A Model Descent

[Image: Model by SITU Studio with C&G Partners; Instagram by BLDGBLOG].

The Homestake Mine in Lead, South Dakota, was once “the largest, deepest and most productive gold mine in North America,” featuring nearly 370 miles’ worth of tunnels.

Although active mining operations ceased there more than a decade ago, the vast subterranean labyrinth not only remains intact, it has also found a second life as host for a number of underground physics experiments.

[Image: Digital model of the old mine tunnels beneath Lead, South Dakota; via SITU Fabrication].

These include a lab known as the Sanford Underground Research Facility, as well as a related project, the Deep Underground Science and Engineering Laboratory (or DUSEL).

Had DUSEL not recently run into some potentially fatal funding problems, it “would have been the deepest underground science facility in the world.” For now, it is on hold.

[Image: Digital model of the old mine tunnels beneath Lead, South Dakota; via SITU Fabrication].

There is already much to read about the experiments going on there, but one of the key projects underway is a search for dark matter. As Popular Science explained back in 2010:

Now a team of physicists and former miners has converted Homestake’s shipping warehouse into a new surface-level laboratory at the Sanford Underground Laboratory. They’ve painted the walls and baseboards white and added yellow floor lines to steer visitors around giant nitrogen tanks, locker-size computers and plastic-shrouded machine parts. Soon they will gather many of these components into the lab’s clean room and combine them into LUX, the Large Underground Xenon dark-matter detector, which they will then lower halfway down the mine, where—if all goes well—it will eventually detect the presence of a few particles of dark matter, the as-yet-undetected invisible substance that may well be what holds the universe together.

Earlier this year, I was scrolling through my Instagram feed when I noticed some cool photos popping up from a Brooklyn-based firm called SITU Fabrication. The images showed what appeared to be a maze of strangely angled metal parts and wires, hanging from one another in space.

[Image: Model by SITU Studio with C&G Partners; Instagram by SITU Fabrication].

One of them—seen above, and resembling some sort of exploded psychogeographic map of Dante’s Inferno—was simply captioned, “#CNC milled aluminum plates for model of underground tunnel network in #SouthDakota.”

Living within walking distance of the company’s DUMBO fabrication facility, I quickly got in touch and, a few days later, stopped by to learn more.

[Image: Model by SITU Studio with C&G Partners; Instagram by BLDGBLOG].

SITU’s Wes Rozen met me for a tour of the workshop and a firsthand introduction to the Homestake project.

The firm, he explained, already widely known for its work on complex fabrication jobs for architects and artists alike, had recently been hired to produce a 3D model of the complete Homestake tunnel network, a model that would later be installed in a visitors’ center for the mine itself.

Visitors would thus encounter this microcosm of the old mine, in lieu of physically entering the deep tunnels beneath their feet.

[Image: Model by SITU Studio with C&G Partners; Instagram by BLDGBLOG].

Individual levels of the mine, Rozen pointed out, had been milled from aluminum sheets to a high degree of accuracy; even small side-bays and dead ends were included in the metalwork.

Negative space became positive, and the effect was like looking through lace.

[Image: Model by SITU Studio with C&G Partners; photo by BLDGBLOG].

Further, tiny 3D-printed parts—visible in some photographs, further below—had also been made to connect each level to the next, forming arabesques and curlicues that spiraled out and back again, representing truck ramps.

[Image: Model by SITU Studio with C&G Partners; Instagram by BLDGBLOG].

The whole thing was then suspended on wires, hanging like a chandelier from the underworld, to form a cloud or curtain of subtly reflective metal.

[Image: Assembly of the model by SITU Studio with C&G Partners; photo courtesy of SITU Fabrication].

When I showed up that day, the pieces were still being assembled; small knots of orange ribbon and pieces of blue painter’s tape marked spots that required further polish or balancing, and metal clamps held many of the wires in place.

[Images: Model by SITU Studio with C&G Partners; photos by BLDGBLOG].

Seen in person, the piece is astonishingly complex, as well as physically imposing—in photographs, unfortunately, this can be difficult to capture.

[Image: Model by SITU Studio with C&G Partners; photo by BLDGBLOG].

However, the sheer density of the metalwork and the often impossibly minute differences from one level of the mine to the next—not to mention, at the other extreme, the sudden outward spikes of one-off, exploratory mine shafts, shooting away from the model like blades—can still be seen here, especially in photos supplied by SITU themselves.

