3D Architectural Visualization & Rendering Blog http://www.ronenbekerman.com The source for sharing & learning about all aspects of 3d architectural visualization and architectural rendering. Tue, 29 Jul 2014 13:18:40 +0000 en-US hourly 1 http://wordpress.org/?v=3.9.1 Making of Mountain Hostel http://www.ronenbekerman.com/making-of-mountain-hostel/ http://www.ronenbekerman.com/making-of-mountain-hostel/#comments Tue, 29 Jul 2014 13:18:30 +0000 http://www.ronenbekerman.com/?p=25651 Beautiful Chill! Great looking snow, composition and light are the characteristics of AESDE‘s ‘Mountain Hostel’ visual that was shared on the forums and awarded them Best Visualization of the Week NO. 21/2014. Today they share the process of making this great looking visual. Enjoy! Author : Maciej Józefiak / AESDE Maciej Józefiak is an Architect […]

Making of Mountain Hostel is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Beautiful Chill! Great looking snow, composition and light are the characteristics of AESDE‘s ‘Mountain Hostel’ visual that was shared on the forums and awarded them Best Visualization of the Week NO. 21/2014. Today they share the process of making this great looking visual. Enjoy!

AESDE Making of Mountain Hostelbest of week 80 Making of Mountain Hostel

Author : Maciej Józefiak / AESDE

Maciej Józefiak is an Architect and 3D artist. The Owner and founder of AESDE studio in Poland – A Multidisciplinary studio involved in architecture exterior and interior 3D visualization, graphic and industrial design projects.

Project Forum Thread : Mountain Hostel

Introduction

Hi all!

At first I would like to thank Ronen Bekerman for inviting me and giving me the possibility of presenting my project ‘Mountain Hostel’ in the Making-of section of this great blog.

I’ll start with a few words about the project itself…

This project was lying in my drawer for a few years because of chronic lack of time (sounds familiar?) and I just didn’t manage to finish it. The Mountain Hostel is a personal project I conceptualized due to my needs for testing winter scenery and snow materials. It was designed right inside the 3D program, fueled by my own imagination and references of winter and snow. I would like to present shortly the stages of making this visualization.

Software

The whole scene was made in 3ds Max, rendered with V-ray and post-worked in Photoshop.

Let me begin…

Inspiration

Here are some of the visuals I used as reference for capturing the atmosphere of winter and snow.

Hostel IMAGE 02 728x185 Making of Mountain Hostel

Modeling

Firstly, preparing demonstrative object box and the field where the building will be set.

Hostel IMAGE 03 728x419 Making of Mountain Hostel

Next, as we have the scenery drawing, we can set the camera because all the elements of the scene (composition and lighting) will be set for the specific shot.

Hostel IMAGE 04 728x419 Making of Mountain Hostel

The next step is to make our object much more detailed.

Hostel IMAGE 05 728x419 Making of Mountain Hostel

A few more model detail shots…

Hostel IMAGE 06 170x170 Making of Mountain Hostel Hostel IMAGE 07 170x170 Making of Mountain Hostel Hostel IMAGE 08 170x170 Making of Mountain Hostel Hostel IMAGE 09 170x170 Making of Mountain Hostel

Now we are moving to the field. We are thickening the mesh using the subdivide function and edit it using editable poly. We are using the push/pull function from the paint deformation folder to create our snow structure where necessary. There is no need to model the surface of the snow more specifically because for this function we will use displacement texture – and we will describe it later.

Hostel IMAGE 10 728x419 Making of Mountain Hostel

Next, we are adding previously prepared and textured elements of the outside scenery such as fire wood, information signs, ski equipment etc.

Hostel IMAGE 11 728x771 Making of Mountain Hostel

We are composing all the elements.

Hostel IMAGE 12 170x170 Making of Mountain Hostel Hostel IMAGE 13 170x170 Making of Mountain Hostel Hostel IMAGE 14 170x170 Making of Mountain Hostel Hostel IMAGE 15 170x170 Making of Mountain Hostel

This is how the ready scene is presented.

Hostel IMAGE 16 728x419 Making of Mountain Hostel

Textures and Materials

Here are the most important materials and textures used :

SNOW

To make the snow layer look more realistic, we are using the displacement texture. We are preparing the texture with all the elements needed such as scooter tracks etc. It gives us more realism.

This i show the ready texture looks like :

Hostel IMAGE 17 728x728 Making of Mountain Hostel

Preparing the material.

Hostel IMAGE 18 728x430 Making of Mountain Hostel

This is how it looks in the end. Of course we have to remember to make all the deformations from the displacement function in places we want to, so in the worksheet window we are setting the texture using the UVW Map function.

Hostel IMAGE 19 728x419 Making of Mountain Hostel

CONCRETE

The materials of the outsider walls of the building.

Hostel IMAGE 20 728x430 Making of Mountain Hostel

PLYWOOD

Finishing material of the interior.

Hostel IMAGE 21 728x430 Making of Mountain Hostel

Lighting

To lighten the scene we are using two light sources : V-Ray Light (Dome) with the HDRI map and VRaySun. The parameters below are for the particular sources of light.

VRaySun

Hostel IMAGE 22 728x419 Making of Mountain Hostel

VRayLight (Dome)

Hostel IMAGE 23 728x430 Making of Mountain Hostel

General Settings

Hostel IMAGE 24 728x307 Making of Mountain Hostel

Lighting check

Hostel IMAGE 25s 728x397 Making of Mountain Hostel

Raw render

Hostel IMAGE 26s 728x396 Making of Mountain Hostel

Post Production

After rendering the scene we are moving to the post-production in Photoshop. Next we have to prepare the proper background for our scene which will capture the atmosphere of the picture as we assumed at the beginning.

