final image

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.

Sunday

REGARDING THE LIGHT, I FOCUSED ON ENHANCING THE CURVES OF THE BUILDING AND ON HOW THEY ARCHITECTONICALLY RESOLVE THE CREATION OF THE CENTRAL SQUARE. THAT IS WHY I CHOSE THE LIGHT OF THE SUNRISE (WHICH IS HORIZONTAL) AND IT ENTERS FROM THE TWO STREETS WHICH ENCLOSE THE BUILDING.

AS FOR THE HISTORY OF THE IMAGE, I FOCUSED ON THE SQUARE. IT IS AN EARLY SUNDAY MORNING AND THERE IS A WOMAN WHO TAKES HER COAT OFF AND PLAYS WITH HER TWO DAUGHTERS IN THE PUDDLES CREATED BY THE CLEANING OPERATORS WHILE THE AUTOMATIC DOORS OPEN.

FINALLY, FOR THE INTERIOR, I CHOSE A SOFT LIGHT. ONLY THOSE LIGHTS WHICH ENHANCE THE CURVES OF THE BUILDING ARE STILL ON, AS IF THE BUILDING HAS JUST BEEN OPENED TO THE PUBLIC.

FURTHERMORE, I CARRIED OUT A POSTPRODUCTION STAGE FOCUSED ON KEEPING JUST FOUR MAIN COLOURS FOR THE ENTIRE SCENE IN ORDER TO ENSURE THE HARMONY OF THE COMPOSITION.

My interpretation of Tham & Videgård´s School of Architecture at the Royal Institute of Technology in Stockholm, Sweden

To summarise, my process consisted of a brief analysis including defining the story, mood, composition, lighting and camera angle. Hand in hand with this comes an inspirational/ research phase, followed by creating the basic set up in Max. Once I have my 4 building stones in place; brief (including story, mood etc), camera angle, lighting and materials/colours my refining phase starts. I enjoy this the most, a part from creating the story. Props and some more refining follow this and then final render and post. Through out this process I do a lot of low res tests, but mainly I use the interactive. I do some minor final post but that usually don’t take more than 15 min as I like to have most work done in 3D and just tweaking in Photoshop..

Though out the project I’ve posted a few posts prior to this explaining more in detail and last thing I mentioned there was that I started the final process a bit early as I always like a buffer.. The final process went smooth and I then had time to spend on putting my final pdf submission together, I’ve never used tinypng or JPEGmini before but I it was very smooth.

Read more about my process, brief analysis and what happened on the way creating this image in my final PDF submission. Its been fun! Thanks

A short break

This the final image, I used 3ds max and vray.

I wanted to show the school in a very simple way, in an overcast day, where you can see that probably rained the day before the picture,
but because of the clouds and the cold, the floor its still humid in some parts, you can feel an air of quietness, as if it where the last days
of school when the majority of the classes have end already.

I began the process chosing the side of the school I wanted to show, I like this frame because you can see a lot of crossing lines between
all the elements inside of it, but neither of them steal attention to the main atraction.

After this I made a list of things that I needed to model, they where just a few because the model was almost complete.
The most time taking of them were the rooftiles, not because they were complicated but because they occupied a big section of
the image and needed an extra attention. I made them with railclone and apply a material operator.

When the model was completed I continued with the most visible part of the building, the CorTen Steel plates. I began with a simple
vray material trying to achieve the rusty orange color, after some tests I just keep detailing the material with a tiles map to split the solid
model into pieces, this just gave me the idea of how to improve the feeling of the diferent textures and reflections in the steel, basically
I just applied a blend material and started to use diferent masks and materials to achieve the reflections and textures I wanted.

The most complicated thing to do was the floor, I choose two different cobblestones and I had to fix the plane because after applying
some displacement it throwed some errors in the geometry (visible only in the render), also I didn´’t knew exactly of much level of
humidity was the correct, because I didn´t wanted puddles, just the feeling of a damp pavement.

After all the materials were finished, I began to think what else besides the architecture I could put in the scene, also thinking in the
human scales that I could insert in post production, so the render would have a story to tell.

The trees were a final desition because I didn´t had any plant besides the ivy on the back and it felt somehow empty, also the bike
at the front its an old model I had from my first efforts in max, I just updated the materials a little.

At the end it was a great experience, I think if I could go back and do something diferent it would be the concept image, because
I had an idea of what I wanted to do but it wasn´t a solid idea so I got lost at the end in post production trying to fix a story for
the render and probably it’s better to have a story and make a render for it.