CABINS / UNBOXED : Bernal Sphere

I have started to work on the project itself, mainly doing some sketches and thinking about how to break down the complex model for the Bernall sphere.
The main problem right now is to keep continuity in the world, with enough detail; I will probably use some water extensions to cover problematic areas, and also use it as a nice coast line.
I have been playing around with Gaea, very promising but quite limited at the moment, to create some terrain areas. And looking through megascans library, I believe the bimoe of this world will be heavily inspired in Canadian landscape.

CABINS / aviel08 : The Environment

This is my first time using Megascans and I gotta say it has been quite enjoyable. Their software, Quixel Mixer makes the tedious task of generate your texture into a walk in the park.
I created 2 snow master materials, one bumpy filled with imperfections and footsteps, the other one is smooth. I imported them into 3D Max and blended them.
I’m trying to be as accurate as possible, matching the existing vegetation to the current conditions on site.

I’ll probably render a summer version just to have another change to play with Megascans.

CABINS / JamieHolmes : Inside Out Part 3

I have started on the cabin design and basically modelled (probably 60%). I really struggled with whether I would go with a cabin more traditional to an island setting or go all out with a modern design. In the end I decided to pay homage to the great American architect John Lautner. I love his use of concrete, how he made something so heavy seem light and how his work integrated with the natural landscape or how he created a seamless feel inside to outside. If you know Lautner you will see explicitly the influence on my cabin if you don’t know definitely look him up! I have also started modelling some of the plants I will be using in and around the cabin using the atlas maps from megascans.

CABINS / Simone : Shelter

I started modelling in 3ds max by using my construction drawings as a reference.
After I finished the small cabin, I mapped the model in order to use it in substance painter.

I used substance painter to add details like screws etc. to the low-poly model.
The props like the mattress and pillow were created with modifiers in 3ds max and additional creases were made with the Corona material shader.

For the first test-renderings in Corona I was looking for an HDRI with a similar environment and light mood like the reference scene in the desert.

As a next step I will finish the texturing for the small cabin and the props. Afterwards I will continue with modelling some rocks for the environment.