Hostel IMAGE 27 728x430 Making of Mountain Hostel

We are applying the layers to make the background fit our scene elements. We are also correcting the color and brightness.

Hostel IMAGE 28 728x430 Making of Mountain Hostel

Hostel IMAGE 29 728x430 Making of Mountain Hostel

Next we are adding some people to make the picture more alive.

Hostel IMAGE 30 728x430 Making of Mountain Hostel

We are adding some smoke. I am using “Ron’s Steam and Smoke” Photoshop Brushes.

Hostel IMAGE 32 728x237 Making of Mountain Hostel

 

Hostel IMAGE 33 728x430 Making of Mountain Hostel

Finally, some little corrections (color, contrast and brightness).

Hostel IMAGE 34 728x430 Making of Mountain Hostel

This is how the visualization presents after framing the shot :

Hostel IMAGE 01s 728x420 Making of Mountain Hostel

I hope you enjoyed it and I hope that you found something interesting and useful in this article. Maybe it will be helpful in your own projects.

Once, again, I’d like to thank Ronen Bekerman, and please don’t hesitate to comment or ask questions in the comment section below…

Best regards,
Maciej Józefiak

Making of Mountain Hostel is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Firefly Cottage by Ifthikhar An. http://www.ronenbekerman.com/firefly-cottage-ifthikhar/ http://www.ronenbekerman.com/firefly-cottage-ifthikhar/#comments Sat, 26 Jul 2014 22:25:24 +0000 http://www.ronenbekerman.com/?p=25610 Ifthikhar An. posted recently a set of magical fairy-tale like images and a short video showcasing his dream driven project about fireflies and the process of turning a day view into night using only Photoshop. The result is remarkable, and this is a short case study of it. Enjoy! Author : Ifthikhar An. Ifthikhar is […]

Firefly Cottage by Ifthikhar An. is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Ifthikhar An. posted recently a set of magical fairy-tale like images and a short video showcasing his dream driven project about fireflies and the process of turning a day view into night using only Photoshop. The result is remarkable, and this is a short case study of it. Enjoy!

Ifthikhar Firefly Cottage by Ifthikhar An.

Author : Ifthikhar An.

Ifthikhar is an Award Winning Lead 3D Artist / Creative supervisor / Fine Art Photographer from India. He has 5+ years of experience in 3D Architectural Visualization; specialized in V-Ray & 3ds Max. He is a fast learner, and have worked both as a Creative Supervisor and as a Lead 3d Artist simultaneously, with some of the biggest 3d firms in India.

Project forum thread – The FireFly Cottage

Ifthikhar on this project motivation and process :

I started this personal project to study new techniques and to test out different styles of lighting, texturing, landscaping and post-production.

concept cottage copy 728x455 Firefly Cottage by Ifthikhar An.

I once had a dream, of millions of fireflies (lightning-bugs), lighting up all around my house, I imagined them as stars falling down and brought to life hovering all around my house. Here I tried to recreate the same dream in 3d and Photoshop.

In order to improve my Photoshop skills in the process of making this project, I decided to render a day scene in 3d and convert it to night using Photoshop alone. The day and night shots you see started from the same base render.

The inspiration for the location and cottage I gathered in my various journeys through the mountain ranges of the Himalayas. The amazing places and pine forests I traveled through, those fairy-tale style houses where I stayed as a guest. Apparently I was falling in love with those mountains, especially the Himalayas.

Refs 728x455 Firefly Cottage by Ifthikhar An.

Then I researched about this style of architecture, learned more about storybook or folkloric style and English Tudor style . After collecting various references from internet, I did some speed modeling as I am not really into modelling.

So I decided this will be my kind of dream house. It will be surrounded by pine trees and the lawn grass manicured and maintained as in parks, so that it will give me a mixed feel of the forest and that of a well maintained landscape. The cottage is made of natural rocks which would be available locally. I decided not to disrupt the terrain much, by keeping it as it is, the cottage will fit the topography.

Credits :

  • I used some stone textures from the Arroway Textures collection and CGTextures, mixing them in Photoshop for the siding of the cottage.
  • Two pine trees from Evermotion.
  • xoio textures for the barks of the pine trees.
  • Laubwerk’s Plumeria Rubra.
  • iCube plants.

Characteristics :

Green Building. Mix of Mountain cottages, storybook style, folkloric, and English Tudor style .Cross-gabled, pitched roof, with clipped gables. Gabled, enclosed entry with roof. Natural rock stone siding. Victorian style Porch Railing – Rectangular Balusters but in wood. Chimney with chimney pots. Small-paned bands of casement windows. Wooden deck / balcony.

Post Production Stages in Still Images

Below are single snaps of the post work process captured from within Photoshop…

FirflyCottage ifthikhar post 1 170x170 Firefly Cottage by Ifthikhar An. FirflyCottage ifthikhar post 2 170x170 Firefly Cottage by Ifthikhar An. FirflyCottage ifthikhar post 3 170x170 Firefly Cottage by Ifthikhar An. FirflyCottage ifthikhar post 4 170x170 Firefly Cottage by Ifthikhar An. FirflyCottage ifthikhar post 5 170x170 Firefly Cottage by Ifthikhar An. FirflyCottage ifthikhar post 6 170x170 Firefly Cottage by Ifthikhar An. FirflyCottage ifthikhar post 7 170x170 Firefly Cottage by Ifthikhar An. FirflyCottage ifthikhar post 8 170x170 Firefly Cottage by Ifthikhar An. FirflyCottage ifthikhar post 9 170x170 Firefly Cottage by Ifthikhar An.

