Welcome to CONVERTED, The 9th International Architectural Design & Visualization Challenge I’m running in partnership with Substance by ADOBE as the Material Category Marquee Sponsor and ASUS as our Hardware sponsor.

Converted entry by Atom_Nz

The story for the images is based on the state where people with financial snags end up taking a mine as a shelter.  I wonder if everyone on earth has a place to stay without having to fight the economical battle half of their life maybe could focus more on other issues such as environmental problems, preserving the wildlife which is getting extinct, etc. in a much better way.

Image 0ne 

How far is actually far? Being far is relative as time is, isn’t it? And being far from home makes the distance definitely a lot far. We feel it, we miss that comfort, where we feel protected with our loved ones with the sense of belonging.  With that thought in the first image, I would like to picture a man waiting for his brother to get back home where they live together. For now, it’s their Home

Image Two

Our educational system tells us that we can all be big-ass winners. It hasn’t told us
about the gutters or the suicides. Or the terror of one person aching in one place alone. Those were the lines of Charles Bukowski. Unfortunately, those lines are still facts of our generation. In this image, I would like to show that a family surviving under the mine and how it’s being converted. A small space which has been converted a Bathroom. I wanted to create a feeling that there are children living there also.

Image Three

It’s an idea that if a person’s lifespan is a tree, then the branches of the tree would be its stages and events of his life. Like each tree, society finds its ways to live. It’s my imagination, around those vast coal mines which the settlers have moved into have created a society, an underground ecosystem. I wanted to create a glimpse of the vegetable market, which is situated along the tunnels for the underground communities.

Thank you

Converted entry by Brujah88

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.





REAL TIME Pre recorded footage LINK


Converted entry by Alex Goray

the idea is to create living space for single family in old windmill building. the key feature of windmill for house might be rotating top part where I`m going to make some artist`s studio with panoramic views