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

Architecture, an effort merely evolving the vicinity, inspiring the neighboring fabric, blending proudly into the environment, lastly seems to be the ultimate cause. What we do not look much into is the consequences triggered by the presence of a well-thought design. In our experiment, we have tried to re-imagine the street and neighborhood as the audience itself, witnessing a school of architecture, trying to build a conversation with the originality of material and form. Having now a purpose-built project in sight, how does the street respond to its presence? How does the sidewalk bleed into the limits of the dwelling. It’s an equation often solved by infusing a design into an abandoned land, how it improvises its periphery could be another venture altogether. Imaging the architecture itself struggling for enough applause, trying to fit in everywhere, craving just a little more warm welcome to start with.The primary aim was to mellow down the environment, that further elevates the footprint of the building, calming down the gesture of the street, making it accessible with many friendly vehicles, magnifying the inner world of an architecture school, that hardly stops functioning, even if it’s a rainy day without an umbrella. How the steel cladding rots under the dull sky, yet the quality of the core space is thoroughly projected through the windows, captivating the street to look inside. An architecture school that drafts all night long, for a moment looking into a calm street, that equally looks back inside!

Tham & Videgårds School of Architecture

Firstly I used google maps walk through mode just get an idea about the building surrounding and the material of the facade, then I choose the mood my image , aftar that I modeled the building facade and started sketcing where I want my cutouts to be , that’s along with setup basic light to match the Idea in mind, then I started the texturing of the building wich took quite some time , all the texturing where done procedurally except for the brick Cylinder Part becase it was giveing some distortion on the sides and it’s really close to the camera so I unwrapped it, the pavement was done with vray displacment modifier but I had to render the Pavement in two parts becasue I ran out of memory

Day After Rain – Tomorrow Challenge

-As the challenge says; “The image should be natural and realistic rather than over-stylized”.

-So I satarted to look out photos of the city of Stockholm, Sweden in a normal and natural ambient.

-I just loved the way the sun was there before the rain; Stockholm is a cold city and with some rainy days,
I just wanted to implant that story in my render.

-The first thing to do with the 3D model was modeling the specific details that wasn’t there,
like the lamps inside the building.

-Looking forward with the images. I put the sun in the same orientation.

-Making some test of illumination and just founding what I wanted to represent,
I started to place textures to the entire object that was on my scene.
I don’t wanted to make so a super realistic textures, just the important, and then in postproduction I would do the rest.

-Before I go on postproduction I like to make some drawings of where is going to be the people and
whats the story they are goingo to tell, and how it matches with the ambient.

-I just wanted to represent a normal day after rain, and then after a few hours the people enjoying the square now that the sun came out.

The Journey

I’ve tried to take a look more bright and optimistic of a life in a university, but as I was working I realised that that’s the common ground, it looked like a stockphoto, and as a digital artist, my goal is to bring something else to it.
My process was more artistic than technical, I know the final image don’t show the whole of my thecnical habilities, but when someone try to show everything that they can do, they tend to overweight the image with, that’s what I tried to stay away.
In the end, my image ended being more like a DC Movie than a Marvel Movie, but (beside personal taste in that matter) I really liked the end result and I hope you like it to!

Sunday

REGARDING THE LIGHT, I FOCUSED ON ENHANCING THE CURVES OF THE BUILDING AND ON HOW THEY ARCHITECTONICALLY RESOLVE THE CREATION OF THE CENTRAL SQUARE. THAT IS WHY I CHOSE THE LIGHT OF THE SUNRISE (WHICH IS HORIZONTAL) AND IT ENTERS FROM THE TWO STREETS WHICH ENCLOSE THE BUILDING.

AS FOR THE HISTORY OF THE IMAGE, I FOCUSED ON THE SQUARE. IT IS AN EARLY SUNDAY MORNING AND THERE IS A WOMAN WHO TAKES HER COAT OFF AND PLAYS WITH HER TWO DAUGHTERS IN THE PUDDLES CREATED BY THE CLEANING OPERATORS WHILE THE AUTOMATIC DOORS OPEN.

FINALLY, FOR THE INTERIOR, I CHOSE A SOFT LIGHT. ONLY THOSE LIGHTS WHICH ENHANCE THE CURVES OF THE BUILDING ARE STILL ON, AS IF THE BUILDING HAS JUST BEEN OPENED TO THE PUBLIC.

FURTHERMORE, I CARRIED OUT A POSTPRODUCTION STAGE FOCUSED ON KEEPING JUST FOUR MAIN COLOURS FOR THE ENTIRE SCENE IN ORDER TO ENSURE THE HARMONY OF THE COMPOSITION.

A short break

This the final image, I used 3ds max and vray.

I wanted to show the school in a very simple way, in an overcast day, where you can see that probably rained the day before the picture,
but because of the clouds and the cold, the floor its still humid in some parts, you can feel an air of quietness, as if it where the last days
of school when the majority of the classes have end already.

I began the process chosing the side of the school I wanted to show, I like this frame because you can see a lot of crossing lines between
all the elements inside of it, but neither of them steal attention to the main atraction.

After this I made a list of things that I needed to model, they where just a few because the model was almost complete.
The most time taking of them were the rooftiles, not because they were complicated but because they occupied a big section of
the image and needed an extra attention. I made them with railclone and apply a material operator.

When the model was completed I continued with the most visible part of the building, the CorTen Steel plates. I began with a simple
vray material trying to achieve the rusty orange color, after some tests I just keep detailing the material with a tiles map to split the solid
model into pieces, this just gave me the idea of how to improve the feeling of the diferent textures and reflections in the steel, basically
I just applied a blend material and started to use diferent masks and materials to achieve the reflections and textures I wanted.

The most complicated thing to do was the floor, I choose two different cobblestones and I had to fix the plane because after applying
some displacement it throwed some errors in the geometry (visible only in the render), also I didn´’t knew exactly of much level of
humidity was the correct, because I didn´t wanted puddles, just the feeling of a damp pavement.

After all the materials were finished, I began to think what else besides the architecture I could put in the scene, also thinking in the
human scales that I could insert in post production, so the render would have a story to tell.

The trees were a final desition because I didn´t had any plant besides the ivy on the back and it felt somehow empty, also the bike
at the front its an old model I had from my first efforts in max, I just updated the materials a little.

At the end it was a great experience, I think if I could go back and do something diferent it would be the concept image, because
I had an idea of what I wanted to do but it wasn´t a solid idea so I got lost at the end in post production trying to fix a story for
the render and probably it’s better to have a story and make a render for it.