Tomorrow Challenge 2018 entry by User-11810734

Architecture, an effort merely evolving the vicinity, inspiring the neighboring fabric, blending proudly into the environment, lastly seems to be the ultimate cause. What we do not look much into is the consequences triggered by the presence of a well-thought design. In our experiment, we have tried to re-imagine the street and neighborhood as the audience itself, witnessing a school of architecture, trying to build a conversation with the originality of material and form. Having now a purpose-built project in sight, how does the street respond to its presence? How does the sidewalk bleed into the limits of the dwelling. It’s an equation often solved by infusing a design into an abandoned land, how it improvises its periphery could be another venture altogether. Imaging the architecture itself struggling for enough applause, trying to fit in everywhere, craving just a little more warm welcome to start with.The primary aim was to mellow down the environment, that further elevates the footprint of the building, calming down the gesture of the street, making it accessible with many friendly vehicles, magnifying the inner world of an architecture school, that hardly stops functioning, even if it’s a rainy day without an umbrella. How the steel cladding rots under the dull sky, yet the quality of the core space is thoroughly projected through the windows, captivating the street to look inside. An architecture school that drafts all night long, for a moment looking into a calm street, that equally looks back inside!

Tomorrow Challenge 2018 entry by User-17255458

Firstly I used google maps walk through mode just get an idea about the building surrounding and the material of the facade, then I choose the mood my image , aftar that I modeled the building facade and started sketcing where I want my cutouts to be , that’s along with setup basic light to match the Idea in mind, then I started the texturing of the building wich took quite some time , all the texturing where done procedurally except for the brick Cylinder Part becase it was giveing some distortion on the sides and it’s really close to the camera so I unwrapped it, the pavement was done with vray displacment modifier but I had to render the Pavement in two parts becasue I ran out of memory

Tomorrow Challenge 2018 entry by User-16180394

The surrounding buildings have fairly simple materials. Just good textures with VRayDisplacement mod. I modeled some details around both buildings and had to modify the original model based on current photos of the place, but not by much. All the props were modeled by me except for the bikes and trees.

The roof tiles were modeled according to reference, and by golly, was it hard to find reference that was high-res enough that would show how the tiles are shaped. The randomness in color was done in the same way as the ground described in my previous post.

The Ivy was created with Guruware’s free Ivy Generator. I was thinking about getting either GrowFX or Speedtree just to model the ivy, but both were outside of my budget. Ivy Generator did the job just fine. I had to use VRay proxies and create vrmeshes out of them so my computer wouldn’t get bogged down every time the ivy was visible in the viewport. The material for the Ivy was created by me, and if you’re impressed by tangled nodes, you’ll be impressed with the screenshot from my slate material editor

The gold KTH logo is a flat plane with VRayDisplacement mod. I created the displacement map from the original logo. The gold material uses that technique shown in Grant Warwick’s course, the one were you mess with each color’s separate Fresnel curve through the output tab of a falloff map.