CABINS / leroidugateau : Inspiring Volcanoes

I always wanted to gather two things i love: 3D and the place where I’m from: Auvergne.
It’s a place shaped by sleeping volcanoes in the middle of France. These volcanoes look so strong and quiet at the same time that putting a cabin on it makes it even more peaceful and inspiring.

THE CINEMATOGRAPHIC LOOK: THE DUALITY

This has been a great experience for me to take time to practice and to think about art, composition and architecture. Besides, It has been enriching because I have been able to work on developing and building ideas.
In the given model there were some details like the windows that had to be worked and added so that it could match the real nature of the building and in this way the image would be reflected as it is. I think that something that it was difficult for me was to manage the time to organize all of this and being able to work on all the details of the image. Another thing that took time was building the concept as a whole so that it could represent the greatness of the building and going beyond the composition. Something challenging for me was capturing the essence of the material of the building, the corten. I had to research about its components and how this reflects when exposed in different types of lighting. Besides, it was important for me to take into account the difference between the mood and the concept. Something that I would do different is that I would have used a substance painter so that the process of painting the pieces would have been faster. I’m very thankful for having an opportunity like this, thank you Tomorrow.

School´s out for summer!

School´s out for summer! for Tomorrows competition in 2018.
As the model was provided, i could take more time to rxplore various photos trying to find some inspiration. And the biggisest one was right away on the competitions page.It was about composition and camera position, i´ve only tweaked it a bit moved up and donw, forward and left and of course according to golden ratio. Basic model got some basic materials, then i was trying different types of hdris, After all i sticked to fstorm´s native sun and sky which did tremendous job and it looked exactly as i wanted.. Then filling the scene with some models and finally materials. Since it was deadline and i did not have time to tweak them more.Then used basic colour correction and curves in PS along with chromatic aboration. And that´s it. Overall i am not very proud on the materials – lots of space to improve, but i am quite happy with the lightning and the mood.

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.