Saint Georges Church
Saint Georges Church
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As we are all dealing with our own self isolation, I’ve created some cgi’s of a secluded cabin in the forest, inspired by the designs of Koto Cabins, focusing on the interior of the project.
I wanted to use my time to test out different styles in composition & using forest pack to generate a full scene.
Please take a look into one of our projects, located in the USA. It includes several interior images of private property.
hello my friends. this is my last project and hope you like it
Software:3dsmax|Mixer|Speedtree|Phoenix FD |Corona|Photoshop
It was a very unusual and interesting project. The visualization was made to order a French Agency, but I decided to slightly modify and Refine the project for fun. I really hope that I was able to convey the atmosphere of a French morning. If you like the project, please rate it.
Location: Ambarès-et-Lagrave, France
client: Hubstairs
visualization: Boris Trevgoda
modelling: Ilya Ilyin, Sergey Buligyn, Anton Kosobruhov
Back in September 2019, I came across an advertisement for a snow resort in the depths of Lapland. I was amazed by the concept of observing northern lights, or as they also know “Aurora Borealis” in specially equipped glass igloos and caught fire with the idea of making my own interpretation of this kind of recreation, besides I had little experience in creating large landscape environments, so it’s time for Bob Ross style.
You could say that I have stuffed a lot of bumps in the course of this work. The main difficulties I encountered were snow materials, the image of the aurora itself by means of 3ds max, managing large environments as well as the need to get the final image in 8K resolution for future purposes. It so happened that this project I was engaged in from time to time and what began in autumn, lasted more than six months. During this time I managed to make a project for which also had to work with snow, which led me to the decision to finish this work.
The auroras proved to be quite a non-trivial task, given their methods of origin, the height at which they arise, and their overall impact on the lighting of the environment.
I didn’t really want to do them on the post, because it wouldn’t help me with the self-education that I always try to follow.
It turned out that there weren’t too many methods and lessons to create these things freely available. Various methods have been tried, ranging from splines with noises on top of them to particle simulation. The latter was the most physically correct but consumed an unreasonable amount of resources that I don’t have.
In the same way, I had to optimize the resources of the scene by assembling the final renderer of several, splitting the scene into the background, middle and foreground, as well as the main one, both to save memory and because of the limitations of the Corona Renderer on the rendering air perspective. I guess after all this, I’ll probably do some making off of how I did this project because there’s more to share on the way to the finals.
Because of the latest events in the world, it was doubly nice to try to depict what we are now deprived of. Outdoor walks, freedom to travel and the simple joy of natural phenomena.
I hope that by looking at this render you can, even if you are at home, feel the comfort, majesty of nature and clean winter air, which I tried to convey.