Hi guys this is my final images!
Thanks a lot
Hi guys this is my final images!
Thanks a lot
We live in a temporary world, everything is threatened to change and be replaced. As humans, we are in need of stability which is why we keep looking for a place that will remain.
I believe that the Stockholm Public Library is one exemple of these places that shall remain. A landmark that will be ultimately recognized by the observer no matter how many years have passed.
In this image I capture this building in a far away future, where the whole surrounding have been replaced by high uncharacteristic skyscrapers. Although the library appears to have been renovated in an effort to merge it with the nearby style, its uniqueness is obvious.
On a cold winter morning, people run along the frozen river, on their way to the library, seeking shelther from the upcoming storm.Their eyes only seek the library and their souls seek the books inside. Those books are timeless, they are the key of the building’s immortality. There is no time for books, as they are a concrete representation of time passed. Therefore, there is no time for a library, it is everlasting. It is a place that remains.
TOMORROW CHALLENGE 2019 – STOCKHOLM PUBLIC LIBRARY – GUNNAR ASPLUND, ARCHITECT
SUMMARY OF PROJECT:
This was an interesting and difficult project. The knowledge that I gained through experimentation and advice from colleagues made it a worthwhile endeavor regardless of outcome. After reading about the subject matter and investigating the building, I found that the building and setting presented a number of interesting and thought-provoking challenges.
The fact that the library is in a densely urbanized environment abutted by a park with a reflecting pond immediately indicated to me that the majority of the exterior renderings that would be submitted would be shot from one location, arguably the most attractive, being across the pond and looking up towards the building. Indeed, Gunnar Asplund’s own renderings of the building feature a shot from this angle.
The building also features numerous retail establishments along its main street face, and I am of the opinion that while utilitarian, they would distract from the visual impact of the final image if featured with too much detail.
I wanted to present something that would stand out as well as tackle the challenge of rendering the site from a bird’s eye view while adhering to the stylistic guidelines of a more realistic aesthetic.
This effort proved to be more difficult than I first imagined! The masses of buildings in the near vicinity made it difficult to decide how to depict the surroundings without using the tried-and-true “white block buildings” that are most often utilized for context in large-scale architectural renderings.
I approached this challenge from several angles. My first thoughts were to use photogrammetry of the surrounding area to create a “real mesh” from the surrounding buildings. This was a big effort, requiring the compilation and rendering of several hundred aerial images to form the final model.
I was not happy with the outcome of this attempt, and while I learned from this, I would not attempt it again, as the final mesh file was huge and when rendered revealed too many of the imperfections of the photgrammetric process. The mesh looked too lumpy and organic to be of any real use.
What’s more, the sheer size of the base model when imported into Sketchup and the fact that the software decided to smooth all of the surfaces made editing the model and applying texture a time-consuming and difficult process. I also had to prioritize, as time was not going to allow for a full rendering of the interior with its millions of books, unusual shapes and high-relief textures. I finally found a reference image of the main entry shot from inside the rotunda that I found had sufficient tension and material variability to serve as a basis for a shot from the inside.
In the end, I am grateful to have been given an opportunity to participate in this process and would like to thank Ronen for hosting yet another interesting and educational challenge. These challenges force me to look at new methodologies and techniques to attempt to submit something on-par with the exemplary work of my fellow competitors.
I had 4 days to perform the visualizations, at the beginning I focused on cropping and showing the good sides of the building. I did not want to show the stores because they do not fit the library. I chose to take one shot from the outside and two shots inside.
1st step – setting the frames
2nd step – setting the filling models to the scene
3rd step – lighting testing
4th step – application of materials and production of textures
5th step – test rendering
6th step – corrections
7th step – final renders
8th step – post-production
At this point, I do not know what I could do better, I think that in a few days and I will come back to these visualizations I will find elements to improve.
On this stage i have been working with some surroundings. To make the other city look like Stockholm i used OSM export function together with simple export from Grasshopper and Elk. Facades were modelled rather quickly. In general i had about 10 hours for updates, so thats what i did this time. Fog was animated and to make it more smooth and realistic i turned on the motion blur and used realistic exposure. I also used volumetrics for basic fog what greatly affected the time(also the testing time) but gave me the effect I needed. The moonlight that comes from the back Also some preliminary postproduction in PS applied. Going to add some vegetation, texturing surroundings and make a terrace with the Kentaur silhouette. I think i gonna finish it anyway in my free time.
All the textures you see in this render are made with Substance Painter / Substance Designer, or both. For some textures i started from scratch and for some used Substance Source materials and modified them to my liking. Unwrapping, exporting, importing, going back and forth from 3ds Max to Substance for every object just brings tons of workload (I’m not blaming the software, it is awesome and still pretty much the only way to achieve what i wanted). In the end, the raw render was kind of far from what i expected. So this is where i gave up. Having a full-time job, i realised i just can’t go back and do all the texturing again.
Still, i wanted to finish at least this one scene for my previous efforts. It is very simple : Hdri overcast lighting with a few other lights, 2-leveled environment fog, and a little post production work.
Anyways, thank you for the challenge and i wish good luck to everyone participating.