I've been working one two new building reconstructions this week: Building 63 in the Istanbul trench and the West Mound's Chalcolithic building (excavated pre-2006). The former is a completely new building - excavation started last season and continues this season - and the latter is an old building that is going to be re-opened by the new West Mound team. While my approach to both buildings has been basically similar, the actual process involved in producing the reconstructions has been quite different.
Building 63
Building 63 is the burnt building in the northern part of the Istanbul trench. They came down onto it fairly quickly and exposed the latest phase and its associated collapse during the course of last season. This was, of course, the building in which was found the half-skeletal, half-fat figurine. But the building also presented a number of interesting features, including bins, divided platforms, some pedestals and pilasters and a lot of unworked stone and various stone implements. Only the south-west corner of the building is located within the trench, and so "Building 63" is represented only by the southern end of its western room and the southern end of what may turn out to be its central room (if it follows a "standard plan"). Despite the fact that only a portion of the building has been excavated, I still thought it would be worth doing a reconstruction of it, particularly as the team was beginning to reveal portions of a distinctively earlier phase to the building.
So, the first thing I did was talk to Mihriban and Gunes about the building and had them talk me through the structure and its history as much as they understood it. There could identify an earlier and a later phase, both of which seemed to have concluded with a burning episode. The later phase floors in the western space were had large amounts of worked and unworked stone on them; the earlier phase floors were heavily damaged. There seem to have been two phases of bin construction as well, although the exact nature of that isn't entirely clear. In the eastern portion of the building, the later phase is represented by the divided platform and its kerb, a pilaster against the southern wall and two pedestals against the western internal wall. We now know that during the earlier phase the platform was covered with red paint and then raised by about fifteen centimetres with various makeup layers. There's an earlier phase of one of the pedestals when it was a box-like bin and subsequently filled to incorporate a small cattle skull; whether this feature existed at the same time as the red platform we don't yet know.
Given, then, that the earlier phase hasn't been completely revealed, I thought it best to concentrate on the later one. I started with the an overall plan done a week or so ago, and produced an axonometric (quasi-Cavelier, I suppose you might also call it) projection from it, as I do for all the buildings. This drawing is an excellent way to produce a clear, concise 3D image of the building, extending the truncated features up to their original height and appearance. There is very little speculation in this type of reconstruction; even the roof is usually only indicated in very basic form.
While these projected drawings are very useful, they have a drawback in that their point of view is utterly unnatural. Not only are you, the viewer, perched somewhere in midair looking down on the building, but the building itself is cutaway to enable one to look inside it. This god-like perspective is a convention we're all used to, of course, but it's still very artificial, and gives very little sense of what the building must have been like to move around in. I always think that giving the viewer of a reconstruction a real feeling of what being inside a building was like is almost important as showing all the correctly-phased features. After all, how can you begin to understand how a building functioned if you only ever see it through the conventional window of a plan or projected reconstruction? Surely the artificiality of the view affects the resulting understanding?
With that in mind, my next stage is always to produce something a little more naturalistic - a reconstruction illustration showing what the building would have been like if you were standing inside it.From the plan of Building 63 and using my projected drawing as a guide, I built a very simple 3D model. From this model I generated a QTVR and several renders from different points of view within the building. I was looking for a vantage point within the building that showed off as many features as possible but also gave a good sense of the building's layout. In the end I chose a view from the northeast corner of the trench - actually on the section line, I suppose - looking towards the southwest. This POV allows one to see all the main features in the eastern space, and looks across the platform towards the bins in the western space. Although you can't quite see into the northern part of the western space, as it's hidden by the internal wall, you can clearly see that the building continues that way. I could have cut the interior wall down, but I didn't want to use conventions like that, not for this illustration. For this type of drawing I like to go a little "further" in the sense of being a tad more speculative in reconstruting the details of the features. The underside of the roof is clearly shown, the bins and fire installations are shown being used, and the slot dividing the two platforms is shown to be an emplacement for a wooden screen - Gunes' idea. There's also a basket hanging from the ceiling above a place on the late floor where a collection of phytoliths, bones and burnt seeds were found. I would not call the reconstrution of these details "highly" speculative, but they do go a step further than anything found in the projected drawings. At present, the illustration is un-peopled, simply because I wanted to keep it clear so that the Istanbul team could see all the features and be able to comment on them without having to try and see around people. But it's my intention to add a couple of people to complete the impression of viewing the house as a place that was lived and worked in. Here's the illustration:
That's as far as I've gotten at the moment, but there is now a third stage. This stage is best represented by the illustrations I did for the upcoming Catalhoyuk volume on the North and South Area excavations. These are vignettes illustrating various activities that created specific events present in the archaeology. Take the cattle skull inside the box/bin feature. That's an event, and while you can reconstruct the feature when it was a bin and when it was a pedestal, you can also reconstruct the event that turned the bin into a pedestal with a skull in it. This goes, again, one step "further" than the second type of illustration I talked about above. Here you are reconstruting people, clothing, attitudes, deportment and so on which give a very particular emotional "charge" to the final image. Are there many people involved? Only a few? One? Are they happy? Sad? Indifferent? Did the event take place in one stage? Many? Quickly? Slowly? Is the event 'ceremonial' in nature, or 'workaday', taking place within the daily routine? Or is it somewhere between the two? Is it dark or well-lit within the building? Is anything else going on at the same time? All these representational choices conspire to create a final image which is highly subjective. Any two illustrators will produce very different illustrations, and even a single illustrator may well produce two very different illustrations if the circumstances surrounding the production is different: Did you sleep well last night? Who is peering over your shoulder while you draw? What kind of comments are they making? And yet, at some point, the image may be picked up and published, giving it a particular status and authority.
Sorry - this has gone on rather longer than I anticipated. I'll post this now and write up my reconstructing of the West Mound building a little later. In the meantime, I'm now going back to Finds drawing - I have a tray full of figurines and some rather nice obsidian to draw.