BUILD YOUR WORLD

Build Your World is the flagship video for the re-release of the brand new website for KITBASH3D. The film tells the story of architecture through time.

Process – vimeo.com/290333844
Complete project on Behance – behance.net/gallery/70325469/BUILD-YOUR-WORLD

Credits:

Direction/Animation – Sava Zivkovic
Music/Sound Design – Iz Svemira

Client – KITBASH3D – kitbash3d.com/

Tools: 3ds Max, Octane Render, Adobe Suite, World Machine

La houltais

This project is spread over 2 different sites on one side and the other of the town of Romillé. We had at our disposal a detailed landscaped plan as well as an architectural notice with references of buildings.
All the buildings have been designed internally in accordance with the references provided.
Each zone has been created by a single graphic designer.

Link to 360° renders : http://spectrumdr.cluster026.hosting.ovh.net/giboire/tour.html
As we use Fstorm (Gpu render), our main constraint was the management of video memory on 360 ° shots.
All mesh has been cleaned with pro optimizer and bitmap resized almost case by case. The maximum resolution of our textures do not exceed 2K. Most are between 1024 and 512 (even 256 for leaves in particular).

The GPU memory management put a big pressure but in the end we had a rather comfortable margin on the animation renderings (1080p).
Obviously the 360 ° in 8K were close to the limit.
Rendering time was less than 15 minutes per image (2 computers with 3 GTX 1080ti / limited to 3000 samples)

SKYTOWERS ostend

With this project we were able to unleash our creativity. We didn’t have a lot of restrictions from our cliënt in terms of moods we wanted to use or the interior design process. We believe that with this way of working, the 3D-artists can create the best visuals. We are very proud of this project and have put our heart and soul in each and every single visual

SKYTOWERS ostend

With this project we were able to unleash our creativity. We didn’t have a lot of restrictions from our cliënt in terms of moods we wanted to use or the interior design process. We believe that with this way of working, the 3D-artists can create the best visuals. We are very proud of this project and have put our heart and soul in each and every single visual

MeaseHaus

I have been designing this house through the 3D modeling and the animation. Seeing the space evolve over 6 months of on and off again work has been rewarding: this house has been my testing ground for learning new software (like Marvelous Designer), new methods (like physical camera DOF) and practices (like physically based rendering) in my work.

I used Marvelous Designer to create all the fabric models in the scene, from the sofa and pillows to the blankets and duvets on the bed, to the towels in the bathroom. I used forest pack to do the grass in the scene, but I placed each tree (vray proxy) myself. I am still trying to figure out where to find (but how to build) and how to use animated grasses and trees.

I have always been fascinated with DOF and have experimented with it to various degrees of success over the years. I have now used everything I have leaved from a very subtle effect to a much stronger story telling effect in this animation. I love the exposure gain target of the physical camera. Its totally changed how I set camera exposure and adjust it to achieve my DOF.

The more I learn about physically based rendering the more I understand and the more I am confused and then the more I understand. Trying to understand reflection, the actual diffuse color (much darker than i think it should be), and lighting units and multiplier.

I am also experimenting with lens effects (both bloom and glare) in the frame buffer. Trying to achieve a strong enough, but subtle, look is difficult. I am having difficult keeping a crisp render while getting the bloom that I want, when I crank up the effect the whole rendering gets “soft”.