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TaoCang Art Center / Roarc Renew – ArchDaily

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TaoCang Art Center / Roarc Renew

© Wen Studio© Wen Studio© Wen Studio© Wen Studio+ 42

  • AreaArea of this architecture project Area: 
    2448
  • YearCompletion year of this architecture project
    Year: 



    2020

  • PhotographsPhotographs:  Wen Studio
© Wen Studio
© Wen Studio

Text description provided by the architects. Renew – The Soul. This time Roarc Renew received a task themed at countryside renewing. We do believe with great certainty that the essential feature of a renewing project compared to a newly-built project is “conforming to the original energy field of the construction”. The soul of every renewing project is to find out the hidden flow and go with it. It is as if the bright moon cannot be seen before clouds move away. Certainly, the first thing is to identify which cloud should move away and how to move it away. This is the methodology Roarc Renew used in building renewing for the past years.

© Wen Studio
© Wen Studio
© Wen Studio
© Wen Studio

Alias as Lotus Granary. At Wangjiangjing Town, there are two granaries nearby hundreds of acres of lotus marsh and the Taocangcanal. The granaries were built in the 1950s/1960s. They were previously granaries for residents to store grains. Later they were burned and discarded for years. There was also a lotus pond before the granaries. It is speculated that nearby buildings get water from the lotus marsh and pond for firefighting. The granaries sit near the lotus pond, and that’s why they were also called Lotus granary. After the renovation, terrazzo lotus patterns in the granaries echo with structural arches of the granaries. The owner entrusted Roarc Renew to renew the project to make it a landmark of the place on the basis of architectural characteristics and historical background of the granaries.

1F plan
1F plan
Axonometric
Axonometric
© Wen Studio
© Wen Studio

Energy Field Exists with Functions and Goes beyond Functions. Inside of the Energy Field: Functionally, the future granaries are defined as an art center by the owner. The western granary will act as a commercial gallery, while the eastern granary will act as an art gallery. Since two granaries are made in a unique structure, i.e. a concrete arch-supporting system, they have a complete interior visual system. Arches form a complete field. It is not wise to break such a great energy field. Moreover, the granaries are very old, so any member except its original structures may become a burden. Consequently, we come to the conclusion that all the granaries space should be solely used for exhibition spaces, and auxiliary functions necessary for the art center are supposed to be provided outside. There is no ground for an alteration of the interior structure of the granaries.

© Wen Studio
© Wen Studio

Outside of the Energy Field: After the nearby textile warehouse was demolished, the two old granaries stand side by side in parallel. The granaries go in an east-to-west direction, facing canal to its north and a vast stretch of land to the south, while close at hand is a lotus pond. In this context, the best solution to add structures to the original architecture is to take an “accompanying” approach to explore new stories with the old granaries. That’s why the connective corridors were coming into shape. In architectural functions, the corridors not only change the way of entrance and its layout but also create commercial and social space on its own. Acting as the accompanying space for an art museum, the corridors also allow for extending exhibition space externally in a way to protect the internal. Through all these architectural efforts, we are paying our tribute and respect to the history of the old granaries.

© Wen Studio
© Wen Studio

Redefinition of Entrance: The main galleries have four entrances. Newly added corridors lead flow to the center. Visitors move from two sides to the center along the appropriately sized corridors and then enter the galleries. The east and west ends serve as freight entrances. In this way, visitors and freights are clearly separated.

© Wen Studio
© Wen Studio

Commercial and Social Purposes: As mentioned at the beginning, all renewing projects come down to an economic behavior eventually. Along the corridors, such facilities as restaurants, coffee stores, and souvenir stores will be set to support the operation of the whole art center. The full-height glass will be installed and electromechanical positions will be reserved to make the corridors an indoor space. However, for a variety of reasons, the corridors are presented to the public as a grey space when the design is finished.

