Tomorrow Challenge 2018 entry by User-14750014

the first step of any project is serach about the project.position, access and needs. the second step is defining concept.
my concept is playing with light and shadow.
i think this building has a great potential for more design, i want to make it special so i decided to design something to be creative and at the same time have harmony with site. i could not maeuver so much on the facade because of windows, at last i decided to parametric design with a little bit parametric material.
i think its a good way to have both sides, harmony with the site(material)and make it more modern and special(parametric pattern).
for the modeling of pattern i used rhinoceros with paneling tools. i had to model the base geometry of building again to have great curves. after some trial and error, i could create pattern and array them on the facade, they are rotated randomly in 4 directions.
in 3ds max i fixed issues of ground model for unwrap. and export render of that into photoshop and created the texture base on site(found in google maps). there is another coat layer in 3ds max for the dirt with custom mask.
also i modeled some little objects for the roof and sites. most of them have dirt texture to be realistic.
for the lighting i searched for more architectural images of sweden and i realized that the sun has a little soft shadow and its not to warm ( it was important for catching mood of final render )i tried to do render with soft sun shadow and cold feel.
for material i was loyal to the site feels. most of objects are layered material with one or two dirt layer like ground and walls.
i always use arnold in maya for automotive rendering and vray and corona in max for architectural projects, but this time i want to test a gpu render engine like redshift or fstorm. i choose fstorm and it was good enough for the final result.
in post production section,color correction is the most important part for me, i dont like to add little images to the render.only people are 2d images. in the office we create everything because of animation,and we use anima for people.

if i want to do this project again most of process will be same.maybe for the lighting i will change the mood and do dusk render.and also do people with anima for sure.

the difficult part of this project was design of facade and creating patterns base on exiting surface.specially straight surface.
after that adding people and have a good feel of communication between them.
some part of project need more time to be better like texturing but its not difficulty actually.
this challenge was a great experience.

Tomorrow Challenge 2018 entry by User-14750014

i always use arnold in maya for automotive and vray and corona for architectural projects but this time i want to try a gpu based engine with my new 1080.
i tried to render with redshift and fstorm and finally i decided to render this scene with fstorm.
here is raw render without any post.
ps: i had to decrese the quality because of 1 mg limitation.

Tomorrow Challenge 2018 entry by User-14750014

its time to testing lights, it my favorite part 😀
i did so many test for the lighting with hdrs and at last i choose daylight. i know dusk is good too but my concept is playing with light and shadow. and daylight is a great way to create great shadow for the elements of facade, which i wanted to have.
based on search of daylight in Stockholm on the web, i realize that the shadow of sun is a little bit soft.and maybe i can say its cold 😀
so i edited my hdr file in raw plugin of photoshop, to have more light and catch that soft shadow.
here is two simple tests for the dusk and daylight.dusk is only change the hdr without any tuning.

Tomorrow Challenge 2018 entry by User-14750014

at fist step i wanted to capture from main entrance, but i think it was better to render from another entrance, the shot of main entrance was like long line specially when we have to see from down. but the other side feels so intimate because it was like a circle.its a little hard to explain.anyway, we can see sample image to understand it better.

Tomorrow Challenge 2018 entry by User-14750014

this part is very important, i want to have a realistic texture for the ground, i don’t like use a ready texture and do simple uv mapping, as we can see in google images the texturing of ground is complex. so i have to do unwrap for that, before that i should do some fixing for the model because unwrap needs a clean geometry, some times i use zbrush or maya for retopo and uv of complex models, but this for this i used 3d max unwrap and exported into photoshop, so i could do anything that i want,
after creating base texture in photoshop, i added another coat layer for creating dirt. actually most of elements and materials of this project have dirt. i used a coat layer and add mask to create specific dirt.it takes time but it was necessary.
here we can see process of creating ground.

Tomorrow Challenge 2018 entry by User-14750014

i wanted to add more detail to site base on some search on the web and specially on google maps. the image of google maps is attached.it was important for me.i did modeling for some parts of building like the stair entrance, it was wrong in base model,we can see it google images, or modeling roofs,door,window, ivy tree and etc.
here we can see some of them.