[Image: Assembly of the model by SITU Studio with C&G Partners; photo courtesy of SITU Fabrication].

A few of the photos look more like humans tinkering in the undercarriage of some insectile aluminum engine, a machine from a David Cronenberg movie.

[Image: Assembling the model by SITU Studio with C&G Partners; photo courtesy of SITU Fabrication].

Which seems fitting, I suppose, as the other appropriate analogy to make here would be to the metal skeleton of a previously unknown creature, pinned up and put together again by the staff of an unnatural history museum.

[Image: Model by SITU Studio with C&G Partners; photo by BLDGBLOG].

The model is now complete and no longer in Brooklyn: it is instead on display at the Homestake visitors’ center in South Dakota, where it greets the general public from its perch above a mirror. As above, so below.

[Images: The model seen in situ, by SITU Studio with C&G Partners; photos courtesy of SITU Fabrication].

Again, it’s funny how hard the piece can be to photograph in full, and how quick it is to blend into its background.

This is a shame, as the intricacies of the model are both stunning and worth one’s patient attention; perhaps it would be better served hanging against a solid white background, or even just more strategically lit.

[Image: The model by SITU Studio with C&G Partners; photo courtesy of SITU Fabrication].

Or, as the case may be, perhaps it’s just worth going out of your way to see the model in person.

Indeed, following the milled aluminum of one level, then down the ramps to the next, heading further out along the honeycomb of secondary shafts and galleries, and down again to the next level, and so on, ad infinitum, was an awesome and semi-hypnotic way to engage with the piece when I was able to see it up close in SITU’s Brooklyn facility.

I imagine that seeing it in its complete state in South Dakota would be no less stimulating.

(Vaguely related: Mine Machine).

Shell

[Image: “Vaulted Chamber” by Matthew Simmonds].

While writing the previous post, I remembered the work of Matthew Simmonds, a British stonemason turned sculptor who carves beautifully finished, miniature architectural scenes into otherwise rough chunks of rock.

[Image: “Sinan: Study” by Matthew Simmonds].

Simmonds seems primarily to use sandstone, marble, and limestone in his work, and focuses on producing architectural forms either reminiscent of the ancient world or of a broadly “sacred” character, including temples, church naves, and basilicas.

[Image: “Basilica III” by Matthew Simmonds].

You can see many more photos on his own website or over at Yatzer, where you, too, might very well have seen these last year.

[Image: “Fragment IV” by Matthew Simmonds].

Someone should commission Simmonds someday soon to carve, in effect, a reverse architectural Mt. Rushmore: an entire hard rock mountain somewhere sculpted over decades into a warren of semi-exposed rooms, cracked open like a skylight looking down into a deeper world, where Simmonds’s skills can be revealed at a truly inhabitable spatial scale.

(Previously: Emerge).

Emerge

[Image: Originally an ad for the Cité de l’Architecture in Paris].

I originally spotted this image a while back via the Tumblr Architectural Models, but it appears actually to have been created as part of an ad campaign for the Cité de l’Architecture in Paris.

Whatever its actual provenance might be, I love the idea of leaving in place the partially excavated backdrop out of which an architectural model emerges, the rough material matrix—be it wood, rock, or 3D-misprinted plastic—whose precise spatial shaping becomes all the more clear when you can compare a form with its formless origins.

The Inevitability Of Prophecy Among Models Of New York

[Image: From Prototype, courtesy of Activision].

[Note: This is a guest post by Jim Rossignol].

The parallels and disparities between videogames and movies are endlessly debated, but there’s one certainty: they both return, routinely, to the architecture of New York City. The most frequently filmed city in the world is also the most frequently modeled.

The canyons of New York are as useful for game designers as they are for film directors. If the decision is arbitrary, then New York represents a kind of go-to alpha city: the logical choice if you need a city at all. For film directors it’s a grand and familiar backdrop, and the same bold geometry is relatively straightforward for game technologies to render. The grid-like topology, an added bonus, is easy for gamers to understand and navigate, too.