© Wen Studio
© Wen Studio

Energy Field: Construction Directivity. The main granaries run east-west, showing the direction of the space. Once a sense of direction confirmed in a space, field, namely the standpoint of the construction, reflects itself naturally. With a unique ingenuity, the twin corridors are designed to be parallel not only in horizontal but also in vertical forms by raising their heights to a peak at the central entrance, thus creating filed energy in two directions. The energy field lies the “souls” of this renovation project: on one hand, the horizontal form fits well into the parallel nature of the old granaries; on the other, the ascending trajectory in vertical form directs our focus to the sky. In form, the corridors are designed to be accompanying structures to direct the way to the main entrance in the center. In the spatial arrangement, the twin corridors ascend in a continuum to reach a hollow and quiet space at the central peak, which brings the architectural emotions to a climax. In form, the corridors are designed to be accompanying structures to direct the way to the main entrance in the center. In the spatial arrangement, the twin corridors ascend in a continuum to reach a hollow and quiet space at the central peak, which brings the architectural emotions to a climax.

© Wen Studio
© Wen Studio

Energy Field: Poetic Companion. The accompanying corridors reflect Roarc Renew’s love for the granaries. We like to compare construction to human beings, and they were indeed the direct reflections of human beings’ abstract thinking. Geometry has no emotions, but people can find relationship and emotion from the work of geometry. And it is the reason why old professions like architects always lead to innovation. Architecture likes people, and Roarc Renew wants empathy in its works. Landmark buildings were too often used to represent the will of power. However, with hundreds of Mus of lotus pond by side, we wish the two granaries will find more inner peace after 60 years of ever-changing experience.

© Wen Studio
© Wen Studio

Drainage. The bricks go up and down to hold and carry the water dropped after diversion and drainage. As the most important decorations of the structure, water is silently incorporated into the language of bricks.

© Wen Studio
© Wen Studio

Wheat Ear Wall. In the pattern of a wheatear, we saw the past of the granary. Through the monument-like brick structure, we hear the age-old granary who resumes speaking to the world. Resembling the design of the drainage system, the wheatear pattern is formed by combining bricks with three different moduli. The modern bricks of the corridors connect the old bricks of the granaries, which is a salute to the bygone memories.

© Wen Studio
© Wen Studio

Symmetrical Structure. In structure, concrete arches support the brick roof so that the old granaries have a double-curved roof. It brings a dramatic visual effect. Roarc Renew uses arcs orderly in two corridors to make the structure symmetrical to the granaries with a cascading effect.

© Wen Studio
© Wen Studio

In the pond flowers bloom like a piece of brocade; within the granary, the flower-decorated floor makes a flourishing scene. If the external structure of the TaoCang Art Center shows the ability in arousing emotions, its internal design proves the power of storytelling by interpreting the origins of its name – a granary where lotuses bloom. While lotus suggests the unique features of this landscape. The villagers of Wangjiangjing Town have grown lotus for generations. For them, the flowers, roots, leaves, and stalks of the lotus mean all their life in four seasons changing from spring, summer, autumn to winter. While grains feed the people, lotus makes their lives prosperous.

© Wen Studio
© Wen Studio

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First Nations art worth $60K stolen in Saanich, B.C. | CTV News – CTV News Vancouver

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A large collection of First Nations art worth more than $60,000 was stolen in Saanich earlier this month, police announced Thursday.

The Saanich Police Department said in a statement that the art was taken from a residence in Gordon Head on April 2.

“The collection includes several pieces by First Nations artist Calvin Moreberg as well as Inuit carvings that are estimated to be over 60 years old,” the statement reads.

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Photos of several of the stolen pieces were included in the news release. Police did not elaborate on how or at what time of day they believe the art was stolen, nor did they say why they waited more than two weeks to issue an appeal to the public for help finding it.

Anyone who has seen the missing art pieces or has information related to the investigation should call Saanich police at 250-475-4321 or email majorcrime@saanichpolice.ca, police said.