The Firefly Cottage Visuals

Below are all the renders I made in this project with some detail shots and crops too…

top 01 up 170x170 Firefly Cottage by Ifthikhar An. top 01 crop up 170x170 Firefly Cottage by Ifthikhar An. bee night 170x170 Firefly Cottage by Ifthikhar An. collage 1 up 170x170 Firefly Cottage by Ifthikhar An. collage night 170x170 Firefly Cottage by Ifthikhar An. Forest cottage 3d exterior up 170x170 Firefly Cottage by Ifthikhar An. Forest cottage 3d exterior nightcrop copy small 170x170 Firefly Cottage by Ifthikhar An. Front2 copy up 170x170 Firefly Cottage by Ifthikhar An. front part 170x170 Firefly Cottage by Ifthikhar An. garden tight 02 copywm copy 170x170 Firefly Cottage by Ifthikhar An. garden2 copy 170x170 Firefly Cottage by Ifthikhar An. garden tight copy up 170x170 Firefly Cottage by Ifthikhar An. light up 170x170 Firefly Cottage by Ifthikhar An. light and pot shot  170x170 Firefly Cottage by Ifthikhar An. pathway up 170x170 Firefly Cottage by Ifthikhar An. plumeria shot copy1 170x170 Firefly Cottage by Ifthikhar An. sofa top crop copy 170x170 Firefly Cottage by Ifthikhar An.

Firefly Cottage by Ifthikhar An. is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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ARCHVIZ Workflow with Cristian Chierici / CC79 http://www.ronenbekerman.com/archviz-workflow-with-cristian-chierici-cc79/ http://www.ronenbekerman.com/archviz-workflow-with-cristian-chierici-cc79/#comments Fri, 18 Jul 2014 10:07:49 +0000 http://www.ronenbekerman.com/?p=25331 Pushing on with the exploration of the various workflows in Architectural Visualization, I’m presenting you today the work of Cristian Cherisi from CC79. Three works to be exact, ranging from mostly postwork towards mostly 3d. This is a mixture between both ends of the spectrum, while keeping the same end result style. Cristian presents us how […]

ARCHVIZ Workflow with Cristian Chierici / CC79 is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Pushing on with the exploration of the various workflows in Architectural Visualization, I’m presenting you today the work of Cristian Cherisi from CC79. Three works to be exact, ranging from mostly postwork towards mostly 3d. This is a mixture between both ends of the spectrum, while keeping the same end result style. Cristian presents us how he approached his latest 3 projects with examples. Enjoy!

CC79 ARCHVIZ Workflow with Cristian Chierici / CC79best of week 80 ARCHVIZ Workflow with Cristian Chierici / CC79

Author: Cristian Chierici / CC79

Graduated in Architecture, fascinated with 3D graphics and more generally to the Photoshop manipulation and photography. Cristian worked in several architectural firms in Milan as a 3D visualizer. Since 2011 he works as a freelancer in Italy, based in Milan, with the alias CC79.

Explore CC79 works on the forum :

Khodynka Park – Moscow International Competition
Villa A
Emilia
OMAN Pavilion – EXPO 2015
POST
Kindergarten Design Competition
Kwame Nkrumah Presidential Library

Hi Everybody, first of all I would like to thank Ronen for inviting me to write this article about my workflow, it’s a great honor, and I hope you’ll enjoy it.

Workflow

My approach to architectural visualization starts  in modeling a basic 3d model with a basic RAW render of it. I will aim for the simplest mapping of texture and lighting setup knowing I will rely on a heavy post production process to explore and find the best result for the client and for me as well.

I prefer to use Photoshop as my main creative tool because most of the projects are done under extremely tight deadlines. I find it more flexible than doing everything in 3d, and also because I’m a Rhinoceros user and as you know (or not, but now you do) it’s almost impossible to add the grass, trees or build a landscape in 3d with Rhino.

With that said…

I’ve recently explored the option of doing more in 3d. One can never fixate on a specific workflow just for the sake of it. I’ve enjoyed the process a lot and if I can give advice based on it, always keep your mind open and explore other approaches. I still prefer using Photoshop, but I think that going full 3d is something I will do again!

I would like to share with you 3 different projects I worked on :

  1. PARRAMATTA SQUARE COMPETITION, relying heavily on postwork with Photoshop.
  2. KINDERGARTEN DESIGN COMPETITION, mixing both 3d and PS.
  3. POST, which is ironically named as it is almost full 3d.

Let’s start!

PARRAMATTA ARCHVIZ Workflow with Cristian Chierici / CC79

PARRAMATTA SQUARE COMPETITION

This is a project by Mario Cucinella Architects and was selected for the 2nd phase of the competition.

It was great fun to create this visualization because I had a lot of freedom to think about the landscape, the atmosphere and the general animation. I received the model directly from the client in 3dm format, so I only had to adjust it a  little bit it, focusing on exploring the best views.

PARRAMATTA 000 ARCHVIZ Workflow with Cristian Chierici / CC79

Materials

For the exterior Skin I used a simple mosaic texture with a transparent map to create random holes, and
the same inverted textures in reflective map to disable reflection in the holes.

