Forsaken (final images)

Forsaken final images (converted challenge project)
High res images:https://we.tl/t-AhTkZkOarW
While I was trying to think about how I’m going to convert my building to something new, I thought about pretty much everything, and I came up with the idea of an actual agricultural centre, as I mentioned before there is no agricultural centre where I live. So I merged this Idea and the new Idea of vertical farming in my building and I used its huge amount of roofed space for providing sunlight for the plants and crops inside. I removed the roof of the building which was made out of concrete and had no structural role in the building and replaced it with a transparent roof. Since this was going to be a research centre I decided to use the environmental spaces as well and planted as much greenery as I could including tea leaves (you can see them in the first image). And looking at some small researches I made on new technologies in agriculture, I noticed that they use drones to control the farms and even use them to spray all over their crops (you can also see the drone, one on top of the building and one airborne)

Making a water flow through the fields was necessary, so I used some tricks on cinema 4d to replicate whatever was in my mind.
The whole complex has two main buildings, one on the side and the other is the main place of research and farming (I used the building attached to the main structure for a small staff office, for disinfection and lockers) the building on the side is dedicated to offices and study labs)
Coming to interior place other than the platforms I made to hold more plants and crops and gain more space, I also designed rounded stands and scattered some grass and greenery on them, you can also see small pools and water flowing in the interior image. I was talking about technology, also added robotic arms to harvest the beans and crops from both high and ground platforms.
Soft wares and plugins I used: Cinema 4d, corona renderer, speed tree, substance source materials, substance designer, substance painter, Forester and real flow.
That was pretty much everything I did in this project I spent so much time on the idea and what I was going to do with my building, and these are the results, I learned a lot during this process including substance suite and etc. it definitely improved me and was quite challenging for me and the most important I met beautiful designers and people in this community, I will share all my projects here in the future.
Best regards
Erfan

Converted | The Foundry

My initial idea was the concept of democratized access to sophisticated tools, both hardware and software, which could be easily shared in an open, collaborative workspace by creatives. I thought it matched the main theme rather nicely as one of many examples of how disrupted modern lives are, stuck in a perpetual loop of constant fluctuations, changes and conversions. While I was mainly looking at the context of art and creativity, several associations with industrial revolutions came to mind right away, hence, for the background of the scene I picked an old industrial building, typical for a 19th and 20th century warehouse, factory or foundry. I then filled the space with arrays of little customizable offices and workshops, with robotic arms augmenting artists’ tool- and skill-sets. Such a setup was then fueled with the most valuable resources of current and future times – data. That’s how the data crunching clusters were introduced in the middle of the foundry, as a beating heart that keeps everything in motion. Then, as a juxtaposition and balance to the information cloud packaged in the silicon, I put another totem of power, more tangible, probably more powerful too – a giant old tree, dead in fact and yet still dominant, hovering over modest lounge garden, almost residual. Finally I decided that in this version of the future nature had to be reconstructed and revitalized, rebuilt bit by bit in a chain of biome dioramas which would then return to the original environment and convert it back it its primal state.

For the final output I decided to utilize all the potential of real time graphics, specifically in Unreal Engine 4. I produced a set of still images, an animation, a walkthrough video and a real time experience. Images are presented right below and the remaining content is accessible via provided links. I hope you will all enjoy it.

Animation:

Walkthrough:

Application:
https://drive.google.com/file/d/10pvYC09lP2_LtPuTrb5AJlI5RxkOtDSe/view?usp=sharing

DISCLAIMER:
This project was design with Realtime Ray Tracing in mind, therefore a suitable GPU is required to experience it properly. Also, it is strongly recommended to use Nvidia’s DLSS 2.0, which implies using some of the latest Nvidia drivers. It is, however, possible to explore the project without RTX goodness, although the experience will be of lower fidelity and most likely with very low frame rate.
I would suggest sticking to resolutions around 1080p with DLSS set to Quality or 1440p and DLSS set to Performance. If you would like to try it in 4K – definitely go with the ultra DLSS settings.
Expected framerate should be around 30-60 fps.

