Somewhere in the Alps
/in Case Study 3ds max, mesh FStormRender, Photoshop /by Ronen BekermanCASE STUDY by Visequence
Somewhere in the Alps
Showcasing a commissioned project by Studio Visequence for Moser Wohnbau & Immobilien in Lans, Austria. The project aims to create a unique blend of comfortable living spaces and nature, highlighted by attention to detail and modern architectural elements and natural influences. The final product is a one-of-a-kind residential development captured in detailed 3D renderings created with industry tools such as 3ds Max, Corona Renderer, Forest Pack, and Photoshop. In this article, we look at the creative process and the tools used to bring this project to life.
Reading time: 2 min 14 sec
Introduction
This project aims to create a truly unique residential experience, one that seamlessly blends comfortable, private living spaces with an open and tranquil atmosphere. Our goal was to highlight the close relationship between architecture and the natural environment while also showcasing the luxury townhouses from the perspective of the residents who will call them home.
Attention to detail was of paramount importance throughout the design process. We carefully selected materials that accurately reflect future development and paid particular attention to the landscape design, which plays a crucial role in the overall aesthetic. Each townhouse features its own private terrace and garden, further emphasizing the connection to nature.
The exterior and interior design of the townhouses are a harmonious blend of modern architectural elements and the influence of the surrounding natural environment. Warm, natural materials and generous use of greenery further enhance this connection. We made sure to include all important details in the renderings so that the final product truly captures the essence of this one-of-a-kind residential development.
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Tools Used
The main tools used in creating the project were 3ds Max (both for 3D modeling and setting up the scene), Corona Renderer for lighting, Forest Pack for scattering elements, and Photoshop for post-production. With 3ds Max, we could create highly detailed models, while Corona Renderer allowed us to simulate lighting and shadows realistically.
Forest Pack was essential for creating realistic environments, as it allowed us to scatter objects, trees, and vegetation with ease. Finally, Photoshop was used for editing and post-production, enabling us to fine-tune the final image.
Gathering References
In creating the visualizations for this project, we drew inspiration from reference photos we gathered showcasing the spectacular mountain panorama surrounding the site. The client desired a mix of commercial and cheerful images, as well as some more moody shots showcasing the atmosphere of the development at different times of the day and in different weather conditions.
Throughout the design process, we experimented with various options for materials, camera angles, and lighting, ultimately settling on a warm and sunny aesthetic for the majority of the views.
Camera and lighting tests (were not chosen):
We also utilized actual photos of the surrounding area to ensure that the images of the future buildings were as accurate to reality as possible, including aerial shots for a broader perspective.
Post Production
Post-production played a crucial role in the final outcome of the project. We found that it was beneficial to add elements such as foreground greenery and certain background elements in post-production, while other parts that looked good in 3D were best left as they were. This approach allowed us to achieve a balance of realism and aesthetic appeal while also being mindful of the time and resources required for each stage of the process.
Here’s a short GIF that represents an example of the stages of post-production:
Final Comments
The project is inspiring because it’s always enjoyable to work on something that looks good and makes you eager to see it come to life.
Visequence is a creative studio based in Gdansk (Poland) which specializes in delivering high-end visualization solutions to architects, designers, and real estate developers worldwide. We have an individual approach to every project, and our main goal is to show future architecture in the best possible way. We are always open to new cooperation and waiting for Your projects.
Animating Urbanscapes with NVIDIA Omniverse
/in News, Scripts & Plugins Blender /by Ronen Bekermantechnology
Animating Urbanscapes with NVIDIA Omniverse
NVIDIA Omniverse is new to me, and I haven’t explored it much (yet). This is where Pekka Varis comes in with his how-to video and writeup about populating a pedestrian street using ActorCore, iClone, and NVIDIA’s Omniverse platform. Enjoy the ride!
Cause & Effect
/in ArchVIZ Biz, News 3ds max, mesh FStormRender, Photoshop /by Ronen BekermanIndustry Event
Cause & Effect
The ASAI American Society of Architectural Illustrators invites you to join a unique conversation harnessing the global village of visualizers, architects, developers, marketers, creatives, place makers, and artists who collaborate to depict our cities’ future. The conference takes place from 16 to 17 November 2022 at Village Underground, 54 Holywell Lane, London, UK.
Reading time: 1 min 29 sec
Newfound Visions. Transforming Decisions
The conference takes place over one day, followed by an evening social event. Theme: “CAUSE & EFFECT” Newfound Visions. Transforming Decisions. The first-ever gathering of the global village of visualizers, architects, developers, marketers, creatives, place makers, and artists who collaborate to depict our cities’ future.
This year’s theme encourages presenters to explore their unique views of how the future of these cities might look in the not-too-distant future, either through a critical lens of what could occur if we make poor decisions now or by illustrating an optimistic view of how things could be if we make better choices in the present day.
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Venue
Village Underground, London, UK. 1 Day event – 15 speakers, 1 Panel, Evening Awards and Party.
Book Your Ticket/s
The American Society of Architectural Illustrators, ASAI, is an international non-profit organization dedicated to advancing and recognizing architectural illustration’s art, science, and profession. Through communication, education, and advocacy, the Society strives to refine and emphasize the role of illustration in the practice and appreciation of architecture.
Get TWO Tickets for the price of ONE using the code TWOFER (the button URL should automatically add this code for you.)
Fast Realistic 3D people in ArchViz with ActorCore & Unreal Engine
/in News, Scripts & Plugins 3d, engine, epic games, people, unreal, unreal engine Blender /by Ronen Bekermantechnology
Fast Realistic 3D people in ArchViz with ActorCore & Unreal Engine
3d people are becoming a bigger point of focus as real-time tools take center stage, aided by real-time ray tracing. Beyond the visual fidelity of the 3d characters, you must now also consider the motion fidelity as part of telling a compelling architectural on interior design story. This is where ActorCore comes into play, as you see Pasquale Scionti’s work with Unreal Engine.
Photo Matching with Fstorm
/in Case Study 3ds max, mesh FStormRender, Photoshop /by Ronen BekermanCASE STUDY by Matthew Hallett
Photo Matching with Fstorm
Photorealism might not be the primary goal for ArchViz anymore (in general, as a goal for the industry), since we pretty much achieved it thanks to technological advances in hardware and software. And yet, from time to time, someone still manages to surprise me with efforts towards realism. Such is this work by Matthew Hallett.
Easy Animated 3D People with ActorCore
/in News, Scripts & Plugins 3ds max, chaos, cinema 4d, corona, corona renderer, object Blender /by Ronen Bekermantechnology
Easy Animated 3D People with ActorCore
You can never have enough 2d people. I’ve always said that, and this is true and more when it comes to 3d people. But to be more specific, it is really about the variety of motion that we need. More mocap animation without the complexity of capturing it. That is where ActorCore comes to play as you’ll see Paco Barruguer’s work with it in Blender.