CABINS / Felixy : CABINS / Felixy : Highland Retreat

At the start of the competition I tried to design my own concrete cabin, with Japanese interior details, on a scree slope while tapping into the idea of Scottish bothies. After some tests it just wasn’t feeling right and I saw this house which fit my original idea somewhat ;

I decided to take the Loba house and set it in a highland scene. This is my first try at an arch viz project and I’m still learning the ropes so please forgive the noise in my images! I need to read some tutorials on Vray optimisation because my computer really struggled to crank these out.

I used Rhino to model the house, World Machine for the landscape, 3DS Max, and Multiscatter for grass and stone placement. Peter Guthrie’s sky no.1313 was used for the outdoor 360 view, the wooden chair is from Dimensiva and the stool is from Vasyl Korol and Evgeniya Nikolayenko from their Basses St. Pere project.

Thanks for the chance to get my first renders out there. The other work being posted for this competition is amazing and it’s an honour to be in the same boat as you all!

https://www.yulio.com/B4sfNMnro9

CABINS / BeebOH : Vessel – Final Images

Yulio link: https://www.yulio.com/qME2wK8CWW

The inspiration for the cabin was to imagine a place where one could be simultaneously connected to the land, sky and water. The cabin acts as a ‘viewing vessel’ by framing a unique view through each of its main apertures: one to the land, one to the sky and one to the water. The landscape was inspired by the mountains and coasts of British Columbia where one might see vast mountain lakes, lush forests and the occasional glimpse of the northern lights.

The cabin was modeled in Rhino and imported into Lumion where a combination of Lumion and Quixel assets populate the landscape. Some light post-processing in Photoshop helped with final tweaks as well as adding a few furry friends here and there. The Quixel assets were immensely helpful in adding that next layer of realism to the scenes.

Thanks to Ronen and the sponsors for putting on such a great and accessible challenge, it was a good opportunity to step into the realm of GPU rendering.

CABINS / oliverhessian : Forest House

The project has adapted quite a lot over the course of the challenge. Starting off with the idea of a swimming pool floating in the trees and imagining a house to go with it, the main concept was not wanting to choose whether you sited the retreat on the forest floor, in the canopy of branches and leaves or floating above the forest looking to the horizon.

The initial design was a pragmatic use of shipping containers on a pulley structure system using the living areas to counterbalance the sleeping areas. I felt I was getting a bit tied up in the pragmatics for a concept so I redesigned the cabin looking more at quality of light and space inside to lead the way. My focus was oriented primarily around the design of the cabin to start with. I don’t have much experience in environment design and not having a real site in mind I tested a few ways of making a realistic terrain, with several failed attempts at terrain generation I settled for some newly aquired polymodelling in 3ds max as the simplest solution.
Eventually I had something to work with that followed some initial sketches of what I imagined the main camera view being. I then started texturing and populating the terrain using Forest Pack and some assets from Quixel.

The main issue I had after everything was getting the environment to extend to the horizon. This didn’t matter so much for the still images as I could edit this part but for the spherical renders this wouldn’t work, especially as the images Yulio produced didn’t like being tampered at all. The house crept closer to the water to enable a better view of the design however the original concept was to mask the support structure within the trunks of the forest and have more “garden” space between the house and the beach but I’m happy with where I got the project to in the end.