CABINS / adreyan : Cabin
First iteration of nature 3d modeling… arranging the stones and the ground… and the trees… looks like i have to work more on the trees formation.
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See Entries & Join! About ConvertedFirst iteration of nature 3d modeling… arranging the stones and the ground… and the trees… looks like i have to work more on the trees formation.
Blue Vertigo is becoming real (or unreal!!!).
It’s a eco “roots” resort, don’t expect 5 stars facilities here, and of course no children are allowed.
The starting point was a 20ft shipping container (3d warehouse), because it is easily customisable and transportable (boat, truck, helicopter).
The cabin is design to be completely energy independant. The electricity is generated by solar cells and a wind turbine. The water is pumped directly from the mediterranean sea above, treated with a desalter ( as a boat ) and stocked in the water tank on the rooftop. Chemical Wastewater treatment is used so that the water cycle have a minimal impact on the environment.
I added an exterior dismontable wood platform to enjoy the landscape and the exterior living.
Sorry, i know it’s not a architecture challenge but it’s a part of the concept and the mood.
Well, i don’t know if this is the final cause we could always do more and improve but it will depends on the time too !!!
Main reference for this image is from Goulding Summerhouse by Scott Tallon Walker Architects and Holiday Home by Masato Sekiya.
Decide building and terrain shape and collecting references.
Building modeling made in sketchup, landscaping and final result will be in 3ds max.
Spent the last couple of days finishing up the foliage library and scatter tool, UI still a bit clunky but it’s functional at least! I used Houdini to generate the height map for the terrain using a rough sculpt as a base. Done with the animatic so I now have a pretty good idea of the angles I want to cover
Spent the last couple of days finishing up the foliage library and scatter tool, UI still a bit clunky but it’s functional at least! I used Houdini to generate the height map for the terrain using a rough sculpt as a base. Done with the animatic so I now have a pretty good idea of the angles I want to cover