CABINS / josh.greenwood : Exploration

Following on from my initial concept I have created a couple more mood boards and explored some basic model sketches.

I have decided to go down the direction of creating a contemporary cabin inspired by my initial concept idea based around a firewatch lookout tower.

My mood boards mainly focus on materials and shapes, I like to keep it simple in the early stages so I can block out ideas and concentrate on the overall form of the structure.

I find it easier to “sketch” or block out ideas straight into 3dsMax, this technique allows me to create and explore different forms very quickly.

CABINS / Mithunam : The Escape System

The location will be in the real world in java, but some modify will be made if needed. The environment take place on paddy/rice field with a river at the bottom of it.

The main software i’ll use is 3ds Max, with supporting software like world machine, GrowFx for creating vegetation, and render with vray.

The cabin design will improve and developed more along the creation of the environment. The cabin design main concept will be fit with the terraced environment.

This is my first huge project i ever made, so i’ll try my best to make it great.

CABINS / HERMUNM : Re_Charge

The cabin modelling/materials and the landscape geometry is nearly complete. The result of the first test on the fog and aerial perspective was also successful with the next step being to figure out creating some low clouds.

After finalising my landscape geometry, I will start to model the foreground and implement mega scans into the scene.

Link to previous post

CABINS / bdomiczek : Northern Wisps

First of all, I’ve made the rough sketch in which I tried to build the scene that is interesting all 360 degrees around. Thus we have a deep hazy valley with some nice vistas, the cabins scattered along the ridge of the mountains and some uphill background leading to the glacier dimmed by the dark clouds.
I started my work on two elements: the mountains behind the valley and the cabins, certainly. I used world machine for the first one and did some extra refining in zbrush to get the details I wanted. Then some scattering and hand painting. I am not very glad about the results yet but it will be a hazy part of the image so it doesn’t need to be totally flawless after all.
The cabins are to look like some white ephemeral monoliths that stand out from the environment. They would appear from the valley like the row of Nordic gods, guarding the ridge above, being taken straight from some myth. Maintaining this poetry of the form is more important to me that perfecting the function of the shelter. In the end, this is CGI and its utmost fun is playing with space and mood in the way that architects cannot afford due to all the limitations of the real-life situation.
I built the wooden frame of the cabins and used zbrush to model the cap of the chimney (for the central fireplace). The external semi-translucent fabric was simulated in marvellous designer and refined in 3ds max. I want to keep it wrinkled and untidy.