CABINS / benio178 : benio178

… but at the same time I understand the spirit of the contest.
It this entry I wanted to show you the main composition I have in mind for my main shot. The architecture of the shelter should blend into the slope of the mountain and be a part of it, not disturbing the natural context.
I am planning to use Corona Render to achieve most realism in the scene, and combine it with Megascans which are graciously given access to us in this contest. It is the first time for me to use them, and from the beginning I must admit, that it won’t be easy on Australian internet and its speed ;).
Good luck everybody and have fun!

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 / bdomiczek : Northern Wisps

First of all, I’ve made the rough sketch in which I tried to build the scene that is interesting all 360 degrees around. Thus we have a deep hazy valley with some nice vistas, the cabins scattered along the ridge of the mountains and some uphill background leading to the glacier dimmed by the dark clouds.
I started my work on two elements: the mountains behind the valley and the cabins, certainly. I used world machine for the first one and did some extra refining in zbrush to get the details I wanted. Then some scattering and hand painting. I am not very glad about the results yet but it will be a hazy part of the image so it doesn’t need to be totally flawless after all.
The cabins are to look like some white ephemeral monoliths that stand out from the environment. They would appear from the valley like the row of Nordic gods, guarding the ridge above, being taken straight from some myth. Maintaining this poetry of the form is more important to me that perfecting the function of the shelter. In the end, this is CGI and its utmost fun is playing with space and mood in the way that architects cannot afford due to all the limitations of the real-life situation.
I built the wooden frame of the cabins and used zbrush to model the cap of the chimney (for the central fireplace). The external semi-translucent fabric was simulated in marvellous designer and refined in 3ds max. I want to keep it wrinkled and untidy.