Saanich police provided images of several of the stolen art pieces in their release. (Saanich Police Department)

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Art in Bloom returns – CTV News Winnipeg

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Art in Bloom returns  CTV News Winnipeg

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Crafting the Painterly Art Style in Eternal Strands – IGN First – IGN

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Next up in our IGN First coverage of Eternal Strands, we’re diving into the unique and colorful art in the land of the Enclave. We sat down with art director Sebastien Primeau and lead character artist Stephanie Chafe to ask them all about it.

IGN: Let’s talk about Eternal Strands’ distinctive art style. What were some of the guiding principles behind the art direction?

Primeau: I think what was guiding the art direction at the beginning of the project was to find the scale of the game, because we knew that we were having those gigantic 25-meter tall creatures and monsters. So we really wanted to have the architectural elements of the game – the vegetation, the trees – to reflect that kind of size.

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So one of my inspirations was coming from an architect called Hugh Ferriss, and I was very impressed by his work, and it was very inspiring for me too. So just the scale of his work. So he was a real influence for Metropolis, Gotham, so I was really inspired by his work.

Chafe: I think one of the things that, just as artists and as creators, we were interested in as well was going for a color palette that can be very bright. And something that can really challenge us too as artists, and going into a bit more of at-hand painterly work, and getting our hands really into it, into the clay, so to speak, and trying to go for something bright and colorful.

Eternal Strands Slideshow – IGN First

IGN: That’s not the first time I’ve heard your team describe the art style as “painterly.” What does that mean?

Primeau: Painterly is just a word that can give so much room to different types of interpretation. I think where we started was Impressionist painters. So I really enjoy looking at many painters, and they have different types of styles. But we wanted to have something that was fresh, colorful, and unique.

And also, I remember when we were starting the project there was that word. “It’s going to be stylized,” but stylized is just a word that gives so much room to different kinds of style. And since we were a small team, we had to figure out a way to create those rough brushstrokes. If it was painted very quickly by an artist, like Bob Ross would say, “Accident is normal.” So I think we wanted to embrace that. And because we’re all artists, it’s hard too, at some point, to disconnect from what you’re doing. It’s like, “Oh, I can maybe add some more details over there.” But I was always the- “Guys, oh, Steph, that’s enough. Let’s stop it right there. I think it looks cool.”

IGN: So, when you create an asset for Eternal Strands, is somebody actually painting something?

Chafe: I can speak more on the character side. For us, we do a lot of that hand painting, a lot of those strokes by hand. And we try to embrace, not the mistakes, but the non-realistic part of it having an extra splotch here and there.

We’ve got brushes that we made that can help us as artists to get the texture we’re looking for. It really is a texture that gives to it. But a lot of the time it’s not just something generated in a substance painter, or getting these things that will layer these things for you, making it quick and procedural. Sometimes we have those as helpers, but more often than not we just go in and paint.

IGN: Eternal Strands is a fair bit more colorful than lots of games today. Why was it important to the team to have lots of bright colors?

Primeau: You need to be careful, actually, with colors. Because with too many colors you can create that kind of pizza of color.

We wanted to balance the color per level, because we’re not making an open-world game. I really wanted each level to have their own color palette identity. So we’re playing a lot with the lighting. The lighting for me is key. It’s very important. You can have gorgeous textures, props, characters, but if your lighting is not that great, it’s like… So lighting is key. And especially with Unreal Five, we have now, access to Lumen. It brought so much richness to the color, how the color is balancing with the entirety of the level. It definitely changed the way we were looking at the game.

We’re using the technology, but in a way to create something that feels like if you were looking at a painting. I think we have achieved that goal.

Chafe: I’m very happy with it.

IGN: What were your inspirations from other games or other media when developing the art style?

Primeau: I have many. I’ll start with graphic novels, European graphic novels. I really wanted to stay away from DC comics, Marvels comics, those kinds of classics.

Before I started Eternal Strand, I saw a video. It was one of the League of Legends short films for a competition. It’s “RISE.” I don’t know if you remember that one, but it was made by Fortiche Studio who did Arcane, and I’m a huge fan of Arcane. When I saw that short film, it was way before Arcane was announced, I was like, “oh gosh, this is freaking cool. This is so amazing. I wish I would be able to work on a game that has that kind of look.”

