In this chapter, we will attempt to explore the conceptual framework and stylistic references of the architectural representations of cyberpunk and retro-futurism movements, as well as the tools and techniques that lead to the creation of their qualitative details. Legendary films like Blade Runner, Ghost in the Shell, and The Fifth Element have long inspired architects with their unique aesthetics, architectural representations, and cultural influence. Cyberpunk and retro-futuristic architectural styles also draw inspiration from video games like Atomic Heart and Cyberpunk 2077, as well as the works of artists such as Syd Mead, John Harris, and Jean Giraud (Moebius). The above have been studied in detail to identify their major characteristics and digital design workflows. The article explores the creation of architectural representations akin to these visual references with the use of digital tools. The research implemented experiments that fall into two categories: 3D modeling and rendering tools (e.g., 3Ds Max) and AI tools (e.g., Midjourney, DALL·E). By analyzing the outcomes, the study extracts shared features and characteristics, evaluating how they relate to the tools, design intent, and aesthetic references.

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Cyberpunk and Retro-futuristic Representations of Architecture and the City

  • Alexandros Asvestas,
  • Achilleas Lachanas,
  • Ioanna Symeonidou

摘要

In this chapter, we will attempt to explore the conceptual framework and stylistic references of the architectural representations of cyberpunk and retro-futurism movements, as well as the tools and techniques that lead to the creation of their qualitative details. Legendary films like Blade Runner, Ghost in the Shell, and The Fifth Element have long inspired architects with their unique aesthetics, architectural representations, and cultural influence. Cyberpunk and retro-futuristic architectural styles also draw inspiration from video games like Atomic Heart and Cyberpunk 2077, as well as the works of artists such as Syd Mead, John Harris, and Jean Giraud (Moebius). The above have been studied in detail to identify their major characteristics and digital design workflows. The article explores the creation of architectural representations akin to these visual references with the use of digital tools. The research implemented experiments that fall into two categories: 3D modeling and rendering tools (e.g., 3Ds Max) and AI tools (e.g., Midjourney, DALL·E). By analyzing the outcomes, the study extracts shared features and characteristics, evaluating how they relate to the tools, design intent, and aesthetic references.