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 / Mithunam : The Escape System

In this stage i’m already choose the landscape location.

There is 3 location for the cabin. Still not decided yet, which one will be my main view.

The red line in the renderer image will be a railway for the train and the Grey one will be a Highway (I still consider to erase the highway, since i imagine it’ll be disturb the serenity of cabin)

The detail of the cabin will be uploaded in the next milestone. Thx.

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 / 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 / bdomiczek : Northern Wisps

Hi. I am completing my first scene. It may seem quick as there are nearly two months to go yet but I have planned a lot more here than just this one scene. Basically, it’s based on the sketch I made earlier and it’s sculpted so as to provide interesting vistas all around in 360 image. The close terrain (yellow on the attached image) is made manually according to the chosen perspectives (there is a distance based tessellation difference). There are many scatter engines applied and some manually placed assets. The background (blue) is to be rendered separately because the scene is already super heavy (although I proxied everything I could). There is also a foreground accent (orange) with detailed cliff and a wild fire spot.
I’ve filled cabins’ interiors with fireplaces and bunk beds. At the moment, it’s just for the purpose of translucent walls in exterior shots. I will refine them later, trying to catch some nice feeling in the very cramped space.

CABINS / JamieHolmes : Inside Out Part 2

I have taken my low poly mesh I created for my concept images into Zbrush and let loose. I have reworked it 5 times now as I keep adding new pieces. I’m still not convinced with the overall shape yet but I think its getting there. I have also been playing around with some of the Megascan textures for the rock surface. For the side walls of the Cave I am also using the Megascans Granite cliff mesh. Its been a little difficult getting the tree to cliff ratio I am after. I am using Forest Pro to scatter the trees. The other shader I have been working on is the water. That’s basically it so far.