Models of the city exist, at many different levels of fidelity, for many different gaming scenarios. From the crude polygonal outlines of early iterations of Microsoft Flight Sim, to the normal-mapped biomorphic horrors of last year’s ultraviolent brawler, Prototype, Manhattan’s skyline and the districts beyond are etched into virtuality, over and over. These models exist on countless DVDs and hard-discs across the world, in ten of thousands of memory-states within the architecture of game consoles and PCs that are modeling the city right now, in real time. It might be impossible to say how many different (or identical) instances of New York are stored, digitally, within the city itself. It seems likely that a model of New York sits just an arm-length away from every Xbox-inhabited TV stand in the greater metropolitan area.

[Image: From True Crime: New York City, courtesy of Activision].

There have been dozens of instances of New York remade for the escape-hatch sub-realities of gaming in studios around the world. In just the past decade we could name Alone In The Dark, True Crime, The Hulk, World In Conflict, Forza 2, Project Gotham, 50 Cent, Max Payne 1 & 2, Gran Turismo 3, and Def Jam Vendetta. This number spills into scores more across the previous decades, and it’s a figure which becomes hazier still when mods, expansions, analogues, and cancelled or lost projects are counted in the mix.

[Image: From Max Payne, courtesy of Rockstar Games].

This reliance on New York isn’t simply about providing a visually interesting backdrop, of course, because it has also provided some of the strongest connections to character. When the noir ultraviolence of Max Payne was moved to Sao Paulo for Max Payne 3, there was uproar. If you took Max out of the tenements of New York, was he really Max at all? What was the New York cop without his delirious nightmare of New York’s criminal innards? Similarly, when it was announced that Crysis 2 would be moving from its technologically impressive jungle-island home to the exploding streets of Manhattan, no one really thought to comment. Of course it would be set in New York. Indeed, if they really wanted to see/destroy it all, where else would the aliens want to go next?

[Image: From Crysis 2, courtesy of Electronic Arts].

Crysis 2‘s ash-hazed avenues are impeccably damaged, while surly pedestrians in any sandbox city are happy to pick a fight if you don’t look where you’re going. These models new look increasingly like New York City, and more often behave like it, too. As the complexity of games increases, it seems that we are speeding towards a completionist model of the city—one that whirs and hums and yells like the real thing. As the models made by game studios march toward reality, they march towards Manhattan.

Yet realism is not a goal that games should really be striving for. Leave that to the CAD programs and the satellite maps. Instead games should explore the aspects of Manhattan that make less sense, like its dreams, or the models of the city that represent it not as it is, but as we are able to explore it, thanks to the mutational potentials of digital simulation. Examine those aspects of the city and perhaps the issue becomes less about New York as a fabulous piece of set design, and more about New York as a vital raw material for the business of fantasy.

This is a relationship that has moved on from simply being a straightforward practical connection to something that is embroiled in deeper meaning. New York city has become gaming’s ideal and idealized urban environment, and it has done so by becoming refictionalized and reimagined. The finest example of a city yet given to gaming, that of Grand Theft Auto IV, isn’t really New York at all, and yet it is more like New York than ever before. It’s the essence of New York—a distillation that is only possible thanks to the unique way in which games are able to make the figurative and the abstract resonate with us even more profoundly than the infinite detail of the everyday.

[Image: From Grand Theft Auto IV, courtesy of Rockstar Games].

It’s worth noting that the superficial New Yorkness of other, real cities often counts in their favor when it comes to making movies. At the end of American Psycho, for instance, Toronto’s TD Centre convincingly stands in for the fictional Patrick Bateman’s office in the real-world Seagram Building—both buildings by Mies van der Rohe, but the latter is in Manhattan. The TD Centre thus becomes an architectural stunt double—or perhaps a sinewy body double helping the real New York look good. Not only that, but Pinewood Toronto Studios recently announced that they will be investing further in their home city to create lived-in, urban areas that look like residences in New York, Chicago and London—real districts of a city that are permanently and deliberately cast as a “living movie set.”

[Image: From Deus Ex, courtesy of Eidos Interactive].

Where games are concerned, New York, and the modeling thereof, is a primary conduit for things that cannot happen, or things that need to happen over and over in a slightly different way each time. Not just a conveniently located backdrop, but a thing that can be toyed with digitally, again and again, first by the game developers and then by the gamers themselves. Occasionally, even, the simulations might accidentally model things that have yet to happen. Conspiratorial cyber-fantasy Deus Ex was awash with its own ideas about the sinister possibilities of our politico-military techno-future, but what was the meaning behind the twin towers missing from its future skyline? A year before the towers were destroyed? The silent bells of paranoia began to ring.

