Dandelion

I imagined Magic Hour.
It expresses the time to connect to the future with light light consisting of sunlight and the main dandelion.
I showed direction in architectural dandelion in dandelion and highlighted the building with light.
Depth of field It was my problem to get through the building by making light and time.
The color was difficult to determine.

Tomorrow Challenge

The last part was post-production. I wanted to use the rest of the time available to play with Photoshop as long as I could, giving me many option of moods to choose in the end. I tried to add snow falling with After Effects, put it in differents times of the day, add sun rays,stars, fog, etc. So I could have many ideas to help me choose a final look.

In the end the most difficult part for me was to organize my thoughts with all the time available. Since I could only work on the weekends, sometimes when I returned to this project I would forget where I had stopped after a full week of other works. I could had finish this earlier, but I wanted to use the most of the given time, to be sure I liked the result, is not everyday someone gives you such a long time to work, and when they do I understand they want you to enjoy it all.

If I would do this challange again i would try a completely different mood/setting, just for the fun of it.

Nostalgia

This is my final submission. Have used minimum postproduction as intended. Few curves to brighten up certain areas like ground and building, Color Lookup, and few channels for certain parts.

Really enjoyed this challenge it was very motivating and interesting to take part in. Thank you Tomorrow and Ronen for the opportunity. I wish all the contestants best of luck.

Blue Hour Balancing

This is my finished work. Unlike my usual workflow with heavy postproduction, I had enough time to complete most of the elements in the scene. I mostly did leveling and toning, to give the image more natural and warm look, enhanced depth of building volume, added atmospheric effects.
Because the upload is allowed in low res, I attach several partial views and comparison of Raw&Finished work.

Thank you again for organizing this interesting and exciting challenge, it was my pleasure! My best wishes to all the participants!

Tomorrow Challenge

From the start, I had in my mind the concept that the museum and the surroundings shall be a public space , where you can enjoy the Baltic sea view and spend free time with your friends.
The mood I chosen, was from the beginning the foggy autumn morning. The black facade can be better emphasized by yellowish nature.
I have enjoyed the challenge, and wish good luck too all of artists .

Museum in rainy day

Making-of video:
http://dl.vnplugin.com/vn/Downloads/makingof.mov

The main goal of simulation in this project is to make an angle look as exactly same as the reference photo. At the beginning, by using Camera Match, the camera was adapted to the desired angle. Also, it was done with the camera facing the front of the building in order to draw the correct volume without checking the plan of the building. After modeling the main parts of the building, the trees, floor and electricity pole were modelled.
To model the soil, meshing was increased and Displacement modifier was used. Then, ProOptimizer modifier was used to decrease the meshing. It will be lighter than the VrayDisplacement at the time of rendering.
For creating water cavities, a copy of ground was made and Relax modifier was used. After that by the help of Scanline, the Top view was rendered in Grayscale mode and then some changes were applied in the Photoshop.
PFSource was used to create the rain. Due to heavy rendering, plans with opacity were used, and to insure exact rendering, the amount of Max Transp. Level in VRay rendering was raised up to 200. The Spawn parameter was used for modeling the effect of raindrops hitting the walls, trees and the ground. Unfortunately, due to the large size of data, the collision effects were changed into polygon. Thus omission of Motion Blur at the time of render and slightly reducing the quality of the project.
Different modes of different particle types were used to create the effect of falling raindrops from the trees and the walls, but unfortunately none of them have the desired result. At last, they were modelled by Polygon and animated in different modes and using the PFSource they were put under the bottom of the objects in the scene.
Forest plugin was used to create grass. The mired grass in the water cavities were deleted.
For lighting, just one HDRI light with relatively low intensity was used. The same light with different angle was used to create the reflections. All of internal lights are VRay Plan Light.
ZDepth and ObjectID were used as render element. By using ZDepth some depth-of-fields was added to the scene and also it was used to create Fog. To choose different parts in Photoshop, the ObjectID element was used. But unfortunately, because of MotionBlure, it was not useful to choose the raindrops.