Thursday, 27 November 2014

SIDI Splinter Concept cycling shoe




Thursday, 20 February 2014

Furby Factory



Alga


Wednesday, 25 January 2012

Geyser Tower




The Mid Pacific Geyser Tower is a 3000m recycling facility like no other. It transports the waste for free, recycle that waste into crude oil and not only that, it is also completely self-sustainable.
There are many natural systems around the world, such as the water, weather, nurturance etc. These processes are very simple so why not use the natural systems that are already in place to help our planet?
One of these systems is the ocean currents, which can be a real problem with their natural whirl pools that collect rubbish, the most famous being the Great Pacific Garbage Patch. Instead of seeing it as a problem, we should use the natural pull from the currents to transport the garbage from 2 of the world’s largest waste producers to a recycling plant in the middle.
The skyscraper recycles almost anything into oil with a process that’s already tried and tested, however the energy input isn’t worth the energy output because of the massive heat and pressure required in the process, which leads us back to the middle of the ocean. There is a cluster of underwater volcanos just north of Hawaii, exactly the centre of the garbage patch.
All of the rubbish will be put into barges and will naturally float to the facility. As drag is no longer an issue, these barges will have lines of micro hooks which won’t harm marine life but will slowly start to filter the sea. When the barge arrives, garbage will pushed down pressurised and heated until it turns into oil, which will be naturally forced back up to the surface because of the pressure.  The heat will come from the Seamounts below, it’s channelled up to the tower via a heat pipe which will help recycle, power the facility and keeps the crew fed.
All of the excess heat will be channelled up to sea level where it encourages the moist cool air to warm up and rise up the tower. As the warm air rises, it will rain near the top of the tower. Some of this water is collected, but most will rain onto the “growth” section where vegetation and livestock grows. Then the rest is literally downhill as almost everything that needs to move only goes down, making the facility very efficient.

All modelled on 3D Max with a combination of both mental ray and Iray. Took months to design, how ever modelling/rendering/post for these imgs took in total around a fortnight.

More imgs:








Wednesday, 18 January 2012

Tuesday, 20 September 2011

Breil Satellite wristwatch concept









My entire for the Breil steel watch competition on designboom.

text:
The Breil Satellite sets a new standard for innovation in design and technology. Showcasing the different visual and physical qualities of steel, the Satellite is a symbol of strength, confidence, emotional reflection and effortless elegance, expressing the personalities of its male and female wearers. The watch face on the raised, waved dish displays a mesmerising jewel quality and signifies the cyclical, perpetual nature of time and space, while bold inverted hands circle around the face edge pointing towards the Breil logo, indicating the Breil brand to be the centre of the Satellite's micro-universe. Finally, a simplistic shackle strap compliments the piece, reflecting the dominating nature of time. This is a visually compelling and evocative timepiece that is backed by deep design intent.



Wednesday, 10 August 2011

The flakey story

There has been alot of views for my Project Flake lately and i thought it might be an idea to show the full process for this project, and it hasnt been a easy one. Its also nice to show alot of unseen work that took too long to do, this should also explain alot of the reasoning behind the decisions for this design. Thanks for everyone who’ve viewed it, it doesnt really matter if you liked it or not, its always nice to get a discussion going.

This was my final year project at Coventry uni for automotive design, it took the best part of 2 years to do this project, and its still not complete. I did have alot going at the time on including a job etc, so really actual working time was probably only about a year or so. Since its conception everyone was very skeptical about the idea, even my self to a point, thinking about it, it was a ridiculous task. Transformers movie had teams rigging up their models, my car has almost as many part and im doing it all by my self, and note this is only my 2nd proper animation.

The idea started around mid 2008, most would think inspiration came from the Transformers the movie, however it actually came from Pixar Cars. I loved the movement of the characters, and how they leaned into the corners and wanted to translate that into a realistic vehicle, and thought it was an appropriate direction for my FYP. I didnt want to go down the route of a soft skin, 1- BMW already done it, 2- it wasnt very creative using something thats been with us for centuries, 3- there was a lack of emotion. The BMW Gina is a good example, every part was movable, and yet it felt... dead, without all the muscle structures under the skin it will be very hard to emulate emotion. Emotion is very important part of design, because my project is dynamic, just a face is no longer enough, its body needs to present body language. I did think through all the directions of a literal living car with muscle etc, but didnt think that was very creative. The flakes eventually came from my bad habit of smoking. I love the forms created by ash, how it was so random and yet all fitted together, this made me imagined cracking skin and how that will look over the car.