Converted | The Foundry

My initial idea was the concept of democratized access to sophisticated tools, both hardware and software, which could be easily shared in an open, collaborative workspace by creatives. I thought it matched the main theme rather nicely as one of many examples of how disrupted modern lives are, stuck in a perpetual loop of constant fluctuations, changes and conversions. While I was mainly looking at the context of art and creativity, several associations with industrial revolutions came to mind right away, hence, for the background of the scene I picked an old industrial building, typical for a 19th and 20th century warehouse, factory or foundry. I then filled the space with arrays of little customizable offices and workshops, with robotic arms augmenting artists’ tool- and skill-sets. Such a setup was then fueled with the most valuable resources of current and future times – data. That’s how the data crunching clusters were introduced in the middle of the foundry, as a beating heart that keeps everything in motion. Then, as a juxtaposition and balance to the information cloud packaged in the silicon, I put another totem of power, more tangible, probably more powerful too – a giant old tree, dead in fact and yet still dominant, hovering over modest lounge garden, almost residual. Finally I decided that in this version of the future nature had to be reconstructed and revitalized, rebuilt bit by bit in a chain of biome dioramas which would then return to the original environment and convert it back it its primal state.

For the final output I decided to utilize all the potential of real time graphics, specifically in Unreal Engine 4. I produced a set of still images, an animation, a walk-through video and a real time experience. Images are presented right below and the remaining content is accessible via provided links. I hope you will all enjoy it.

Animation:

Walk-through:

Application:
https://drive.google.com/file/d/10pvYC09lP2_LtPuTrb5AJlI5RxkOtDSe/view?usp=sharing

DISCLAIMER:
This project was designed with Realtime Ray Tracing in mind, therefore suitable GPU is required to experience it properly. Also, it is strongly recommended to use Nvidia’s DLSS 2.0, which implies using some of the latest Nvidia drivers. It is possible to explore this project without RTX goodness, although the experience will be of lower fidelity and most likely with very low frame rate.
Personally I would suggest sticking to resolutions around 1080p with DLSS set to Quality or 1440p and DLSS set to Performance. If you would like to try it in 4K – definitely go with the Ultra DLSS settings.
Expected framerate should be around 30-60 fps.

The third Ronda

The three images are showing how the architecture took place in this initial wild and burned environment. The sequence is backward. The third shot is showing the majesty of the Ronda bridge, alone, surrounded by poor landscaping, rocks and dry vegetation.
The final two shots are describing how the new architecture is integrated with one of the oldest tradition of agriculture in Spain, the production of golden juice of the olive fruit. The olive oil factory kept the old use of the bridge but it changed the environment, creating fields for the growing of olive trees. It converted also the purpose of the land not just the function of the bridge. It is a matter of respect for the connection between OLD and NEW.

Images with better quality:
https://wetransfer.com/downloads/c7c80e2bada296f49f32468fa1a5de0320210621121039/9b8b817bbad5edd861b93c31088a21c220210621121105/6ce20d

Bellevue Beach – Wellness Center

The site is located north of Copenhagen, Denmark. It is a a beautiful building from the 1930’s, originally designed by the renowned Danish architect Arne Jacobsen.

I believe that restorations or repurposing of existing buildings is a very subtle art, it is important to come up with a concept that will both respect the original design and add some well deserved functionality to it. This is why many of the changes done are carefully fitted within the existing layout, with no major changes to the structure and the essence of the building itself. Luckily for me, the interior of the building was mostly empty, so organizing the space once I figured out what I envisioned was relatively easy. The exterior is in part restored to it’s original form or very similar to what it was; white panels with thin gaps and white metal windows, but this time I used the modules and the rhythm to create “frames” that emphasize the surrounding landscape (most notably the massive frame facing the sea, where the yoga/meditation practices would take place). As a final touch and to highlight the purpose of the new building, I kept the original standing clock and restored it, but removed the needles. There is also a number of small support modules along the beach that go together with the main building, these are also restored and modified to fit the new criteria and aesthetic, using the “frame” shape as the tying element of the group.

This is an area that people already use a lot for activities related to contemplation, meditation, and appreciation of the landscape. Since I thought this is an excellent aspect to focus and promote (specially after such a grueling last year for tons of people) designing a multi-purpose-wellness-focused building seemed like a sensible approach.

For the creation of this project I used geodata from the Danish government to create a landscape mesh in 3ds Max, then I modeled the rough shapes of the buildings and started sculpting the details. I used Unreal Engine 4.26 as my main tool for visualization, so my workflow was mainly modeling in 3ds Max, then texturing using the Substance Suite (I have to say I’m shocked how easy and intuitive it was to use, specially Alchemist to make textures like the sand, which I made merging many pictures I took on site), and then straight to Unreal. Most of the assets on the scene I modeled and textured from scratch, save a few ones, like the Quixel rocks at the shore and some other nature assets.

ANIMATION LINK

https://sendgb.com/1hTnZv9RcMj

REAL TIME LINK

https://sendgb.com/Z5Y3hp8urLS

REAL TIME Pre recorded footage LINK

https://sendgb.com/l9T87e2diOb