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Showing posts with label Frank Lloyd Wright. Show all posts
Showing posts with label Frank Lloyd Wright. Show all posts

2010-06-25

Frank Lloyd Wright: Fallingwater in Half Life and CAD

As Half Life is finally available on the Mac, thanks to Steam, we thought it was time to repost two of our favorite movies - detailing Falling Water playable in Half Life and rendered via CAD.

Fallingwater, also known as the Edgar J. Kaufmann Sr. Residence, is a house designed by American architect Frank Lloyd Wright in 1935 in rural southwestern Pennsylvania, 50 miles southeast of Pittsburgh, and is part of the Pittsburgh Metro Area. The house was built partly over a waterfall in Bear Run at Rural Route 1 in the Mill Run section of Stewart Township, Fayette County, Pennsylvania, in the Laurel Highlands of the Allegheny Mountains (Wikipedia)

The movie above by etereaestudios.com represents one of the best visualisations of Fallingwater we have seen:



Fallingwater from Cristóbal Vila on Vimeo.


The movie provides an interesting contrast to the Half Life model of Fallingwater built by Kasperg. Using the Source Engine, as opposed to more traditional Architectural Software, allows the use of dynamic lighting and a real-time walkthrough of the scene in high resolution:




Falling Water by Frank Lloyd Wright in Half Life from digitalurban on Vimeo.


The movie demonstrates the quality of Half Life, and games engines in general, for visualisation using both a standard walkthrough and half way through a fly-through using the Half Life 'Noclip' option.

You can find out more about Frank Lloyd Wright's Fallingwater at http://www.fallingwater.org/

2008-07-21

Frank Lloyd Wright: Fallingwater Architectural and Game Visualisation


Fallingwater from Cristóbal Vila on Vimeo.


The movie above by etereaestudios.com represents one of the best visualisations of Fallingwater we have seen.

Fallingwater, also known as the Edgar J. Kaufmann Sr. Residence, is a house designed by American architect Frank Lloyd Wright in 1935 in rural southwestern Pennsylvania, 50 miles southeast of Pittsburgh, and is part of the Pittsburgh Metro Area. The house was built partly over a waterfall in Bear Run at Rural Route 1 in the Mill Run section of Stewart Township, Fayette County, Pennsylvania, in the Laurel Highlands of the Allegheny Mountains (Wikipedia)

The movie provides an interesting contrast to the Half Life model of Fallingwater built by Kasperg. Using the Source Engine, as opposed to more traditional Architectural Software, allows the use of dynamic lighting and a real-time walkthrough of the scene in high resolution:


Falling Water by Frank Lloyd Wright in Half Life from digitalurban on Vimeo.


The movie demonstrates the quality of Half Life, and games engines in general, for visualisation using both a standard walkthrough and half way through a fly-through using the Half Life 'Noclip' option. It cant uite match however the beauty of etereaestudios visualisation.

You can find out more about Frank Lloyd Wright's Fallingwater at http://www.fallingwater.org/

2007-03-22

Frank Lloyd Wright in Google Earth

Ok so its not as impressive as the Frank Lloyd Wright model in the Half Life 2 Engine (see our Movie) but its still an impressive model, this time in Google Earth.

The Robie house, recently uploaded to the Google 3D Warehouse by Austin Metzger, is considered one of the most important buildings in the history of American architecture. Designed by Frank Lloyd Wright for his client Frederick C. Robie the building inspired an architectual revolution.

You can download the model for viewing either in Google Earth or Google SketchUp. Take a look at the Preservation Trust page on Frank Lloyd Wright for more info.

2006-08-24

Frank Lloyd Wright Architectual Visualisation in Half Life

In a follow up to our previous post on City 17, the fictional location for Half Life, we now take a first look at using the game engine for Architectural Visualisation. A Half Life user known as Kasperg has produced a model of the Kaufmann House by Frank Lloyd Wright in the Half Life Source Engine.



Using the Source Engine, as opposed to more traditional Architectural Software, allows the use of dynamic lighting and a real-time walkthrough of the scene in high resolution. The movie demonstrates the quality of Half Life for visualisation using both a standard walkthrough and half way through a fly-through using the Half Life 'Noclip' option.

*Update - see our Game Engines thread for visualising Architecture in Oblivion*

A higher resolution version of the movie can be download from here (wmv 57Mb).

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