YUG by Dmitry Glavenchuk, Alexander Chubarov, Slava Kovalchuk

Extreme attention to detail is what makes this project stand out. Restaurant is segmented in to four major areas open kitchen with atrium area, fireplace room, banquet hall, and Sea view terrace. Most of the furniture, lighting fixtures and chandeliers were designed specifically for this project. Each area has a unique design futures and mood in to it, nevertheless one could clearly see a conceptual bound that makes this project complete. Floor plans were designed as an open space with intuitive interconnected passages. Even though restaurant was designed with a distinctive stylistics as a whole, each space has its unique identity and features.
More on our website https://boom-project.com

Earth by Jean Paul El Hachem

The Visuals illustrates our competition entry for a Chapel in Ruwanda, Africa.

Within the dense forest of conifers, a lonely narrow gap reveals a tiny section of blue sky, at the very limit of the hilltop.
There, in that forgotten space sits the new chapel, looking towards the rising sun of the east, and facing only the unique landscape.
The chapel illustrates a protected space, a sanctuary of nature, sacred, enchanted with trees, plants and ivies.

www.jpag.co

Container Home by Adrian Parkinson

For this project, I decided to depict a very industrial looking container home in a very natural scene. I tried a number of new tools to create the environment. The first were the 3D scanned rocks by Adrian Kubasa, which will be available here: https://www.eisklotz.com/products/models/nature-scans-for-blender/
The second was the Scatter addon by BD3D.

The scanned rocks are very high-quality, with good UVs, and even their own asset manager to easily add them into your scenes. I’ll definitely be using them on all future nature scenes.
The Scatter addon was ideal for well, scattering. I used it for all the ground plants as well as the rocks. So far, it’s the closest equivalent to Forest Pack I’ve seen for Blender. It makes setting up scenes like this much easier.
For textures, I used Poliigon for the majority. The containers were textured using Substance Painter.