Light Wells, or “I’m Underground – I Need Light!”


With a preliminary parti and a site location, now I had to deal with the actual structure. I knew that I wanted to have the residency merge from/into the surrounding landscape, but how to accomplish this? Since we were modeling in Maya at this point (and for the rest of the semester pretty heavily), I decided to quite literally take the landscape into Maya, and drag/drape it over the parti to create the building’s massing. Once again, this was a very crude and unsuccessful method (and I very quickly changed it), but at this point I was a bit lost as to how to proceed.

This draping technique, and the fact that a lot of the rooms were underground, led to another problem – light. How could those underground see without using tons of artificial light? My answer? Light wells, or “whirlpools” as they became. This was also a great opportunity to try and re-introduce some of the design elements of the Antoine Pevsner sculpture and my generative reforming of it. This using of our previous sculptural explorations was also part of the assignment, and something that I had yet to properly address.

I also decided to elevate the studio spaces, in an attempt to allow them to see more of the landscape/site, and also to prevent the public that may be milling about to peer into their private space. This also allowed me to bring the public spaces out from behind the rest of the spaces by putting them down below the studios and gathering spaces.

The second version of my preliminary siteplan (left) and a basic wireframe parti (right), this time with light wells.

The second version of my preliminary siteplan (left) and a basic wireframe parti (right), this time with light wells.

Interior rendering of the first version of the residency (massing only)

Interior rendering of the first version of the residency (massing only)

Exterior rendering of the first version of the residency (massing only)

Exterior rendering of the first version of the residency (massing only)

 

 

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