Chafe: For me, when we started the project, one of the things that I wanted to challenge myself a lot was in concept and drawing and stuff like that and doing more, learning more about color as well, which is something I find super fascinating and also kicks my butt all the time because of just color theory in general.

But with the [character] portraits specifically, I think, I mean, growing up I played a lot of games, a lot of JRPGs too. I played just seeing basic portraits in something like Golden Sun or eventually also Persona and of course Hades, which is a fantastic game. I played way too much of that, early access included. But I really liked that part. Visual novels too, just that kind of thing. You can get an emotion from a 2D image as well when it’s well done, especially if you have voices on top of it.

IGN: Were there any really influential pieces of concept art that served as a guiding document the team would reference later on?

Chafe: I have one personal: It’s really Maxime Desmettre’s stuff because it was so saturated. Blue, blue, blue sky. Maxim Desmettre is our concept artist that we have who works from Korea. When I joined the project, seeing that was just like… and seeing that as a challenge too, like ‘how are we going to get there?’

The one that I’m thinking of that hopefully we could find after, just in general with the work that always speaks so much to me is this blue, blue sky and the saturation of the grass. But also when he gets into his architecture and stuff like that, there’s just a warmth to everything. The warmth to the stone that just makes it look inviting and mysterious at the same time. And I think that really speaks a lot to it.

IGN: How did you go about designing Eternal Strand’s protagonist: Brynn?

Primeau: I think that Mike also, when he pitched me the character, he was using Indiana Jones as an example. So courageous, adventurer guy, cool guy. Also, when you’re looking at Indiana Jones, he’s a cool guy. And we wanted to create that kind of coolness also out of our main protagonist. And I remember it took time. We did many iterations.

Chafe: It was a lot of iterations for sure. Well, I think I had done a bunch of sketches because it’s what’s going to be the face of the player, and also to have her own personality as well in the story, and her history as well. And the mantle was a really big one too. What gives her one of sets of her powers and stuff, figuring that out was actually one of the longest processes. It’s just a cape, but at the same time, it’s getting that to work with gameplay and all that kind of stuff. But yeah, all of Brynn’s personality and her vibe really comes from a lot of good work from the narrative team. So, mostly collaboration there.

IGN: What’s the deal with Brynn’s mentor: Oria? How did you settle on a giant bird?

Chafe: Populating the world of the enclave was, “it’s free real estate.” You get to just throw things on the wall and see what sticks. And, “Oh, that’s really cool. Oh, that’s nice.” At some point I’d done a big sketch of a big bird lady with a claymore, and Seb said, “That’s cool.” And then kind of ran with it.

IGN: What’s the toughest part about the art style you’ve chosen for Eternal Strands?

Primeau: The toughest part was…A lot of people in the team have experience making games, so it was to get outside of that mold that we’ve been to.

For me, working on games that were more realistic in terms of look, I think it was really tough just to think differently, to change our mindset, especially that we knew that we would be a small team, so we had to do the art differently, find recipes, especially when we were talking about textures, for example. So having a good mix.

Chafe: One of the things too is also as we’re all a bunch of artists, and every artist has their own style that they just suddenly have ingrained in them, and that’s what makes us all unique as artists as well. But when you’re on a project, you have to coalesce together. You can’t kind of have one look different from the other. When you’re doing something more realistic, you have your North Star, which is a giant load of references that are real. And you can say “it has to look like that, as close to that as possible.”

When you have a style in mind and you’re developing at the same time, you kind of look at it and you review it and you have a feeling more than anything else.

You’re training each other with your styles as you kind of merge together in the end. And that kind of is how the style happened through, like you mentioned, like finding easy recipes, through just actually creating assets and seeing what comes out and, “Oh, that’s really cool. Okay, we can now use that as kind of our North Star.”

For more on Eternal Strands, check out our preview of the Ark of the Forge boss fight, or read our interview with the founders of Yellow Brick Games on going from AAA studios to their own indie shop, and for everything else stick with IGN.

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