CABINS / Auxey : MARTIAN WOODEN CABINS

We use to see high level technology and special high end materials, sterile stuffs,etc.. when it’s about space travel and colonies on Mars. All of this is so disconnected to our reality, that it’s a bit scary I Think. Why ? Because we are definitely attached to our home called Earth, attached to The trees, the lakes, seas, wind, wood,etc..
My goal is to create a paradoxal picture combining the subject of the challenge : A cabin , which i imagine to be in wood,some Earth vegetation in the planet Mars environment.It’s a kind of transposition of the earthly life on Mars because, Finally it’s the human fatality: We would be ready to leave the earth but never without taking away some of it !

CABINS / Mithunam : The Escape System

The location will be in the real world in java, but some modify will be made if needed. The environment take place on paddy/rice field with a river at the bottom of it.

The main software i’ll use is 3ds Max, with supporting software like world machine, GrowFx for creating vegetation, and render with vray.

The cabin design will improve and developed more along the creation of the environment. The cabin design main concept will be fit with the terraced environment.

This is my first huge project i ever made, so i’ll try my best to make it great.

CABINS / Joshua Fisher : Pacific Northwest Gorge Living Cabin

I live, work, and play in the Pacific Northwest of America. I’m fortunate to be so close to beautiful landscapes ranging from rocky coasts with dramatic cliffs and beaches, to rainforests, mountains, farm country, deserts, and urban environments mixed in all of it. Most of the professional work I do is typically done in urban environments and this cabins challenge provides a great excuse to imagine, create, and design a project nestled in a scenic PNW coastal forest landscape – something I haven’t yet been able to create or work on.

This concept is inspired by the idea of imagining an awesome basecamp/weekend getaway cabin integrated in a gorge right on a stream that is fed by a waterfall. A challenge to be sure and one that will force me to test my abilities and learn new techniques to recreate the wide range of elements from mossy, fern covered cliffs, to pine forests, and streams with fallen logs, rocks, and ferns.

I’m excited to build on the programs I already know and use and see how far I can push them – all while working full time and having a family. 🙂

CABINS / HERMUNM : Re_Charge

The cabin modelling/materials and the landscape geometry is nearly complete. The result of the first test on the fog and aerial perspective was also successful with the next step being to figure out creating some low clouds.

After finalising my landscape geometry, I will start to model the foreground and implement mega scans into the scene.

Link to previous post

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.