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

Early Bird Final Submission

Hello !

All the textures you see in this render are made with Substance Painter / Substance Designer, or both. For some textures i started from scratch and for some used Substance Source materials and modified them to my liking. Unwrapping, exporting, importing, going back and forth from 3ds Max to Substance for every object just brings tons of workload (I’m not blaming the software, it is awesome and still pretty much the only way to achieve what i wanted). In the end, the raw render was kind of far from what i expected. So this is where i gave up. Having a full-time job, i realised i just can’t go back and do all the texturing again.

Still, i wanted to finish at least this one scene for my previous efforts. It is very simple : Hdri overcast lighting with a few other lights, 2-leveled environment fog, and a little post production work.

Anyways, thank you for the challenge and i wish good luck to everyone participating.

CABINS / wdprui2 : End of the Trail

I have the horrible tendency towards ever-expanding scope and I was unable to finish this competition. This is the first scene of this size and detail I have ever attempted. Really I’m still learning the tools on every level.

Even though it still needs a lot of fine tuning, I wanted to submit this image because I spent an absurd amount of time on it. I fully intend on finishing this scene in the coming days but the interior and surroundings aren’t up to the level of polish worth rendering.

I see a ton of things in this image that could improve but as I am extremely new to this process, I would relish any feedback or criticism from this talented group.

In the end, I tried my best and came up short but this was a tremendous learning experience which hopefully has better prepared me for the next competition. Thanks Ronen. Good luck everyone!

CABINS / bdomiczek : Northern Wisps

This is my final entry. I had a lot of fun with this project and I have been working on it consequently since the beginning of the challenge. In the end, I have made 18 renderings (some more complex, other ones focusing on the details or being some kind of trivia stuff) + 3 spherical renderings.

My cabins are placed in Icelandic Thórsmörk but I made several different scenes to show various aspects of the place (from quite barren hills to lush woody areas). The cabins themselves are formed as white ephemeral monoliths, contrasting with the organic surrounding and being something between the reminiscence of the ancient dwelling built around the fireplace and the idea of Nordic gods standing in the row on a mountain ridge.

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

I cannot fit all the images in one .zip file so I’ll continue posting them here in the comment section.

I wish the best luck to all the participants!