrammatic evolution Rendered strip Background - perspective


reVersed Normal #5


reVersed Normal #5


reVersed Normal #5


reVersed Normal #5


reVersed Normal #6


Diagrammatic evolution Stereolithography model Background – perspective


reVersed Normal #6


Rendered strip Installation sequence and views Wireframe Background – perspective


reVersed Normal #6

Quake III Arena views


reVersed Normal #6

Quake III Arena views


reVersed Normal #7


Diagrammatic evolution Combinations Installation Wireframe Traced edges Background – perspective


reVersed Normal #7


Traced edges Background perspective


reVersed Normal #8


Stereolithography model Diagrammatic evolution Combinations Background – perspective


reVersed Normal #8


Rendered strip Interval generation VRML snapshot Background – perspective


reVersed Normal #9

Wireframe generation Rendered strip Partial models VRML Snapshot Background – perspective


reVersed Normal #9

Wireframe perspectives Rendered views Background – perspective


reVersed Normal #10


Rendered strip Diagrammatic evolution Sectional slices Background – perspective


reVersed Normal #10


Series A-D Interior Views Background – perspective


reVersed Normal #10


Series E-H Interior Views Background – perspective


reVersed Normal #10


Series I-L Interior Views Background – perspective


reVersed Normal #11


Diagrammatic evolution Wireframe isometric Stereolithography model Rendered strip Background – perspective


reVersed Normal #11

Stereolithography model Rendered views Structural model Background – perspective


reVersed Normal #12

Rendered strip Elevations Shaded Isometric Wireframe isometric Background – perspective


reVersed Normal #12


Animated view Found edges VRML Snapshot Elevation foldout Background – perspective


reVersed Normal #13


Installation views Wireframe isometric Background – perspective


reVersed Normal #13 Interior views Background – perspective


reVersed Normal #14 - Broken 2


Diagrammatic evolution Stereolithography model Background – perspective


reVersed Normal #14 - Broken 2


Transparency studies Interior view Background – perspective


reVersed Normal #15

Section Perspective view Rendered strip Wireframe isometric Background – perspective


reVersed Normal #15

VRML Snapshot Found edges Installation Background – rendered views


reVersed Normal #16


Rendered strip Diagrammatic evolution Stereolithography model Background – perspective


reVersed Normal #16

Found edges Background – perspective


reVersed Normal #16

Interior views Background – perspective


reVersed Normal #16

Installation rendered views Installation models Background – perspective


Unreal Installations Based on conceptual abstractions of the reVersed Normal models, a series of installations were virtually realized in digital game space. Situated in white box gallery rooms, the different constructions give an indication of how the spaces of the original rVN models would be enriched through material and detail development. 1. Taking a flattened elevation as the starting point, each color within the elevations is scaled down to 10 per cent of its original size located at the center of each figure. Each new elevation is projected on to the four walls of the room. A cutout made from color magazine paper of representative color is created and this is taped to the wall at the mapped locations. 2. A 2’-6” sectional slice of the model is built to rest on the floor. The slice is fabricated from modular sections of cardboard boxes folded to be self-supporting. 3. The plan view is outlined in colored sand on the floor with the projecting wave forms depicted in a contrasting color. 4. Light bamboo sections are lashed together with twine to form the hoop outlines, and are then suspended from the ceiling. 5. Fragments of the section profile are fabricated from plywood and the projecting framework is created from timber 2x2s. 6. After establishing their stability with paper mockups, the selected frames are constructed from sheets of plywood. 7. The sliced volumes are carved from pieces of colored soap and placed on small display tables in each of the four corners of the room. 8. Based on UV outlines from Maya, each of the model components are fabricated from sail cloth and suspended on fishing line from the wall and ceiling surfaces of the room. 9.

Key volumes are outlined in string.

10. Rendered images are projected across the room onto walls and the skeletal framework. & 11. Jointed 2x2s are bolted together to form a skeletal framework outlining the form. 12. Similar to number one, but with timber 2x2s attached to the wall representing the section profiles. & 13. Color newsprint stiffened with lacquer is cut and folded into boxes modeled on the projected forms. These are arranged on the floor and range in height from 2’-6” to 4’-8.” 14. The animated sequence is projected onto the surrounding walls and models. & 15. Color newsprint stiffened with lacquer is cut and folded into boxes modeled on the projected forms. 16. Subsequent to stability mockups, the stiffest screens are constructed from sheets of 4x8 plywood.


Background - #5. Top to bottom - #1, #2 & #4.


Background - #10 & #11 Top to bottom #6, #8, & #10 & #11 Opposite #12 & #13, #14 & #15, #16


Next Order - reVersed Normal Seventeen The first sixteen models in the series were created using booleanunion to connect independent volumes to each other. The progression develops further with an exploration of permutations of boolean operation – for example, union combined with subtraction. The individual volume’s original state and the three boolean operations (union, intersection and subtraction), represent a post-facto complement to Le Corbusier’s Four Compositions. Seventeen serves as a written example of this continuation. The component parts of #11 are scaled to 60% and duplicated. The original component parts are then booleaned together The duplicated pieces are scaled to 40% and inverted. The duplicated pieces are copied once more and hidden. Each of the duplicated pieces are then subtracted from the original, leaving a series of perforations. The hidden pieces are then displayed again closing these openings. The combined parts are then booleaned together to create the complete enclosure.



reVersed Normals