In truth the skyline had been cheaply mirrored to reduce the game’s memory footprint, and the Twin Towers portion had simply been left out to make the game run more smoothly. It was nothing more than a technical conceit of the kind games are riddled with, one of the limiting factors of memory or processing that makes the computerized cities so much less than their real counterparts. But it was also a manifestation of something that became inevitable as New York was modeled over and over—as speculation mingled with outright fantasy—the inevitability that games could become a form of architectural prophecy.

• • •

Jim Rossignol is a games critic, blogger, occasional guest writer on BLDGBLOG, and author of the excellent This Gaming Life: Travels in Three Cities, published by the University of Michigan Press. He is @jimrossignol on Twitter.

San Francisco Bay Hydrological Model

In Sausalito, CA, near a 7-11, one finds the San Francisco Bay Hydrological Model.


The Bay Model was built in 1957 by the Army Corps of Engineers; it is “over 1.5 acres in size and represents an area from the Pacific Ocean to Sacramento and Stockton, including: the San Francisco, San Pablo and Suisun Bays and a portion of the Sacramento-San Joaquin Delta.” Which means it’s larger than two American football fields. (I think).


The Model served “as a scientific research tool from 1958-2000 to evaluate circulation and flow characteristics of the water within the estuary system,” allowing Army Engineers “to simulate currents, tidal action, sediment movement and the mixing of fresh and salt water. Pollution, salt-water intrusion, barrier and fill studies were a few of the important research projects that have been undertaken at the Bay Model.”
It’s not in the greatest condition, and the faded primary color scheme leaves something to be desired, but the model is no less fascinating for that; any chance you get to walk the shores of a microcosm is a good chance to do some thinking.


If I may briefly quote William Blake

To see a world in a grain of sand
And a heaven in a wild flower
Hold infinity in the palm of your hand
And eternity in an hour

– I’ll then point out that the Bay Model exists within its own timezone: in the world of the Model, one day passes every 14.9 minutes. 30 full days elapse every 7.2 hours. Complete tidal cycles run 3.8 minutes. You can practically feel yourself aging in the presence of this copyscape, its wetlands and alluvial braids of artificial rivers running through fields of pumps and power cords.
Look closely and you’ll see a “Tide Hut” where little gods of the Model enact catastrophe and unleash floods upon the surrogate world spread out before them. Look closer, and you’ll see damage from a “hundred years of waves, subsidence, and boat wakes” – which, in Model time, is almost exactly one human year.


But I soon got to thinking about the politics of architectural models. Imagine what would happen, for instance, if some Navy SEALS raided a cave in Afghanistan and found the Bay Model sitting there: what on earth does al-Qaeda want with San Francisco’s water supply? FOX News screams. Or a model of Greater London’s Thames hydrology, complete with flood gates, Barriers and overflow sewers, which is one thing if it’s in the possession of Tony Blair, and quite another if found in the basement of, say, Abu Hamza or even Timothy McVeigh.
What were they trying to do with it?
It’s the politics of architectural models: an object of scientific curiosity in one person’s hands is an issue of national security in another’s.
Or: simulacra as a threat to national security.
A plot for a new Philip K. Dick novel, or a film by Charlie Kauffman, then came to mind: a man, perhaps a young Al Pacino, breaks into the Bay Model in the middle of the night. He barricades himself inside, turns on the power, and starts flooding the model, demolishing bridges, rerouting estuarial confluences. He jumps up and down, causing modelquakes, and then accelerates the tides, obliterating Golden Gate Park under the force of a single wave.
He calls all the local newspapers and takes responsibility for the disasters now befalling San Francisco outside; but what disasters? they ask, and he thinks they’re conning him, denying his rage, because he’s read William Blake and St. Thomas Aquinas and he believes that everything he throws at that simulacrum there before him will have effects in the real world…
Because it’s all building up to one moment, see, the big moment when he decides to flood the Bay Model’s model of the Bay Model, opening up a rift in the universe and blasting him head-first through the macrocosm.
Until the police break-in…

(Thanks to Chad for the tip, and to Nicola for coming with me!)