PARRAMATTA 001 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

The is simple reflective transparent material with an emissive map to create the interior light effect.

PARRAMATTA 002 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

Lighting

For the interior light as mentioned above, I use an emissive map in the Glass Material. For the ambient light I
used a DOME light with an HDRI map from Peter Guthrie’s HDRI Skies Collection.

PARRAMATTA 003 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

Render Settings

PARRAMATTA 003 0021 728x552 ARCHVIZ Workflow with Cristian Chierici / CC79

Raw vs. Final render

PARRAMATTA 006 728x505 ARCHVIZ Workflow with Cristian Chierici / CC79

Postwork

Finally here we are with the fun part… the post production.

First of all, I try to find online or in my library all the reference pictures to build the landscape as the client wants it to be.

PARRAMATTA 008 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

And this is the first sketch I sent to the client only to make him understand how the final visualization could
be.

PARRAMATTA 007 ARCHVIZ Workflow with Cristian Chierici / CC79

The Photoshop file has a lot of layers, color correction, tone adjustment and it’s a little bit difficult to show you all the stages for the final image, as there are many of them as shown below…

PARRAMATTA post all ARCHVIZ Workflow with Cristian Chierici / CC79

but I did a short post-production breakdown video showing all the steps.

On to the next one project with more 3d elements in it…

GUASTALLA ARCHVIZ Workflow with Cristian Chierici / CC79

KINDERGARTEN DESIGN COMPETITION

This is a very interesting project by Mario Cucinella Architects that won the 1st prize and will be built in
Guastalla.

The client asked to me to make something different from what I usually do, and I decided to make a snowy scene
putting the camera between the trees to show the linearity and the rhythm of the building. Also emphasizing the differences between the warm light inside and the cold winter outside.

As in the previous project I received the 3d model directly from the client in 3dm format and the first step was
to set up the camera.

GUASTALLA 001 728x320 ARCHVIZ Workflow with Cristian Chierici / CC79

Materials

In this case the materials are simple and easy. Wood outside, wood inside, glass and nothing else.

Wood outside

GUASTALLA 002 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79 GUASTALLA 003 728x514 ARCHVIZ Workflow with Cristian Chierici / CC79 GUASTALLA 004 728x405 ARCHVIZ Workflow with Cristian Chierici / CC79

The glass is a simple reflective/refractive/transparent material and the snow is a default V-Ray material with a bit of noise bump.

Wood inside

GUASTALLA 005 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79 GUASTALLA 006 728x483 ARCHVIZ Workflow with Cristian Chierici / CC79

Landscaping

For this visualization, as opposed to what I would usually do, I decided to use trees directly in 3d because I already had the precise idea of what I wanted to do (sometimes the landscape could be created while the post process coming through, Not ideal, but could happen).

I used the R&D group winter trees library, selecting some birch trees and then transform them into V-Ray proxies.

GUASTALLA 0001 huge 1324 728x289 ARCHVIZ Workflow with Cristian Chierici / CC79

GUASTALLA 007 728x328 ARCHVIZ Workflow with Cristian Chierici / CC79

Lighting

All the interior lights are made in post-production, while the ambient light is done by using a DOME light with an
HDRI map from Peter Guthrie’s HDRI Sky Collection.

GUASTALLA 008 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

Render Settings

GUASTALLA 009 728x566 ARCHVIZ Workflow with Cristian Chierici / CC79

Raw vs. Final render

GUASTALLA 010 728x316 ARCHVIZ Workflow with Cristian Chierici / CC79

GUASTALLA 000 728x290 ARCHVIZ Workflow with Cristian Chierici / CC79

Stages of post contact sheet…

GUASTALLA post all 728x581 ARCHVIZ Workflow with Cristian Chierici / CC79

I also made a video of the post-work done on this one…

And for the final project and most done in 3d…

POST 728x343 ARCHVIZ Workflow with Cristian Chierici / CC79

POST

This scene was done as a learning experience for me using 3ds Max and MultiScatter. The main object started with a Grasshopper code shared on Co-De-It website.

Everything start from this simple sketch… I could have easily used my usual postwork heavy workflow, as most of the elements could be added matte painting style, but I wanted to give full 3d a go.

POST 000.001 728x555 ARCHVIZ Workflow with Cristian Chierici / CC79

To create the landscape I started with a simple plane and then modified it with Paint Deformation to build all the hills as I wanted while viewing it all through the selected V-Ray camera. This way I could have better control over the terrain in the specific composition.

POST 001 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79 POST 002 728x293 ARCHVIZ Workflow with Cristian Chierici / CC79

Back in Rhinoceros I created the “wireframe” of the hills (RibsStructure) and then imported them into 3dsmax. I moved and copy the structures to find the best positions.

For the GH code you can simply visit Co-de-iT and download the definition file.

POST 003 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

POST 004 728x291 ARCHVIZ Workflow with Cristian Chierici / CC79

For the vegetation I used 2 kinds of grass with color changes modulated by a gradient ramp map.

The first group – Low Cut Grass

POST 005 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

The second group – Tall Grass

POST 006 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

The third group – Stones

POST 007 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

And here’s how it looks in the viewport…

POST 008 728x292 ARCHVIZ Workflow with Cristian Chierici / CC79

Texture Mapping

All the textures for the vegetation are modified with gradient ramp parameters

POST 009 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

Sand

POST 010 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

Concrete

POST 011 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

Lighting

Same DOME light setup here too!

POST 012 728x455 ARCHVIZ Workflow with Cristian Chierici / CC79

Render Settings

POST 015 728x570 ARCHVIZ Workflow with Cristian Chierici / CC79

Raw vs. Final render

POST 013 728x291 ARCHVIZ Workflow with Cristian Chierici / CC79

POST 014 728x291 ARCHVIZ Workflow with Cristian Chierici / CC79

POST 000 728x344 ARCHVIZ Workflow with Cristian Chierici / CC79

The post process contact sheet…

POST post all 728x549 ARCHVIZ Workflow with Cristian Chierici / CC79

Here’s the short post process video for this one too…

Thank you for spending your time reading this article,

I hope you have found it interesting!

Cristian Chierici

ARCHVIZ Workflow with Cristian Chierici / CC79 is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Making of “The White” http://www.ronenbekerman.com/making-of-the-white/ http://www.ronenbekerman.com/making-of-the-white/#comments Mon, 14 Jul 2014 13:29:04 +0000 http://www.ronenbekerman.com/?p=25475 Maarten Demey from A1 Planning posted last month some still images of “The White”, an interesting looking residential project located at the Belgian coast near the historical center of Ostend. The architecture captured my attention and the visuals had a nice feel to them, it was interesting for me to learn more about this project […]

Making of “The White” is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Maarten Demey from A1 Planning posted last month some still images of “The White”, an interesting looking residential project located at the Belgian coast near the historical center of Ostend. The architecture captured my attention and the visuals had a nice feel to them, it was interesting for me to learn more about this project and the balance between pure 3d and postwork that was done on the visuals. Maarten is kindly sharing this information with us all in this article which includes several slides of the post-process stages. Enjoy!

a1planning Making of The White

Author : A1 Planning

A1 Planning is an architectural office in Ostend, Belgium. Founded in 2001, the office now has a team of fourteen creative minds. After thirteen years of making our own visuals we’ve come up with “WhiteBox”, a creative studio that creates 3D visualizations and animations for architecture and real estate.

Project Forum Thread : The White // Group Sleuyter Real Estate

Introduction

“The White” started as an architectural competition in 2009. Robbrecht & Daem Architects and A1Planning won the competition for Group Sleuyter. The plot, 30000 m² big, is located at the Belgian coast near the historical center of Ostend. A team of three people at A1Planning made all 3D images.

first sketch 728x307 Making of The White

first sketch 02 728x437 Making of The White

Inspiration

The design itself is inspired by nature. Icebergs, cliffs and rice fields from around the world and are reflected in the shapes and forms of the building. In the first place it’s a residential project. The architects had a lot of details for the sun and view orientation of the apartment units. One of the most important features in this project was the integration of the green element. Next to 800 apartments, the building has approximately 5000 m² of commercial area at ground level and 1250 parking spaces below the ground.

Inspiration 01a 728x484 Making of The White

Inspiration 02 728x907 Making of The White

Here are all the renders we did for this project.

The White Exterior 01 170x170 Making of The White The White Exterior 02 170x170 Making of The White The White Exterior 03 170x170 Making of The White The White Exterior 04 170x170 Making of The White The White Exterior 05 170x170 Making of The White The White Exterior 06 170x170 Making of The White The White Exterior 07 170x170 Making of The White The White Exterior 08 170x170 Making of The White The White Exterior 09 170x170 Making of The White The White Exterior 12 170x170 Making of The White The White Exterior 13 170x170 Making of The White The White Exterior 14 170x170 Making of The White The White Exterior 15 170x170 Making of The White The White Exterior 16 170x170 Making of The White The White Exterior 17 170x170 Making of The White The White Exterior 19 170x170 Making of The White The White Exterior 20 170x170 Making of The White The White Exterior 21 170x170 Making of The White The White Exterior 22 170x170 Making of The White The White Interior 01 170x170 Making of The White The White Interior 02 170x170 Making of The White The White Interior 03 170x170 Making of The White The White Interior 04 170x170 Making of The White The White Interior 05 170x170 Making of The White

Approach

The biggest challenge for us was to find the right balance between architectural and commercial images. Because of this difficult task, we decided to use a workflow with a lot of post-production so we were able to change the mood and atmosphere of the images accordingly.

Modeling

We used AutoCad to make the architectural model. Because the project was still in a designing stage, AutoCad made it easy to adjust the different blocks and adapt the floor plans. We made our models in different layers, depending on the material. This workflow made it easier in 3ds Max to select the different parts of the building.

We also modeled a big part of the environment which made it easier to understand the scale of the project and to later integrate the building in the environment. After we imported the model into 3ds Max, we did some simple editable poly modeling to have a nice and clean model to start from.

We like to build the entire model without thinking about camera views or perspectives. In a later stage we cut up the model to make our scene workable in 3ds Max.

autocad 01 728x335 Making of The White

3ds max 01 728x382 Making of The White

3ds max 02 728x431 Making of The White

The White Exterior 17 728x436 Making of The White

For the interior views, and some of the close up exterior shots, we’ve used the Floor Generator script to model the terrace tiles and parquet floors. iToo Software‘s Forest Pack Pro was used for the close-up vegetation.

The Vegetation

Vegetation was one of the most important features of the project and key in these visuals. The architects had a clear idea of what they expected like the types of trees, bushes and colors.

The first thing we had to do was to make a library with all the different types of vegetation and references. We used a combination of rendering RPC (archivision.com) and 3D trees on a green screen, cutout trees from gobotree.com and Google images.

Tree 01 170x170 Making of The White Tree 02 170x170 Making of The White Tree top v1 170x170 Making of The White Tree top v2 170x170 Making of The White Tree top v3 170x170 Making of The White Tree top v4 170x170 Making of The White Tree top v5 170x170 Making of The White Tree top v6 170x170 Making of The White

For the close views we used iToo Software‘s Forest Pack Pro to give the general look of the vegetation, like the different lengths of grass and some flowers found in the library of Forest Pack. In post-production we added some extra layers with colors and photos of flowers and grass. This gave the vegetation more variation and detail.

The White Exterior 04 Raw Render s 728x422 Making of The White

The White Exterior 04 After PS s 728x422 Making of The White

The vegetation on the rest of the images is completely done is postwork.  We did this to be able to adapt the green and the colors more easily in consultation with the architects.  Using the image library we first added the general layers of grass, trees and bushes.  Then giving extra colors like we did in the close views and in the end we added some shadows just using a black brush in Photoshop to give some depth to the different layers of vegetation.

Click to see the GIF sequence…

making of animated gif 05s 728x312 Making of The White

Lighting

For the lighting we always use a V-Ray dome lights with HDRI texture applied to them. In some of the interiors we added V-Ray plane lights in front of the windows to avoid dark areas on the walls and the ceiling. This was needed because of the big overhanging terraces.

For the exterior shots we put V-Ray sphere lights in some of the apartment units to create a lively atmosphere. We used three instances scattered around the building to have some differences in the color of the lights.

Texturing

We assigned V-Ray materials to all of the objects in the scene. By playing with the blur value of our bitmaps the textures became more detailed. Real scale mapping was used to make sure that every material had the correct size (especially useful for brick and floor textures). Below you can see some of our created materials.

material 05 170x170 Making of The White material 04 170x170 Making of The White material 03 170x170 Making of The White material 02 170x170 Making of The White material 01 170x170 Making of The White

Render Setup

Irradiance map and Light cache are the GI engines we always use. Medium quality settings were used to keep the render times relatively low. The images were rendered on three workstations using Backburner at a resolution of 6000 pixels wide, because they were intended to be used on billboards and in commercial brochures. The render times were around 6 to 7 hours per image.

render setup 728x420 Making of The White

Post-Production

This was the most important part of our process. Every image had around 8 to 10 hours of Photoshop. We put a lot of attention in details, small things like butterflies were added, because you don’t see it when they are there, but you see it when they’re not, it just gives that little extra.

We always use render passes in our postwork. These are the ones that we use most :

V-Ray WireColor – This pass makes it easy to select specific items in the render. It matches the layer and color structure of the AutoCad/ 3D studio MAX model.

V-Ray ExtraTex – We use a dirtmap as ExtraTex pass to give subtle depth to the image.

V-Ray Raw Reflection – We use this pass to preserve or strengthen the reflections in the windows and other glossy objects.

Below you can see several .gif’s of our workflow in Photoshop (click to see the stages).

The White Making Of Animated GIF small1 728x405 Making of The White

making of animated gif 02s 728x422 Making of The White

making of animated gif 03s 728x422 Making of The White

making of animated gif 04s 728x418 Making of The White

And here is the promotional video that was made for this project with our stills and some animations too.

This was quick summary of how we approached this project. Hope you liked reading this article and if you have questions, don’t hesitate to comment below.

For a more in-depth tour of the project with extra animations you can visit “The White”.

Making of “The White” is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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O House by Marcin “Neb” Jastrzebski http://www.ronenbekerman.com/o-house-marcin-neb-jastrzebski/ http://www.ronenbekerman.com/o-house-marcin-neb-jastrzebski/#comments Thu, 10 Jul 2014 09:46:01 +0000 http://www.ronenbekerman.com/?p=25528 Marcin “Neb” Jastrzebski posted a set of images and a short video showcasing the process of making his recent personal work – House O based on the work of Jun Igarashi Architects. This is a remarkable piece of work by Marcin, going into so much detail as he usually tends to do. He uses MODO […]

O House by Marcin “Neb” Jastrzebski is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Marcin “Neb” Jastrzebski posted a set of images and a short video showcasing the process of making his recent personal work – House O based on the work of Jun Igarashi Architects. This is a remarkable piece of work by Marcin, going into so much detail as he usually tends to do. He uses MODO 701, Cinema 4d and Maxwell Render 3 as his main tools on this one. Enjoy!

Marcin on this project technical aspects :

I would like to introduce my recently finished personal project visualization of House O by Jun Igarashi Architects. My main goal was to check the possibilities available with the new version of Next Limit’s Maxwell Render software. I was trying to achieve realistic mood with simple but interesting modern building from Japan. I was playing with light, mood, weather and season. Every detail was created in 3D. I did some final touches in post like color corrections, contrast, final color mood. I worked on that project about three months. All scenes were rendered from one to four PC machines. I know that many effects like steam, fog motion blur falling leaves for example are simple to make in post-production but as I said before I wanted to make all of those effects in pure 3d scene.

There are a few workflow details below :

  • Most of terrain materials have a displacements – Ground, Tarmac, Curbs & Pavement.
  • All moving objects like flying insects & falling leaves were made as moving objects and rendered with Maxwell Render object motion blur option. This part of my work was very interesting.
  • Diffraction, fog, steam, DOF blur, and volumetrics were rendered by Maxwell Render. Some slow effects too.
  • Most models are taken from Evermotion, Viz People and CGAxis 3D collections.

Software used :

  • Modo 701
  • Cinema 4D R15
  • Maxwell Render 3.0
  • Photoshop
  • Lightroom
  • Red Giant Looks
autumnmosaic 170x170 O House by Marcin Neb Jastrzebski autumnpanoa 170x170 O House by Marcin Neb Jastrzebski autumnpanob 170x170 O House by Marcin Neb Jastrzebski dayfinal 170x170 O House by Marcin Neb Jastrzebski daymosaic 170x170 O House by Marcin Neb Jastrzebski daypanoa 170x170 O House by Marcin Neb Jastrzebski daypanob 170x170 O House by Marcin Neb Jastrzebski daypanoc 170x170 O House by Marcin Neb Jastrzebski nightfinal 170x170 O House by Marcin Neb Jastrzebski nightpanoa 170x170 O House by Marcin Neb Jastrzebski nightpanob 170x170 O House by Marcin Neb Jastrzebski autumnfinal 170x170 O House by Marcin Neb Jastrzebski

Visit Marcin’s forum thread at – House O – Jun Igarashi Architects

O House by Marcin “Neb” Jastrzebski is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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RailClone 2.3 Released http://www.ronenbekerman.com/railclone-2-3-released/ http://www.ronenbekerman.com/railclone-2-3-released/#comments Wed, 09 Jul 2014 09:22:52 +0000 http://www.ronenbekerman.com/?p=25459 iToo Software have announced the release of RailClone 2.3 Lite and Pro. In addition to Max 2015 support, this version adds a number of new features, most noteworthy being the ability to deform a RailClone object by projecting it onto a surface. This release also includes the ability to add corners to 2d arrays, new […]

RailClone 2.3 Released is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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iToo Software have announced the release of RailClone 2.3 Lite and Pro. In addition to Max 2015 support, this version adds a number of new features, most noteworthy being the ability to deform a RailClone object by projecting it onto a surface. This release also includes the ability to add corners to 2d arrays, new controls for beveling and offsetting corner geometry, and new controls to dynamically set the size of segments using scene units. See below for an abridged version of the release notes or check out the demo reel to get a glimpse of the main new features.

Key Features:

  • Support for 3ds Max 2015.
  • Conform to Surfaces: Works for all generator types and enables segments to conform to the geometry of a surface, following the Z axis of the RailClone object.
  • Fixed Size for Segment and Transform nodes. If greater than zero, fixes the size of a segment, optionally rescaling the geometry.
  • Added Corner segments for 2d Array Generators.
  • Bevel segments in the Corner inputs using Corner>Bevel Corner for both Linear and A2S Generators, with new controls to adjust the offset of the bevelled corner.
  • Random node can use its own seed. If disabled, uses the global seed value.
  • Added support of Vertex Alpha, and Vertex Illumination channels.

As usual, a Lite version of the software is freely available to download as well as full release notes, both on iToo Software website.

RailClone 2.3 Released is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Sweeeet CG by Bertrand Benoit http://www.ronenbekerman.com/sweeeet-cg-by-bertrand-benoit/ http://www.ronenbekerman.com/sweeeet-cg-by-bertrand-benoit/#comments Sun, 06 Jul 2014 14:37:25 +0000 http://www.ronenbekerman.com/?p=25439 Yammy CG Food again. This time, in contrast to the previous healthy installment, Bertrand Benoit hits us with a High-Carb Sweet CG extravaganza. Indulge yourself… if you dare! Bertrand has been working in the past weeks on a 2nd series of ready-to-render bread assets, but after his recent experiments with Grant Warwick‘s latest session about […]

Sweeeet CG by Bertrand Benoit is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Yammy CG Food again. This time, in contrast to the previous healthy installment, Bertrand Benoit hits us with a High-Carb Sweet CG extravaganza. Indulge yourself… if you dare!

Bertrand has been working in the past weeks on a 2nd series of ready-to-render bread assets, but after his recent experiments with Grant Warwick‘s latest session about edible stuff he decided to add chocolate, strawberry pie and caramel as well.

You can indulge yourself with the CG (Diet Safe) versions of it all on Bertrand’s TurboSquid Shop.

Visit Bertrand’s original post on his blog.

Bread2sig 170x170 Sweeeet CG by Bertrand Benoit Sig11 170x170 Sweeeet CG by Bertrand Benoit Sig12 170x170 Sweeeet CG by Bertrand Benoit Strawberry1 170x170 Sweeeet CG by Bertrand Benoit ChocolateSig 170x170 Sweeeet CG by Bertrand Benoit PearsChestnutsSig1 170x170 Sweeeet CG by Bertrand Benoit Pho1 170x170 Sweeeet CG by Bertrand Benoit Sig1 170x170 Sweeeet CG by Bertrand Benoit

This work went into my Best Photo Real 3D Renders board on Pinterest. I invite you to follow me and see what other great things I’ve curated there for some time now.

follow me on pinterest button Sweeeet CG by Bertrand Benoit

Sweeeet CG by Bertrand Benoit is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Walking City by Universal Everything http://www.ronenbekerman.com/walking-city/ http://www.ronenbekerman.com/walking-city/#comments Fri, 04 Jul 2014 11:19:38 +0000 http://www.ronenbekerman.com/?p=25414 While browsing the net for information about parametric architecture modeling, I stumbled upon this mesmerizing video today I want to share with you all. In ‘Walking City’ you’ll see a computer generated figure constantly in motion end evolving through an array of architectural forms. Matt Pyke of Universal Everything multimedia studio directed this piece, referencing […]

Walking City by Universal Everything is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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While browsing the net for information about parametric architecture modeling, I stumbled upon this mesmerizing video today I want to share with you all. In ‘Walking City’ you’ll see a computer generated figure constantly in motion end evolving through an array of architectural forms. Matt Pyke of Universal Everything multimedia studio directed this piece, referencing the utopian visions of the 1960′s architecture practice Archigram. It’s not short so try to stick with it to the end. All that you’ll see was done with Houdini. Enjoy!

Credits

Created by Universal Everything

Creative Director : Matt Pyke
Animation : Chris Perry
Sound : Simon Pyke

Read more about this project at Walking City / Architecture + Evolution + Movement.

Here are some frames from the video…

Walking City still 01 170x170 Walking City by Universal Everything Walking City still 02 170x170 Walking City by Universal Everything Walking City still 03 170x170 Walking City by Universal Everything Walking City still 04 170x170 Walking City by Universal Everything Walking City still 05 170x170 Walking City by Universal Everything Walking City still 07 170x170 Walking City by Universal Everything

Walking City by Universal Everything is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Corona Renderer Alpha7 Released! http://www.ronenbekerman.com/corona-renderer-alpha-v7-released/ http://www.ronenbekerman.com/corona-renderer-alpha-v7-released/#comments Mon, 30 Jun 2014 14:24:54 +0000 http://www.ronenbekerman.com/?p=25409 This week starts with a new Corona Renderer Alpha – v7. After just 3 months of development, this version adds support for 3ds max 2015, Shadow Catcher material for compositing, new proxy format, improved viewport display, Particle Flow, and more. While this version being still free, Corona is aiming at a commercial release for 3ds […]

Corona Renderer Alpha7 Released! is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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This week starts with a new Corona Renderer Alpha – v7. After just 3 months of development, this version adds support for 3ds max 2015, Shadow Catcher material for compositing, new proxy format, improved viewport display, Particle Flow, and more. While this version being still free, Corona is aiming at a commercial release for 3ds max later this year, with a full set of features for architectural visualization. There are also plugins for Maya and Cinema 4D in development, and an exporter for Blender.

Corona Renderer runs entirely on CPU, currently requires 3ds max 2011-2015 to run, and can be downloaded here. It also comes with a sample interior scene with Corona set up. Go ahead and read the full release notes on the Corona Renderer blog.

 

Corona Renderer Alpha7 Released! is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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5 RailClone Tutorials / Stadium http://www.ronenbekerman.com/5-railclone-tutorials-stadium/ http://www.ronenbekerman.com/5-railclone-tutorials-stadium/#comments Thu, 26 Jun 2014 08:44:56 +0000 http://www.ronenbekerman.com/?p=25335 It’s been been a year since iToo Software released RailClone 2. To thank users for their support and celebrate its first birthday they are releasing a brand new, World Cup inspired tutorial set, featuring nearly 50 minutes of video training! Go ahead and build your own Stadium. This definitive series of 5 tutorials has something […]

5 RailClone Tutorials / Stadium is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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It’s been been a year since iToo Software released RailClone 2. To thank users for their support and celebrate its first birthday they are releasing a brand new, World Cup inspired tutorial set, featuring nearly 50 minutes of video training! Go ahead and build your own Stadium.

This definitive series of 5 tutorials has something for everyone, whether you’re new to RailClone, using the lite version for the first time, or an experienced user, you’ll find something new to learn. They invite you to follow the tutorial from start to end or start with any one of the stand-alone lessons. Scene files are provided that allow you to jump in at any point.

tut1 5 RailClone Tutorials / Stadium

Tutorial 1 : Creating the railings and barriers using library styles (Lite/Pro)

In this section you create the metal railings, concrete barriers and glass facades that run around the entire stadium using the default library styles included with RailClone 2.  Learn how to use our extensive libraries out-of-the-box, or adapt them to fit the needs of an individual scene.

Jump to this video…

tut2 5 RailClone Tutorials / Stadium

Tutorial 2 : Creating the advertising hoarding (Lite)

This lesson demonstrates how to control the material ID of segments to create randomly applied textures on the advertising hoarding around the perimeter of the arena. Also learn how to add parameters that can be adjusted without needing to open the style editor.

Jump to this video…

tut3 5 RailClone Tutorials / Stadium

Tutorial 3 : Creating the seating (Pro)

In this tutorial create a custom seating style for the stadium with chairs attach to a continuous rail sat on regularly spaced supports. Learn how to create a  composite style comprising 3 generators controlled by a single spline.

Jump to this video…

tut4 5 RailClone Tutorials / Stadium

Tutorial 4 : Adding the audience (Lite)

Having created a seating style in the previous tutorial it’s time to add a crowd. This section explores the many randomization controls available in RailClone to help create varied audiences, with flags!

Jump to this video…

tut5 5 RailClone Tutorials / Stadium

Tutorial 5 : Creating the roof (Pro)

In the final installment get to grips with RailClone2′s new two-dimensional array generator. In this tutorial we’ll explore how to use this generator to make a parametrized roofing style, with controls for angle and depth. The style is made from 3 generators and uses sequence operators to create repeating patterns.

Jump to this video…

Go ahead and check out the “Stadium” tutorials page now…

The files that come with this series are compatible with 3ds Max 2011 – 2014, and RailClone 2 Pro and Lite.

Make sure you check the readme file that comes with this scene for the terms of use.

Enjoy!

5 RailClone Tutorials / Stadium is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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