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.

My interpretation of Tham & Videgård´s School of Architecture at the Royal Institute of Technology in Stockholm, Sweden

To summarise, my process consisted of a brief analysis including defining the story, mood, composition, lighting and camera angle. Hand in hand with this comes an inspirational/ research phase, followed by creating the basic set up in Max. Once I have my 4 building stones in place; brief (including story, mood etc), camera angle, lighting and materials/colours my refining phase starts. I enjoy this the most, a part from creating the story. Props and some more refining follow this and then final render and post. Through out this process I do a lot of low res tests, but mainly I use the interactive. I do some minor final post but that usually don’t take more than 15 min as I like to have most work done in 3D and just tweaking in Photoshop..

Though out the project I’ve posted a few posts prior to this explaining more in detail and last thing I mentioned there was that I started the final process a bit early as I always like a buffer.. The final process went smooth and I then had time to spend on putting my final pdf submission together, I’ve never used tinypng or JPEGmini before but I it was very smooth.

Read more about my process, brief analysis and what happened on the way creating this image in my final PDF submission. Its been fun! Thanks

the drop

I spent a few hours for sketching one day, and finalized it the next day. It was like 8 hours in total.
I didn’t know what to do in the beginning, so I was just rotating the model, looking for a good spot, then I found the stairs in the front (the one with the railing), and I thought “Oh I’d like to jump that”, so there came the idea for the skateboard image. I I placed a dozen cameras, but none of them worked, so I moved around and found this nice hole with the big drop, and tried to find the best composition here.
I really enjoy the sketching phase of my images, I quickly created a simple light setup with very basic materials, and jumped into PS to see if the image is working properly, and created a few variations for the sketch. The The next day, I got into modeling and shading. Obviously, the facade tiles were the biggest difficulty here. Curvy, tiled, corten steel is a nice combination for a little nightmare. There might be some better ways to do it, but I basically remodeled the curvy surface because I needed the individual panels for multitexture to divide a couple different corten steel plate textures.

Everyday first lights

As an Architecture student, I wanted to depict the first lights of the day that every morning we see when we go to university. I’ve to say that in the first lights test I wanted to work with dusk and with stronger lights and shadows, but at the end, I decided to use another color palette that I think is more pleasant with site colors and the beautiful architecture of Tham and Videgard. The image wants to speak about student that every day work on projects together, they talk and share their personal and professional experiences, so in that image no one is alone.
Working on this project was really stimulant for me because I tried to push my skills to show the best that I can. Now I think is time to speak about workflow, I worked with Cinema 4D and Vray for the render, and with Photoshop for post and color grade. My work started with a cleaning and detailing phase where I decided to add some stuff to the model, I worked a lot on the panels because is one of the key elements of the project, I think that they determine the relationship with the surrounding site. After that, I worked on composition and shaders. The hardest part was to have a strong 3d work because wanted to try a combo of shaders with the Vray Blend material that I used for Corten facade and Cobblestone. I’m quite happy with the result, I think Ii have grown up a lot working on that competition!
As always i do i wanted to put a figure on the foreground that is related with the architecture that i’m visualizing, i think that she closes the perspective on the architecture.
Another important thing that I’ve to underline about that visualization is that I changed my mood and color working on the final image, I think that is not a bad point, just a good way to be self-critical.
In the end i’ve to say thank you to Ronenbekerman (That competition allows me to show for the first time my work) and Tomorrow for the great chance!

I hope u like my work, thank u.