Twinmotion has come a long way since first released. Being part of Epic Games now, it offers a real-time ecosystem for building a better-connected architectural pipeline – Twinmotion and Unreal Engine combined
The tree house was made in UE4 RT on. Hero tree is a Speedtree. A rocket was textured in Substance painter and made in 3dsMax. Mostly greenery and props are from Megascans. Have had big problems with vertex painting unfortunately.
Its just personal project made for fun and look what is with a foliage in Ray Tracing.
Movie sequences from UE were compiled in DaVinci Resolve,
I created my short film between february and March 2020. My short animation was inspired by Jeita Grotto Theatre – Jørn Utzon’s vision of a theatre hidden in the insides of Jeita cave in Lebanon. Building was never built and only imagination can make it alive. I started with analysing architect´s paper sketches and transferring them into full shapes in 3D Software (Rhinoceros, Blender). I modelled all the necessary details. Next step was even more interesting! Now I had to understand what was the motivation for the building to appear in such an extraordinary space. I had to imagine,how one enters the space, what he/she feels, hears or even smells. I created series of shots in 3D using Unreal Engine and Twinmotion. I post-produced my animation in Adobe After Effects.
Cavern Sonances | PLOT
Journey begins with the sketch. Drawing of a rchitect´s vision of a theatre hidden in the insides of Cave. The Paper starts to reveal creases, disintegrates to once and for all morph into a shape of a cavern stone.
Cavern ground,shaped by the erosion is reassembling fossilized skeleton. Relics form a framework of the theatre. It seems, as if building shapes ware buried here from prehistoric times.
Ground gently heats with a burning campfire coal. Smoke fills the air.Fossil specimens break their outer shells. They now, rise from the ground in shapes of equally sized steel segments. Theatre nest skeleton is being assembled.
*ENTER IN COLD*
I enter Grotto silently. This place is filled with mysteries. I can feel drops of water suspended in the air. Water is spilling over rocks. Fog sits on the ground. Seems like, time has been frozen forever.
Now, I need to sharpen my senses to let the vague light and natural acoustics to direct me. Distant hints let me see fragile glare, almost like a dying fire.
Lights become warmer. I cannot help being spellbound by enigmatic nature of the place. Coarse, rock wall is bathed in a golden light. Long shadow figures follow the rhythm along the narrow corridors. I fi nally glide across the space, where gently lit theater structure reveals.
I take a seat. Scene is lit with white smoke swirl. Audience is gathering. Instruments are being tuned. Artist is swept in flames like a candle wick.
The aim of this project was to provide a photo-realistic and natural experience of a photography studio.
The design was based off my love for the classic concrete/timber material palette mixed with large curved structures. I wanted the space to feel isolated which led me to surround by foliage that filled the windows completely. I just wanted to create a space that I would like to visit/have one day.
It originally started off as a project testing marvelous designer objects in UE4, however, I kept adding and adding to it and I thought I’d have a collection of renders from this space. I came across an animation on YouTube where they used the “natural shake” effect on the camera which then inspired me to start beginning the cinematic exploration of “The Studio”.
Because I lack in artistic skills, I bought a book called Small & Chic Interiors (showcase’s beautiful apartments designed from different architect’s), as a means to guide me mostly with colors. After finishing the book I found an apartment that I really like, and so I email the designer asking for the 2d drawings which he eventually did, helping me that way tremendously since the 2d drawings are the pillars of each real time arcvhiz project.
I used autocad to create a very simplistic but yet extremely important drawing , since it provides the pillars for the steps that will follow until completion. Then 3dsmax was used for modelling of the house and some assets (most of the assets and materials used on this project, were taken from 3dsky.org, 3dmili.com, sketchfab.com, quixel.com and evermotion.org) , and with the assist of datasmith ( UE4 Plugin) i moved them to UE4 , a game engine that enables rendering in realtime for a more emersive experience. The fact that the apartment was small it gave me freedom to not care that much about optimisation.The lightmaps were baked, no raytracing technique was used.