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The original concept was actually alot more complicated. I wanted a mass of flakes that when closed, formed a sleek and elegant shape, like its sleeping or something, but when it wakes up it doors will open up like jaws and eat you whole.

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Thats the feeling i want the user to feel every time he/she steps into the car. The rest of the exterior is designed to provoke the same sort of feeling with alot of jagged edges and fractures across the body work this style was apparent all over the car even in the interior. the original seat designs were just as complex. Designed to dynamically follow your body, physically grabbing the torso and holding the driver in the seat.

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All this detail became a problem as I was working on my modest home computer, which had no where near enough power to actually bring the car to life.

So i took a step back and i stripped the design to its basics, tried to figure out the essentials and designed the mk2. The mk2 got rid of all the flakes, and essentially is a practical/buildable version of flake. It retains most of the fundamental ideas behind the project coupled with a more refined form.

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I did try to make a physical model (mostly carved out by hand), but I never had the chance to finish it. The mk2 was very cool looking, but i felt it has lost alot of the emotion that i was talking about at the beginning, also the usp of the mk1.

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So here comes the mk3. The mk3 is a compromise between the 2 previous designs, and also intended to look more like a car when in the closed position. this is because i wanted something that the viewer can relate to instead of making it 100% scifi.

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The car was always designed to be viewed in white how ever white is a very common colour within the degree show, so i opted for a bright orange, this also made it seem more like an animal.

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Unlike the previous 2, the mk3 got new wheels. Wheels with legs isnt anything new, I think something similar has been in the book Snowcrash and a few anime shows i think. How ever I did make it "plausable". To be honest i never added it for the technology, the car just didnt sit right unless the bottom of the wheels were cut off, so i had to think of a good excuse to remove the bottom of my wheels. The D-wheels track ground surface and adjust accordingly, making the wheel apart of the suspension system. This also enabled it to expand into buggy wheels allowing it to go off road making this a true next generation all terrain vehicle.

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The number of flakes have also been reduced from over 400 to exactly 250, making this slightly more manageable to rig and animate. This was all done in 3D studio max, and since this was only my 2nd animation, and no one could assist me in doing it properly, i had to animate this my own way/old fashioned way. some parts were even animated frame by frame, which was a real pain. the whole process for the mark 3 from design to completion was around 3-4month. I know the animation isnt perfect, my machine just wasnt up to it, just to let you know how much trouble this was to animate, some scenes it would take around 5 secs-5mins for each of my actions to take affect, that including changing my view, not to mention i was under a dead line and could not actually preview my animation before i rendered it, so really what you are seeing is the first draft.

The original design also had wheel covers for the complete sleek closed form, but since i wanted to show off the D-wheels, regrettably the covers had to go.

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One of the biggest arguments against the car is aero, Ive actually had the pleasure of talking to an ex-Williams F1 aero man about this matter. His view is the concept is sound, how ever the execution needs tweeks, which is what i expected.

When travelling at speed, the car will contract to its closed position to help control airflow, and when under breaking or turning the flakes will spring open to dynamically adjust down force. the open flakes will also allow the car to lean into the corner for better handling, meanwhile the inner chassis is designed to be aerodynamic channelling the airflow around the car.

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The flakes serves a couple of other purposes, dissipating heat from a liquid cooling system around the chassis, and also could automatically track the sun for energy. To move the flakes, there are hundreds of mini solenoids within the car which pull on carbon nano-tube wires, that is strung around the car forming a puppeteering system. The solenoids can also detect how much air pressure is applied on each flake, allowing the on board computer to dynamically adjust the flakes.

The car is powered by synthetic fuel, imagine if battery fluid can be replaced like fuel, in-turn recharging the batteries. Similar to producing electricity with coke, but specially designed and alot more potent.

Like i said at the beginning, the project is still unfinished, there were going to be alot more interior details, a refuelling rig with station, the physical model you saw earlier, alot of animation tweeks... etc Will I ever finish it properly? ill definitely come back to it in a few years time, when my hardware can do this smoothly.

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So thats most of the story, atleast the interesting(ish) bits, I know this car is ridiculous, and i know it wont work, but it was never intended to be a practical solution rather an inspiration for others.

For more imgs pls go:
http://pretendingpretentious.blogspot.com/2011/07/flake-final-renders.html
http://pretendingpretentious.blogspot.com/2010/05/flake-renderings.html
And if you havent seen the video already, its here: