3D Architectural Visualization & Rendering Blog http://www.ronenbekerman.com The source for sharing & learning about all aspects of 3d architectural visualization and architectural rendering. Wed, 16 Apr 2014 20:05:54 +0000 en-US hourly 1 http://wordpress.org/?v=3.6 25 Free 3D Furniture Model by ODESD2 http://www.ronenbekerman.com/25-free-3d-furniture-model-odesd2/ http://www.ronenbekerman.com/25-free-3d-furniture-model-odesd2/#comments Wed, 16 Apr 2014 20:05:54 +0000 Ronen Bekerman http://www.ronenbekerman.com/?p=24751 It is great to see design studios offer 3d models of their items like Ukrainian based Design Bureau ODESD2 did a week ago with their entire furniture line of 25 items! They kindly share MAX and OBJ formats along with textures as well as 2d blueprints so that anyone can use them in their projects […]

25 Free 3D Furniture Model by ODESD2 is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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It is great to see design studios offer 3d models of their items like Ukrainian based Design Bureau ODESD2 did a week ago with their entire furniture line of 25 items! They kindly share MAX and OBJ formats along with textures as well as 2d blueprints so that anyone can use them in their projects and visualizations. Enjoy this and make sure you follow them!


Visit ODESD2 Website and make sure you follow the ODESD2 Behance Portfolio to learn more about them and their furniture (and other) design work.

Here here several renders of their items in place gathered from their portfolio which you can start browsing here.

T3 170x170 25 Free 3D Furniture Model by ODESD2 Q1 2 170x170 25 Free 3D Furniture Model by ODESD2 T4 170x170 25 Free 3D Furniture Model by ODESD2 S3 170x170 25 Free 3D Furniture Model by ODESD2 B1 1 170x170 25 Free 3D Furniture Model by ODESD2 D2 170x170 25 Free 3D Furniture Model by ODESD2 B2 1 170x170 25 Free 3D Furniture Model by ODESD2 C3 170x170 25 Free 3D Furniture Model by ODESD2 C1 170x170 25 Free 3D Furniture Model by ODESD2 C2 170x170 25 Free 3D Furniture Model by ODESD2 C4 170x170 25 Free 3D Furniture Model by ODESD2 D1 170x170 25 Free 3D Furniture Model by ODESD2 H1 1 170x170 25 Free 3D Furniture Model by ODESD2 N1 170x170 25 Free 3D Furniture Model by ODESD2 N2 170x170 25 Free 3D Furniture Model by ODESD2 N3 170x170 25 Free 3D Furniture Model by ODESD2 Q3 1 170x170 25 Free 3D Furniture Model by ODESD2 S1 170x170 25 Free 3D Furniture Model by ODESD2 S2 170x170 25 Free 3D Furniture Model by ODESD2 S4 170x170 25 Free 3D Furniture Model by ODESD2 T1 170x170 25 Free 3D Furniture Model by ODESD2 T2 170x170 25 Free 3D Furniture Model by ODESD2 S5 170x170 25 Free 3D Furniture Model by ODESD2

25 Free 3D Furniture Model by ODESD2 is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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SketchUP V-Ray Proxy Grass http://www.ronenbekerman.com/sketchup-v-ray-proxy-grass/ http://www.ronenbekerman.com/sketchup-v-ray-proxy-grass/#comments Tue, 15 Apr 2014 15:36:36 +0000 Ronen Bekerman http://www.ronenbekerman.com/?p=24486 Creating 3D Grass and Scattering it all over the place inside 3dsmax was featured here plenty, but with V-Ray for SketchUP becoming better and better it can be done inside SU too with great results and little effort as David Brufau showcases in this short how-to. Follow his process and feel free to jump in […]

SketchUP V-Ray Proxy Grass is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Creating 3D Grass and Scattering it all over the place inside 3dsmax was featured here plenty, but with V-Ray for SketchUP becoming better and better it can be done inside SU too with great results and little effort as David Brufau showcases in this short how-to. Follow his process and feel free to jump in with questions or suggest your own methods of doing this inside SketchUP.

David Brufau SketchUP V Ray Proxy Grass32 twitter SketchUP V Ray Proxy Grass32 facebook SketchUP V Ray Proxy Grass32 googleplus SketchUP V Ray Proxy Grass

Author: David Brufau

David Brufau in an Architect and Architectural Visualization Artist based in Barcelona, Spain. He started his own practice, specialized in ArchVIZ back in 2010 and he uses SketchUP as his main tool for that… along with V-Ray for SketchUP as his render engine of choice.

Modeling the single Grass Blade

You could easily start with a ready made mesh and texture like the one that was provided a few days ago here – Free Grass by Mischa Winkler, but my aim was to do it all solo inside SketchUP so you can see how simple it is.

It similar to how Peter Guthrie is doing this inside 3dsmax as featured on his blog – V-Ray Grass Tutorial Part 1 and V-Ray Grass Tutorial Part 2.

To start, we can easily push-pull two shapes into one another. The resulting intersection will be the base for our grass-blade.

dBrenders proxy grass 001 728x350 SketchUP V Ray Proxy Grass

This is the resulted shape. The segments here are the result of the initial curve detail drawn up above.

dBrenders proxy grass 002 728x346 SketchUP V Ray Proxy Grass

With a quick scale we can make this blade as thin as needed.

dBrenders proxy grass 003 728x346 SketchUP V Ray Proxy Grass

Creating the Grass Blade Texture

You can easily find a ready-made blade texture, but the point of this exercise was to do this solo. To start, I create a new blank canvas in Photoshop.

dBrenders proxy grass 004 728x420 SketchUP V Ray Proxy Grass

After a quick search in Google Images, I find a good color base to work with for the grass blade texture.

dBrenders proxy grass 005 728x431 SketchUP V Ray Proxy Grass

I paste it onto the empty canvas inside Photoshop and blur it out since I only need the general colors.

dBrenders proxy grass 006 728x419 SketchUP V Ray Proxy Grass

Adding the dark / light gradient form the bottom of the blade texture.

dBrenders proxy grass 007 728x417 SketchUP V Ray Proxy Grass

Doing the same with the middle fold of the blade from inside outwards.

dBrenders proxy grass 008 728x419 SketchUP V Ray Proxy Grass

Apply some falloff to this fold so it is less strong up above.

dBrenders proxy grass 009 728x418 SketchUP V Ray Proxy Grass

Adding the blade detail with a simple black and white streaks mask.

dBrenders proxy grass 010 728x419 SketchUP V Ray Proxy Grass

And there you have it!

dBrenders proxy grass 011 728x416 SketchUP V Ray Proxy Grass

Applying the Texture

Next thing is to apply that texture onto the blade model. I’m placing the texture so it fits one face and then I just capture the texture and paint it over the rest so it all flows smooth.

dBrenders proxy grass 012 728x349 SketchUP V Ray Proxy Grass

This is how the blade looks like without the fold modeled yet.

dBrenders proxy grass 013 728x348 SketchUP V Ray Proxy Grass

Adding an additional line along the center will allow…

dBrenders proxy grass 014 728x348 SketchUP V Ray Proxy Grass

A scale operation to be made and get the fold locked in the model itself too.

dBrenders proxy grass 015 728x348 SketchUP V Ray Proxy Grass

Scattering and Export to VRMesh

For the scattering I’m using the Make Fur plugin by Tak2hata which can generate grass, or any other object for that matter, using a variety of parameters to distribute them randomly over an area.

See this video for an overview of what can be done with it and follow my process right after.

Here is my small patch of scattered blades using the Make Fur plugin.

dBrenders proxy grass 016 728x350 SketchUP V Ray Proxy Grass

 

Next thing is to convert it into a V-Ray Proxy object. Clicking on the toolbar export button and picking a folder to save into.

su v ray proxy export SketchUP V Ray Proxy Grass

dBrenders proxy grass 017 728x348 SketchUP V Ray Proxy Grass

Replace the full version with the proxy version, and also control the amount of triangles if you like. This is not critical as we are going to simply this even further.

dBrenders proxy grass 018 728x348 SketchUP V Ray Proxy Grass

Replacing V-Ray Proxy with Simple Geometry

I’m taking a very simple approach to using proxy stand-ins inside SketchUP. We don’t even need the small triangle amounts generated by the proxy export process… All we need is the patch boundary – This could be a simple line circle. Considering the amount of proxies we are going to scatter, this will help a lot to reduce the load on the viewport.

dBrenders proxy grass 019 728x348 SketchUP V Ray Proxy Grass

I’m picking the triangles and hiding them away, as well as the base circle face – all we need is the circle.

dBrenders proxy grass 020 728x345 SketchUP V Ray Proxy Grass

Or any other shape that defines the patch you created. In this case I made two. I also add a small line point upwards to indicates that so we don’t flip them by mistake during a scatter operation.

dBrenders proxy grass 021 728x348 SketchUP V Ray Proxy Grass

Quick Test and making the Lawn

I’m doing a quick test render to make sure the proxies are working ok first.

dBrenders proxy grass 022 728x348 SketchUP V Ray Proxy Grass

Next, to demonstrate with a lawn, I’m creating the plane on which we will scatter the proxies.

dBrenders proxy grass 023 728x348 SketchUP V Ray Proxy Grass

I’m using the Make Fur plugin again, this time with the Crowd scatter feature which allows loading of several SketchUP components for the process.

dBrenders proxy grass 024 728x347 SketchUP V Ray Proxy Grass

This is how it all looks after the scatter :

dBrenders proxy grass 025 728x347 SketchUP V Ray Proxy Grass

Zoomed in…

dBrenders proxy grass 026 728x344 SketchUP V Ray Proxy Grass

And test rendered too…

dBrenders proxy grass 027 728x347 SketchUP V Ray Proxy Grass

This is how it looks in the end!

dBrenders proxy grass 028 728x412 SketchUP V Ray Proxy Grass

Not too complex and all done from within SketchUP!

In the following how-to you’ll see how I made a more complex scene based on the same method showcased here.

SketchUP V-Ray Proxy Grass is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Forest Pack 4.2 Pro & Lite Released http://www.ronenbekerman.com/forest-pack-4-2-pro-lite-released/ http://www.ronenbekerman.com/forest-pack-4-2-pro-lite-released/#comments Thu, 10 Apr 2014 07:55:02 +0000 Jaime Parga http://www.ronenbekerman.com/?p=24700 iToo Software announce today the release of Forest Pack 4.2 Lite & Pro. The new version includes support for V-Ray 3.0 final release, support for Corona Renderer – Alpha 6 and a new set of over 30 meadow grass and flower presets. In addition, the software expands its capabilities by adding new animation features. Release […]

Forest Pack 4.2 Pro & Lite Released is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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iToo Software announce today the release of Forest Pack 4.2 Lite & Pro. The new version includes support for V-Ray 3.0 final release, support for Corona Renderer – Alpha 6 and a new set of over 30 meadow grass and flower presets. In addition, the software expands its capabilities by adding new animation features.

Release Notes

Main Features and Changes
  • “Meadow”, a new library that includes over 30 wild grass and flower presets.
  • Support for V-Ray 3.0 final.
  • Support for Corona Alpha 6, including Forest Color.
  • Translation X/Y range can now be defined using min/max values.
  • Translation can be controlled using maps.
  • Added Transform->Probability map (for translation, rotation and scale).  When enabled, the map is used as a probability value for the random range (black: no random, white: full random range)
  • New Animation mode: “Frame from Map”, uses a map to define the absolute frame within a Start/End range.
  • Diversity Map can use its own texture, independent of the Distribution Map.
  • New scattering algorithm for UV Surfaces, which allow to deform the surface without changing the density of the distribution.
  • Inverted falloff curves can be used at same time with including and excluding areas.
Fixes
  • Fixed random crash cloning Forest objects.
  • Fixed crash in V-Ray when using billboards and camera motion blur.
  • Fixed: Presets are loaded as XRefs, instead merged in the scene.
  • Fixed several issues in the Library Browser.
  • Custom Edit items are properly positioned when rescaling scene units.
  • Fixed look of “Areas->Pick Models” dialog when resized.
  • Fixed rare crash in Forest Color when modified from Maxscript.
  • “VRay not compatible” message is shown only one time and doesn’t crash Max.

See the full Forest Pack Release Notes here…

Feature image credit goes to Chiara from State of Art Academy Master Class #9

Forest Pack 4.2 Pro & Lite Released is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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model+model Released Vol. 09 / Kitchen Accessories http://www.ronenbekerman.com/modelplusmodel-released-vol-09-kitchen-accessories/ http://www.ronenbekerman.com/modelplusmodel-released-vol-09-kitchen-accessories/#comments Tue, 08 Apr 2014 11:00:20 +0000 Ronen Bekerman http://www.ronenbekerman.com/?p=23934 model+model released a new volume of Kitchen Accessories 3D Models to help you spice up those interiors you are working on! You’ll have over 180 single models in 35 sets ready to go with V-Ray & Mental Ray supporting LWF and Arch&Design Mats too. Vol.09 Kitchen Accessories contains 3d models of decor objects arranged in 35 […]

model+model Released Vol. 09 / Kitchen Accessories is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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model+model released a new volume of Kitchen Accessories 3D Models to help you spice up those interiors you are working on! You’ll have over 180 single models in 35 sets ready to go with V-Ray & Mental Ray supporting LWF and Arch&Design Mats too.



Vol.09 Kitchen Accessories contains 3d models of decor objects arranged in 35 sets. All models are made with attention to details. They have a reasonable amount of polygons and correct grid. The models are textured and are ready to use with 3dsmax VRay, Mental Ray & Scanline (They are also provided in .FBX & .OBJ formats).

To view all models and get additional information, please visit the model+model website.

You can also see a select preview here…

mpm vol.09 06 170x170 model+model Released Vol. 09 / Kitchen Accessories mpm vol.09 11 170x170 model+model Released Vol. 09 / Kitchen Accessories mpm vol.09 p35 06 170x170 model+model Released Vol. 09 / Kitchen Accessories mpm vol.09 18 170x170 model+model Released Vol. 09 / Kitchen Accessories mpm vol.09 13 170x170 model+model Released Vol. 09 / Kitchen Accessories mpm vol.09 05 170x170 model+model Released Vol. 09 / Kitchen Accessories mpm vol.09 08 170x170 model+model Released Vol. 09 / Kitchen Accessories mpm vol.09 17 170x170 model+model Released Vol. 09 / Kitchen Accessories

And this cool Coca Cola 3d model, which you can get as a sample below right now by spreading the word around!

mpm vol.09 p35 06 model+model Released Vol. 09 / Kitchen Accessories

Supported Formats:

  • *.max Scanline – with textures and materials for 3ds max 2008 or higher.
  • *.max V-Ray – with textures and materials (in gamma 1.0/2.2) for 3ds max 2008 and V-ray 1.5 or higher.
  • *.fbx – with mapping without materials.
  • *.obj – with mapping without materials.

model+model Released Vol. 09 / Kitchen Accessories is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Making of House in the Forest http://www.ronenbekerman.com/making-of-house-in-the-forest/ http://www.ronenbekerman.com/making-of-house-in-the-forest/#comments Mon, 07 Apr 2014 16:46:00 +0000 Ronen Bekerman http://www.ronenbekerman.com/?p=24628 Juan Carlos Torres‘s cold and foggy visuals of a House in the Forest awarded him Best Visualization of the Week NO. 06/2014 for the great composition and mood he managed to convey, blending in the design so nicely with the forest environment. Follow this article as Juan describes his process of creating this scene using […]

Making of House in the Forest is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Juan Carlos Torres‘s cold and foggy visuals of a House in the Forest awarded him Best Visualization of the Week NO. 06/2014 for the great composition and mood he managed to convey, blending in the design so nicely with the forest environment. Follow this article as Juan describes his process of creating this scene using 3dsmax and V-Ray, with some extra shots at the end. Enjoy!

CAD Services Making of House in the Forestbest of week 80 Making of House in the Forest

Author : Juan Carlos Torres

Juan was born in 1977 in Quito – Ecuador. He is an Architect and CG Artist, Founder and CEO of CAD Services.

Project forum thread – House in the Forest

Architecture and Conceptualization

The intention was to design a low-impact house for a single person in the middle of the woods. The house was designed to blend into the environment, with bare concrete as the main material selection. Large spans were used as windows, as if they are clean openings for allowing light in and view out, in what is otherwise dominant concrete forms. I was aiming for  a cold and foggy environment that plays well with the concrete as main material of the house and helps blend it all together.

Modeling

The architectural geometry was modeled in AutoCAD (I know… don’t ask). The primary units are centimeters, principally for the low poly solids, and the result was a very light model , this will give me a lot more versatility in the rendering stage.

01 autocad model 728x395 Making of House in the Forest

Units Setup in 3dsmax

The first step in 3dsmax is the units setup , I configure this in centimeters for both the display and the system. I’m importing the model via the file link manager feature which allows a faster refresh of the model when needed.

02 units setup 728x395 Making of House in the Forest

Gamma and LUT settings (LWF)

I started the Linear workflow process setting the gamma and LUT to 2.2 in 3dsmax to visualize real colors and textures, and the lighting is correct too.

03 lwf setup 728x395 Making of House in the Forest

Lighting and V-Ray Physical Camera Settings

The lighting of the scene is a V-Ray Dome light with an HDRI by Peter Guthrie, linked with a V-Ray Sunlight to get strong shadows and a little warm highlights.

05 lighting 728x395 Making of House in the Forest

The V-Ray Physical Camera Settings :

07 vray phisical camera settings 728x394 Making of House in the Forest

 

04 configure the scene 728x395 Making of House in the Forest

Here´s the first light test with an override material…

06 light test 728x393 Making of House in the Forest

Texturing

The principal materials are the concrete and the ground, for both I used textures from CGtextures, modified in Photoshop and color correction inside of V-Ray material editor.

Concrete

08 concrete 728x409 Making of House in the Forest

Ground

09 ground material 728x409 Making of House in the Forest

10 ground material 728x409 Making of House in the Forest

Textured Scene…

11 textured scene 1 728x395 Making of House in the Forest

Landscaping

I used species from different companies for the landscaping, the grass and small species are from iCube R&D, the medium species are from Evermotion , and the trees are from VIZpeople Birch collection.

12 small and medium species 728x393 Making of House in the Forest

 

13 trees 728x393 Making of House in the Forest

The stones are modeled with rock generator script.

13 stones 728x393 Making of House in the Forest

I used MultiScatter plugin to create the environment, in the case of the trees and medium species I used a border spline around the house to limit the entry.

The first plane trees was located manually using V-Ray Proxies.

14 landscaping grass multiscatter 728x394 Making of House in the Forest

15 landscaping small species multiscatter 728x394 Making of House in the Forest

16 landscaping medium grass multiscatter 728x394 Making of House in the Forest

17 landscaping special species multiscatter 728x394 Making of House in the Forest

 

18 landscaping trees multiscatter 728x394 Making of House in the Forest

19 landscaping trees vray proxys 728x394 Making of House in the Forest

V-Ray Environment Fog

This step is really hard because the tests are very long. I recommend turning off all the scatters and turn on the override white material for the tests. Create basic geometry like primitives around the scene like trees. The V-Ray atmosphere element will help us to tune the in the post-production process.

Don’t forget turn on the optimized atmospheric evaluation in V-Ray System – miscellaneous.

20 vray environment fog 728x394 Making of House in the Forest

Final Settings

21 final settings 728x373 Making of House in the Forest

The V-Ray render elements for the post-production process :

22 vray render elements 728x394 Making of House in the Forest

Some WIP’s :

23 wip 728x409 Making of House in the Forest

24 wip 728x409 Making of House in the Forest

25 wip 728x409 Making of House in the Forest

The RAW render :

26 raw render 728x393 Making of House in the Forest

Post Production

I used Photoshop for the first post-production session , adding render elements to improve reflections , contrasts , fog, leaks, in screen mode and soft light blending modes.

The first PS breakdown :

27 post 1 728x394 Making of House in the Forest

The Magic Bullet PhotoLooks pass adding effects like vignette, color corrections and diffuse bloom :

28 post 2 728x394 Making of House in the Forest

The final pass in PS and adding flares whit knoll light factory in black screen layer :

29 post 3 728x394 Making of House in the Forest

The final render :

30 house in the forest view 1 juan k torres 728x393 Making of House in the Forest

More shots of my project :

31 house in the forest view 9 juan k torres 728x728 Making of House in the Forest

32 house in the forest view 2 juan k torres 728x393 Making of House in the Forest

33 house in the forest view 3 juan k torres 728x910 Making of House in the Forest

I hope this information will be helpful to you. Special thanks to Ronen for selecting my work as a forum spotlight and pushing towards the realization of this making-of .

Feel free to ask anything in the comment section below.

Juan.

Making of House in the Forest is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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10 Free 2D Cutout People http://www.ronenbekerman.com/10-free-2d-cutout-people/ http://www.ronenbekerman.com/10-free-2d-cutout-people/#comments Tue, 01 Apr 2014 10:34:44 +0000 Ronen Bekerman http://www.ronenbekerman.com/?p=24669 Juan Carlos Ramos kindly shares his second 2D Cut Out People Pack. As I always say – You can never have too many 2d people, and this pack has 10 groups of them that Juan prepared as part of his Post Production Spanish Master Class. Enjoy! Visit Juan Carlos Ramos Website to learn more about […]

10 Free 2D Cutout People is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Juan Carlos Ramos kindly shares his second 2D Cut Out People Pack. As I always say – You can never have too many 2d people, and this pack has 10 groups of them that Juan prepared as part of his Post Production Spanish Master Class. Enjoy!


Visit Juan Carlos Ramos Website to learn more about him, his work and his Post Production Master Class.

JC People Vol 2 728x970 10 Free 2D Cutout People

10 Free 2D Cutout People is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Making of IEEG Energy Center http://www.ronenbekerman.com/making-of-ieeg-energy-center-by-edit/ http://www.ronenbekerman.com/making-of-ieeg-energy-center-by-edit/#comments Sun, 30 Mar 2014 11:35:00 +0000 Ronen Bekerman http://www.ronenbekerman.com/?p=24407 Uros and Igor, from EDiT, previously wrote here about the Making of the BOKA Artist Residence project and today they visit us again showcasing the process of making one of their most recent projects – The IEEG Energy Center. Focusing on a single shot, they will describe how they took it from model to final relying […]

Making of IEEG Energy Center is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Uros and Igor, from EDiT, previously wrote here about the Making of the BOKA Artist Residence project and today they visit us again showcasing the process of making one of their most recent projects – The IEEG Energy Center. Focusing on a single shot, they will describe how they took it from model to final relying mostly on post-production workflow. Enjoy!

EDiT logo Making of IEEG Energy Centerboka artist edit preview small Making of IEEG Energy Center

Author: Uros and Igor, EDiT studio

EDiT is a young visualization studio based in Belgrade, Serbia founded by Uros Nesic and Igor Kozic in the fall of 2012. Both of them became interested in architecture visualization during their architecture studies at the University of Belgrade. Using 3D graphics and 2D composting as a main tool to narrate their projects they paved their way into the field of ArchVIZ, and since then they have focused their work mainly around storytelling.

Introduction

Couple of months ago we did a set of visuals for a young team of architects from Serbia – Monika Jovanovic, Dijana Bardzic and Jovana Kazanegra. The project they were working on, the IEEG energy center, was a reconstruction of a (not so) old industrial hall which is supposed to be made into a center for promotion of sustainable energy and green design. It sounded interesting from the beginning, as it included working with raw materials such as concrete, metal and wood.

In this article we will try to walk you through our process behind this project, from modelling to post production.
Particularly for this visual we set the emphasis on the relation between the wall, the building and the passage itself. We wanted to create a scene that represents calmness and equilibrium between the built environment and elements of nature. The idea was to emulate low sunlight, as seen in the calm golden hours of the day.

The modeling

SketchUP

We usually start with SketchUP for the base model, and then move on to 3ds Max for the touch ups. In this phase we pay attention to keeping all the layers tidy, and the geometry clean – mostly made of grouped solids. This way, we would reduce the geometry problems that can occur when exporting form SketchUP to 3ds Max. We arrange the layers according to materials as another method of making our lives easier later on.

3ds Max

Upon finishing the model in SketchUP we moved on to 3ds Max and V-Ray. This is the phase in which we usually make smaller adjustments to the rough model – geometry softening, adding some of the details, light fixtures and furniture. After the model was all set we moved on the next stage, which was the lighting the scene.

Lighting

When setting up the light we prefer to work with a clay model, it helps us to isolate the lighting so that we could focus on the relation between light and shadow in the scene.

We used a sunny HDRI map joined with a V-Ray Sun. This way, we combined the best of two worlds, the atmosphere generated by the HDRI and the overall control you can achieve when using sun object.

making of IEEG Energy Center 01 lightning clay 728x409 Making of IEEG Energy Center

Texture

When the position of the sun was set we moved on to texturing of the model. As you can see there are just a handful of materials in the scene. We used basic materials, as we wanted to have a good base render for post-production. The materials are created in a way that would allow more flexibility later on.

Here’s a preview for the materials used in the scene :

making of IEEG Energy Center 02 materials 728x145 Making of IEEG Energy Center

The gravel and grass were created with Forest Pack Pro using basic presets.

Composition

With the material and the lighting set we moved on to choosing the right angle for the visual. We tried to frame the shot so it leads into the distance guided by the lines of the buildings. At the same time we tried to avoid the central perspective and give the image a more casual, snapshot type of look by tilting the frame a bit to the side.

Post Production

Base Render

We started off with a simple, plain render. As we mentioned, the idea was to produce a lightly contrasted raw render, so that we can have more space for compositing and post-production later on.

Base Corrections

We usually work on base render corrections after the compositing phase of the scene – after we set the environment. But considering the fact that most of the image was “taken” by the base render, it was a good idea to start from corrections this time. For the corrections we used a few V-ray passes. We tried to boost definition with the GI pass and reflection with raw reflection pass. We ended up with more contrast and a clearer looking render.

making of IEEG Energy Center 04 base corrections 728x409 Making of IEEG Energy Center

Texturing

In this phase we started to bring a bit more dynamics to the base materials. We usually look for textures that are similar in scale, but with distinct shadow contrast. We set them in perspective, usually desaturate them so that colors wouldn’t burn out, and then we use a specific blending mode to blend them in. In this particular scene, we worked on concrete, gravel and corten steel.

making of IEEG Energy Center 05 texturing 728x409 Making of IEEG Energy Center

Background

For the background we combined one of the photos of the building from the original location with a suitable sky. We blend in the sky the same way as the other materials. It is important to look for the fine shadow play and dynamics, as the color can easily be corrected later.

making of IEEG Energy Center 06 background 728x409 Making of IEEG Energy Center

Bushes and more Grass

At this point, we received feedback from the client, and we were asked to put in higher vegetation instead of the grass on the floor. Holes on the wall were also to be filled with grass, so the entire process involved playing with grass textures and masking them out with proper brushes in Photoshop. It is essential to keep in mind the shadow contrast of the scene, and match it on the painted geometry.

making of IEEG Energy Center 07 bushes and grass 728x409 Making of IEEG Energy Center

Markings on the Walls

Next, we continued to go deeper into the visual, thus we added customized details such as drawings on the corten and flashes on the solar panels, to make the image feel a bit more natural.

making of IEEG Energy Center 08 markings on walls 728x409 Making of IEEG Energy Center

Fog and depth

At this stage the picture looked good but it was still a little flat so we started painting in the fog and emphasized lighting and shadows of the scene, to add a little more atmosphere and depth. It also helps to pop up the foreground elements of the scene.

making of IEEG Energy Center 09 fog and depth 728x409 Making of IEEG Energy Center

People

The image was at a decent level so our next step was to add people in. After some consideration we decided to go with a peaceful yet a bit romantic layout. After proper scaling and setting them in perspective, we painted in shadows, did some dodging and burning and played around with colors to fit them into the composition.

making of IEEG Energy Center 10 people 728x409 Making of IEEG Energy Center

Final Corrections

Everything was set for us to move on to the final phase :

The colors of the image looked a bit uneven so the first step was to paint in a touch of blue to even out the sky and the rest of the image.

making of IEEG Energy Center 11 color 728x409 Making of IEEG Energy Center

We did some dodging and burning to bring out the overall shadow and light dynamics and make the image pop out a little more.

making of IEEG Energy Center 12 overall dodge burn 728x409 Making of IEEG Energy Center

So far the image looked great, but we wanted to add a little more warmth and focus so we used a warming filter and a diffuse filter to give it a warm haze and diffuse the light, as well as a vignette to center the focus.

making of IEEG Energy Center 13 final 728x409 Making of IEEG Energy Center

So there you have it!

And in a nice video too…

We hope you had a good time reading this article. If you have any questions, feel free to ask in the comment section below.

Making of IEEG Energy Center is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Free Grass by Mischa Winkler http://www.ronenbekerman.com/free-grass-model-texture/ http://www.ronenbekerman.com/free-grass-model-texture/#comments Tue, 25 Mar 2014 08:12:00 +0000 Ronen Bekerman http://www.ronenbekerman.com/?p=24608 Mischa Winkler kindly shares his high quality grass models with Octane ready materials. You are free to use this for commercial projects too and files are available as .obj .fbx and .max with texture maps. Visit Mischa Winkler’s Website to learn more about him and his work.

Free Grass by Mischa Winkler is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Mischa Winkler kindly shares his high quality grass models with Octane ready materials. You are free to use this for commercial projects too and files are available as .obj .fbx and .max with texture maps.

Visit Mischa Winkler’s Website to learn more about him and his work.

Preview 728x353 Free Grass by Mischa Winkler

Material Setup 728x370 Free Grass by Mischa Winkler

Free Grass by Mischa Winkler is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Making of Astridhof Residence http://www.ronenbekerman.com/making-astridhof-residence/ http://www.ronenbekerman.com/making-astridhof-residence/#comments Mon, 24 Mar 2014 06:10:00 +0000 Ronen Bekerman http://www.ronenbekerman.com/?p=24520 Patric Verstraete recently published his latest work for VEELAERT ARCHITECTEN’s Astridhof Residence project, showcasing extensive environmental work to achieve similar look to that on site without relying on photography. He kindly share his process of making it using 3dsmax and V-Ray as his main tools, as well as Forest Pack Pro, RailClone and Mighty Tiles […]

Making of Astridhof Residence is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Patric Verstraete recently published his latest work for VEELAERT ARCHITECTEN’s Astridhof Residence project, showcasing extensive environmental work to achieve similar look to that on site without relying on photography. He kindly share his process of making it using 3dsmax and V-Ray as his main tools, as well as Forest Pack Pro, RailClone and Mighty Tiles Pro. Enjoy!

Patric Verstraete Making of Astridhof Residence

Author : Patric Verstraete

Patric Verstraete is a CG and 3d Architectural Visualization artist based in Belgium. Starting as a freelancer in 2009 he now heads Vizcon3d, specialized in architectural spaces through images with passion.

Project forum thread – Astridhof Residence

Introduction

It is a fantastic feeling being invited by Ronen Bekerman to write an article for the ‘Making Of’ section on this Blog – Where I’ve learned so much from, and which has always been a great source of inspiration for me.

ASTRIDHOF Residence is situated in a beautiful wooded surroundings in Belgium and designed by VEELAERT ARCHITECTEN.

Astridhof panorama02 728x205 Making of Astridhof Residence

Astridhof panorama01 728x193 Making of Astridhof Residence

The design and positioning of the building is fully focused on the south-western open space. The building nestles as it were, against the tall tree line. It forms a continuous line with a slight bend based on the shape of the terrain with materialization and detailing that accentuates the strong horizontality of the building.

The architects strongly emphasized the need to show the integration of the design with the environment, making it part of the landscape as much as possible.

For this project I used :

Here are the exterior visuals made in this project :

1510719 756719547688963 681073670 n 170x170 Making of Astridhof Residence 1979977 779341232093461 938754701 o 170x170 Making of Astridhof Residence 1898419 779341275426790 1790694346 o 170x170 Making of Astridhof Residence 1909161 779341295426788 1299987670 o 170x170 Making of Astridhof Residence 10009950 779341425426775 989261668 o 170x170 Making of Astridhof Residence 1614159 779341162093468 1254335970 o 170x170 Making of Astridhof Residence 1957780 779341395426778 1175606740 o 170x170 Making of Astridhof Residence 10006202 779341205426797 366416595 n 170x170 Making of Astridhof Residence

And interiors I’ve recently completed too :

1973485 779341442093440 971692206 o 170x170 Making of Astridhof Residence 1798638 779341075426810 1642386840 n 170x170 Making of Astridhof Residence 10007053 779340912093493 536744882 n 170x170 Making of Astridhof Residence 1658192 779341012093483 1536560359 o 170x170 Making of Astridhof Residence 1939400 779340938760157 1419845778 o 170x170 Making of Astridhof Residence 1015043 779340922093492 106165979 o 170x170 Making of Astridhof Residence 1978365 779341038760147 78689650 o 170x170 Making of Astridhof Residence 1617633 779341102093474 14524729 o 170x170 Making of Astridhof Residence

Basic Scene Setup

Here are the general scene setup settings I always use.

Astridhof basicscenesetup 728x280 Making of Astridhof Residence

Modeling

I arranged the plans inside 3dsmax to form a rig to which I can refer to in my modeling. My Units are set to “metric” and “centimeters”. It´s important to check the measurements of the plans to get the right scaling of the house.

Astridhof plannen 728x464 Making of Astridhof Residence

I used very simple and basic poly editing method for creating the model. I had to carefully put all the elements of each floor in different layers, so it would be easier to work on. The client asked me for interiors as well which made the use of layers even more handy.

Astridhof building 1 728x421 Making of Astridhof Residence

Below you can see the layer structure.

Astridhof building Making of Astridhof Residence

Modeling with RailClone

For the glass railings on the balcony I used the time-saving plugin by iToo Software – RailClone. I just needed to create a spline, and attach the geometry. The design of the balcony changed twice during the time I was working on the project, and all I had to do is change the basic railing unit model and it all changed on the fly.

Astridhof railclone balcony 728x419 Making of Astridhof Residence

I did the same for the terraces, creating several splines and attaching a stone segment to them. For a good tutorial about how to do this, visit the RailClone Parquet Flooring Tutorial.

Astridhof railclone terrace 728x380 Making of Astridhof Residence

The biggest challenge was the wall cladding. Using a texture was out of the question because the Wooden Boards from Outdoor Wood Concept will show up multiple times and in close-ups.

Astridhof free willy outdoor woodconcept 728x427 Making of Astridhof Residence

This is where RailClone really came to my rescue, allowing me to distribute the single wood elements adapting to any spline I gave it to follow.

Astridhof railclone wall cladding 728x403 Making of Astridhof Residence

Lighting Setup

The scene setup is quite simple. Just a V-Ray Domelight with an HDRI texture from VizPeople for the global lighting.

Astridhof vizpeople non commercial hdr v1 05 728x352 Making of Astridhof Residence

Astridhof hdri setup 728x440 Making of Astridhof Residence

For the daylight scenario I needed to have full control over the shadows of all the trees falling on the building. To accomplish this I decided to use a targeted directional light, which was used as a sun.

Astridhof scene setup 728x440 Making of Astridhof Residence

Camera Setup

Usually, I put up a bunch of different cameras based on a rough viewpoint idea to get some interesting frames. During the preparation of the project I already made some rough sketches for the images I had in mind. The compositions are mostly based on the dynamic perspectives of the building.

Astridhof focus camera scan01 728x204 Making of Astridhof Residence

Astridhof focus camera scan02 728x434 Making of Astridhof Residence

Astridhof focus camera scan03 728x434 Making of Astridhof Residence

Environment Setup

The next big challenge was the planting of the forest around the building. I used the marvelous Forest Pack Pro plugin by iToo Software (again) for scattering the vegetation with models mostly from R&D iCube.

Astridhof overview 728x970 Making of Astridhof Residence

In order to have more variations of the textures and colors across the models, I used a color map in Forest Pack Pro. This unique feature allows you to create great looking and unlimited variations of color to the vegetation.

Astridhof grass lake plants 728x590 Making of Astridhof Residence Astridhof bushes plants 728x590 Making of Astridhof Residence Astridhof trees 728x590 Making of Astridhof Residence

I wanted the lawn-grass at the back to have the characteristic stripes, often seen when a lawnmower with a heavy roller is used. Again, I found a good tutorial about that on the iToo website – Forest Pack Football Field Tutorial.

Astridhof exterior cam09 728x397 Making of Astridhof Residence

Texturing

For the north side of the building I needed a good-looking material for the bricks (Heylen Trading Bromo). I couldn’t find any good texture of this brick, so I decided to paint it myself in Photoshop, and used the new plugin Mighty Tiles Pro to create a large section of it to form the full bricks texture.

Astridhof heylentrading bromo brick 728x238 Making of Astridhof Residence

Texturing with Mighty Tiles PRO

In this section I will give a brief introduction on the workflow of Mighty Tiles Pro, and what it is all about.

Mighty Tiles Pro is a plugin that creates procedural floor and wall textures (or any other type of element that can benefit from the procedural aspect).

I’ve started the material creation by selecting the Mighty Tiles Pro texture map after clicking on the diffuse slot to bring up the Material/Map Browser.

Astridhof mightytiles pro1 728x441 Making of Astridhof Residence

Here you can choose between a vast amount of patterns, where you also define the width and the height of the tiles, in this case 21cm wide and 5cm high.

Astridhof mightytiles pro2 728x441 Making of Astridhof Residence

Clicking (see image) on the “Tile set” button to bring up the “Tile set designer”.

Astridhof mightytiles pro3 728x441 Making of Astridhof Residence

The process is easy with dragging & dropping single or multiple images or entire folders containing the images you want to import to the sidebar of Mighty Library.

Astridhof mightytiles pro4 728x441 Making of Astridhof Residence

Drag & Drop them in the Tile sets.

Astridhof mightytiles pro5 728x441 Making of Astridhof Residence

Astridhof mightytiles pro6 728x441 Making of Astridhof Residence

Finally, I’ve selected the tile set, and drop it in the Tile Set Designer.

Astridhof mightytiles pro7 728x441 Making of Astridhof Residence

Now you can add a bump and reflection map, by selecting Mighty Tiles Pro Map Selector in the Material Map/Browser.

Here you select the map type for output. There are eight (8) different map types : Diffuse, Mask, Specular, Reflection, Bump details (Tiles), Displacement, Normals (Bump details & Displacement), Normals (Displacement only).

Astridhof mightytiles pro8 728x441 Making of Astridhof Residence

Astridhof mightytiles pro9 728x441 Making of Astridhof Residence

The Wooden Boards

For this material I used a Blend Material made from a Wooden Board as “Base Material” and one dirt material as “Coat Material” and a black & white texture as the Dirt Mask to facilitate the blend.

Astridhof material wooden boards 728x439 Making of Astridhof Residence

Render Setup

I usually render day time images with an Irradiance Map and Light Cache solution with moderate settings. I worked with gamma 2.2 color mapping which resulted in a lighter image with less contrast. It is easy to make the image darker, and increase contrast during the post production.

The final renders were intended to be in a commercial handout thus the resolution had to be high at 4000 pixels wide. All the images were rendered on 2 workstations with this configuration :

  • Motherboard Intel 79TO
  • Processor Intel Core i7 3930K 3.2 Ghz, 6 cores, 12 threads
  • Graphics card ASUS GTX TITAN-6GD5 6GB Memory

Post Production

I didn’t have to do very much postwork on any of the final renders. I have used a couple of render elements such as VRayRaw Reflection, VRayRawRefraction, VRayReflection, VRayTotalLighting, VRayWireColor, VRayZDepth and VrayExtraTexture as AO pass.

Astridhof render elements 728x877 Making of Astridhof Residence

here is an animated GIF sequence showcasing the stages of post-production :

Astridhof exterior cam012 postproduction Making of Astridhof Residence

I hope you enjoyed reading this article and find something new or interesting to add to your workflow.

Thanks!

Patric Verstraete.

Making of Astridhof Residence is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Making of Phoenix & Vieques House Animation http://www.ronenbekerman.com/making-of-phoenix-and-vieques-house-animation-preview/ http://www.ronenbekerman.com/making-of-phoenix-and-vieques-house-animation-preview/#comments Wed, 19 Mar 2014 13:49:38 +0000 Ronen Bekerman http://www.ronenbekerman.com/?p=24422 Viktor Nassli shares two interesting animations created for Messana O’Rorke Architects – The Phoenix and Vieques House. This is a great example of a pragmatic and design driven approach to making an animation under short deadlines. Instead of going for just a few stills, they add a maquette-like style animation with the stills merged in […]

Making of Phoenix & Vieques House Animation is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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Viktor Nassli shares two interesting animations created for Messana O’Rorke Architects – The Phoenix and Vieques House. This is a great example of a pragmatic and design driven approach to making an animation under short deadlines. Instead of going for just a few stills, they add a maquette-like style animation with the stills merged in as if camera snapshots were taken. Sound also plays a big part here!

messanaororke Making of Phoenix & Vieques House Animation

Author: Viktor Nassli

Viktor Nassli is an architectural designer at the office of Messana O’Rorke.

Introduction

Hello Everyone! I am Viktor, architectural designer at the office of Messana O’Rorke. I would like to present two architectural walkthrough animations that our office produced for Global Architecture’s exhibitions in 2013 and 2014.

I would like to thank Ronen for kindly hosting my article and to all the artists here for the substantial knowledge that you share. I have learned so much from you…

Here are the animations :

Phoenix House (2013)

Vieques House (2014)

About “Arch-Anims”

I’m always interested in experimenting on the edge of graphic design – illustration – architecture – animation, and I was eager to create an architectural walkthrough that is not conventional and has it’s own style and narration. It seems to me that architects use virtual walkthroughs only to document their projects and don’t think of them as individual artistic pieces. It is just not in their focus and usually before a deadline they throw together something that is just… there. Long, repetitive, uninteresting shots and medium quality renderings. It’s informative but not engaging. Of course making a high-end movie is an option in about every 2 out of 100 cases.

Therefore, the best architectural videos are personal developments. For instance the best architectural animation ever – Alex Roman’s “The Third and the Seventh”. You can see the heart & soul that went in it and it is also enjoyable for nonprofessionals, because of the pure beauty of it.

However, I think that there can be great potential in architectural animation without having the “Big Shiny Yacht”. I am going to show you my workflow that can be great when you have to act fast.
Making these videos was a great experience for me and fortunately the open-minded office of MO’R have always been very supportive of this kind of experimenting.

The Concept

The whole concept of the videos started with a DEADLINE over our heads. I made 6 renderings of Phoenix House for GA’s exhibition of 2013. We submitted them, but they asked us to send them a quick animation of the project as well within 1 week. First, we were leaning towards an un-inventive SketchUP walkthrough. However, one of the partners at MO’R was in love with the purity of ambient occlusion passes of previous renderings and this gave us the idea. Making AO is fairly fast and easy and we already had the 6 renderings. I just had to stitch them together and we’re done (hopefully within 1 week).

So our concept was to create a monochrome, maquettelike, raw style with glitches, grain and other imperfections and to have the colorful renderings as glimpses of the real thing. (two worlds if you like). We liked the idea of this juxtaposition, and how the images became accentuated climactic points in the animation. We basically tried to mimic the process when you are turning a maquette in your hand and looking for the best views. In the case of Phoenix House the raw animation was also a perfect way to show the secluded nature of the building.

As far as the story of Phoenix House Video is concerned, the beginning and ending framed the narrative. We wander in the desert, find a “cactus flower”’, it opens up for us, then closes itself up again and we leave it behind.

phoenixhouse img6 728x409 Making of Phoenix & Vieques House Animation

With Vieques we tried to raise the bid. We were to have the same concept as for Phoenix House, but we aspired to create a unique character to it. Here I made the fault of overstuffing the concept (just like the Transformers sequels). Luckily, MO’R has a reductive way of thinking so the excrescent sequences were simplified greatly.

The only new feature we had was light & shadow. Since Vieques House was designed as a tropical vacation house, light and shadow were very important. Therefore we wanted to introduce them as part of the story and have some playfulness within the monochromatic style. We were inspired by a YSL commercial. It is just so simple. Of course it is telling a totally different story, but we liked how the light is a part of it.

The client of Vieques House required a minimal living environment, where he could disconnect. A place that gives a strong shelter from the quickly shifting weather. Messana O’Rorke’s response was to create a modern version of a ‘fortress’. This gave the idea of the story – it is about conquering this fortress. At first it is just not welcoming at all. It is threatening from below but as you get closer and start to understand it, it becomes comforting and cozy, up until the point where the viewer just dissolves in the lap pool.

In comparison with the framed structure of the Phoenix House animation the structure of the Vieques House animation is concentric as we are getting closer and closer and closer to the subject.

viequeshouse img6 728x410 Making of Phoenix & Vieques House Animation

Now, I am going to go through the making of Vieques House as it is more complex. I will also refer to Phoenix House at some points.

Modeling

The base model was made in SketchUP. I always use a combination of groups and layers in SketchUP. I only put the grouped entities onto different layers and leave all edges and faces on the default layer. This way there is no conflict. I always make sure not to have flipped surfaces because they cause a lot of headaches later on. I like to model all small reveals of doors, windows in this stage. I only use colors at the end of modeling to separate the different materials.

phoenix and vieques sketchup 728x369 Making of Phoenix & Vieques House Animation

Then in 3dsMax I made further enhancements. I chamfered some edges, made and imported a couple models. For the renderings I used 2d vegetation, because I had to do them fast. For the video I used VRayProxy trees and bushes.

Rendering and Post Production

The 6 + 6 rendered images are just not at a level that I should brag about. There are way better making-of’s on this site regarding beautiful photorealistic renderings. I still have a lot to learn about materials and lighting of 3d scenes. I do most of the work in PS.

phoenix and vieques postproduction 592x1000 Making of Phoenix & Vieques House Animation

Cameras, Lights and Props

Animating the cameras was a relatively long process. I wanted all camera views to be interesting, but also to be coherent with the one before and after, therefore I was constantly looking for references in the shots (a corner of the building, the radio, the middle tree). I tried to balance steady shots with moving ones. I changed the cameras’ focal lengths at certain points.

phoenix and vieques 3dsmax 728x359 Making of Phoenix & Vieques House Animation

I only put one VRayLight in the scene. It circles around the building. We wanted the light to be artificial. Instead of imitating the sunlight the idea was to imitate a table light that you would use to enlighten a maquette.

I made a couple of copies of the light and controlled the speed of them separately for each scene. Wherever the camera moves fast the light moves slowly and vice versa. The constantly moving light was a good way to make the environment lively in comparison to Phoenix House.

phoenix and vieques lighting 728x728 Making of Phoenix & Vieques House Animation

Afterwards I animated all the moving elements like the birds, the ball, the splash and the slippers. My favorite was the animation of the birds. I made one lowpoly bird, animated its wings with the Bend modifier. Then I scattered a couple copies, offset their keys and changed their trajectories. I refined them up until they looked good from the camera.

phoenix and vieques birds 728x339 Making of Phoenix & Vieques House Animation

In Phoenix House the only animated props were the tumbleweed and the boots. I only put the boots in as Easter eggs and was about to delete them. However, the partners at Messana O’Rorke just loved them and they became signature elements. The comments that we have received always mentioned the boots. I really like them because it breaks the “architectural seriousness” of the animation with self irony at a climatic point. I hid an Easter egg in Vieques House as well. If you find it you must have enormous Waldo/Wally experiences icon smile Making of Phoenix & Vieques House Animation

phoenix and vieques boots Making of Phoenix & Vieques House Animation

Rendering of the Sequences

I made draft renderings and created the final look of a couple frames in PS before I started rendering whole sequences. When we were happy with these reference images, I started rendering.

phoenix and vieques referenceimage 728x409 Making of Phoenix & Vieques House Animation

I used V-Ray with Render Elements : Beauty, Alpha, Zdepth and ExtraTex passes. ExtraTex render element is I think the best way to create ambient occlusion.You just have to add to it the VRayDirt map that you usually use for an AO material.

I only had direct light in the scene so the frames rendered relatively fast. Although, I had troubles with the anti-aliasing. Its calculation is based on the beauty pass so whenever a detail was in shade it didn’t use enough samples there and the additional passes had zigzagged edges. Therefore I had to increase the AA sampling.

I rendered the contour separately using VRayToon, because I couldn’t find a way to incorporate the contour pass into the the Render Elements. I turned the lights off for these sequences so fortunately the rendering was super fast. I rendered at 24 frames/sec in order to have a more imperfect look for the final animation.

phoenix and vieques renderelements 355x1000 Making of Phoenix & Vieques House Animation

Usually I am just not patient enough to document my workflow, but I had to do it this time. I made a table with all different cameras and necessary settings. If you do a table like this, just make sure to update it.

phoenix and vieques vieques video spreadsheet 728x348 Making of Phoenix & Vieques House Animation

Composition

When I had all the render passes (around 32,000 individual images) I started putting them together in After Effects. I used the AO pass as the base and multiplied all others on top with different opacity. Then I animated the lens blur effects using the Zdepth pass. These lens blur glitches were elemental parts of the story, so I paid much attention to them. The lens blurs were also great to hide a couple weird-looking camera movements.

phoenix and vieques aftereffects1 728x436 Making of Phoenix & Vieques House Animation

phoenix and vieques aftereffects2 728x436 Making of Phoenix & Vieques House Animation

Afterwards, I pre-composed the sequences and added grain, sepia filter and vignetting and oh… a little chromatic aberration. Since there is no such effect in After Effects as chromatic aberration I used a ‘manual’ method that I found here :

(I cannot really get used to plugins (that is just me) so I am always happy if there is a manual alternative). Chromatic Aberration was great because it gave a little color to the monochrome images.

phoenix and vieques chromaticaberration 728x351 Making of Phoenix & Vieques House Animation

Editing

Once I had all the sequences exported from AE, I started the editing part in Premiere Pro. This was my favorite phase because all the previous effort became tangible here. At this point you see how the sequences work together and you can modify/enhance/fine-tune the mood to a great extent with the sounds and music.

phoenix and vieques premierepro 728x455 Making of Phoenix & Vieques House Animation

The sound effects gave so much life to the animation. The ambient effects like the whistling wind in Phoenix House or the chirping birds in Vieques House were great for setting up a mood. I really like the juxtaposition of the graphic environment and the lifelike sounds. I made the camera sound effects (zooming, flash recharging, etc.) loud to accentuate the rawness of the animation.

This is a great resource for sound effects: http://www.freesound.org/

Since Vieqes House is a Puerto Rican vacation house we found a lounge music with a tropical mood to be perfect.

The music of Phoenix House was a tribute. We always talked about Phoenix House as an architectural ’Clint Eastwood’. It is in a dreary environment, in solitude. Hard as rock. The strong horizontal lines of the facade and the strong horizontal lines of Clint Eastwood’s face are just remarkable. For the startling resemblance see the next image. (I tagged both of them not to confuse you).

phoenix and vieques clint eastwood Making of Phoenix & Vieques House Animation

Therefore we had to pay homage to the spaghetti westerns with the music of Phoenix House.

Finally here is the breakdown of Vieques House :

And some frames of the videos :

phoenix and vieques CAM 00 FULL 00407 728x409 Making of Phoenix & Vieques House Animation

phoenix and vieques CAM 10 FULL 00160 170x170 Making of Phoenix & Vieques House Animation phoenix and vieques CAM 14 FULL 00116 170x170 Making of Phoenix & Vieques House Animation phoenix and vieques CAM 22 FULL 00150 170x170 Making of Phoenix & Vieques House Animation phoenix and vieques CAM 24 FULL 00055 170x170 Making of Phoenix & Vieques House Animation viequeshouse img6 170x170 Making of Phoenix & Vieques House Animation viequeshouse img5 170x170 Making of Phoenix & Vieques House Animation viequeshouse img4 170x170 Making of Phoenix & Vieques House Animation viequeshouse img3 170x170 Making of Phoenix & Vieques House Animation

Here are some view from the Phoenix House too :

phoenix and vieques phnx0309 728x410 Making of Phoenix & Vieques House Animation

 

phoenix and vieques phnx0843 170x170 Making of Phoenix & Vieques House Animation phoenix and vieques phnx1156 170x170 Making of Phoenix & Vieques House Animation phoenix and vieques phnx2266 170x170 Making of Phoenix & Vieques House Animation phoenix and vieques phnx1290 170x170 Making of Phoenix & Vieques House Animation phoenixhouse img6 170x170 Making of Phoenix & Vieques House Animation phoenixhouse img5 170x170 Making of Phoenix & Vieques House Animation phoenixhouse img4 170x170 Making of Phoenix & Vieques House Animation phoenixhouse img2 170x170 Making of Phoenix & Vieques House Animation

Thanks for reading and if you have any questions I am happy to answer them below.

Viktor Nassli

Making of Phoenix & Vieques House Animation is a post from Ronen Bekerman's 3D Architectural Visualization Blog

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