Tomorrow Challenge entry by User-28384293

Once the modelling was done, I immediately wanted to get the environment out of the way. Simply because it takes one of the main roles in my story. However, I didn’t intend to change the landscape, I had to slightly alter the vegetation and position of the sea, but the principle of having the pathway to the sea and presence of castle in the back stayed.

I started my work on improving ground planes, which I previously mocked up during modelling. I have now created planes with more polygons and have properly terminated edges where needed. To create uneven edge, planes intersect each other at a slight angle. After I used VRayDisplaceMod to create ground with a bit of snow. As if it was snowing in the morning and now it is melting, and ground is visible in places. I have also used displacement on the path to the building and then scattered a few cobblestones on top using ForestPack.

After finishing with ground I moved on to small vegetation. As I have already mentioned in my concept stage, I wanted to create a midseason feeling between late autumn and winter. Therefore there will be a bit of desaturated brown vegetation and a few patches of low grass still visible. Again here I used ForestPack and created Forest object for each type of grass I used to have more control. Moreover, I scattered some leaves on the ground to show, that leaves are still falling from trees and it is not winter time yet. (The scene does have quite a bit of Forest objects =))

Once I’ve done that, there was a bit of time spent on framing the view and layering some elements on the foreground. I like to do it manually, as opposed to Forest pack, as it gives you more control.

As for the lighting setup it is very simple and easy. The setup I’m using is a PG Dawn sky set to gamma 0.75 and linked with VRay Sun. Linking sun to HDRI has become incredibly fast once I’ve heard of the plugin Find and Bind by Nir Koshet Levi. I have also spent time on positioning the sun so that it doesn’t show in the reflection as a bright blob. But, that’s about it.

Stay tuned for more.

Tomorrow Challenge entry by User-18869288

The first step approaching the challenge was to gather as many references as possible on the web. Google map was a great help to understand the building and its surroundings, but at the same time I was working on the storytelling as well.
So, from the first moment, I wanted to incorporate the sea component in my composition. I really wouldn’t like to change much in the environment because it is a important part of the synthesis. I am very inspired of architecture photography and the simplicity of the geometric forms so I found the challenge perfect to experiment.
I wish to all participants the good luck and enjoy the challenge!

Tomorrow Challenge entry by User-62662534

Here is my advanced, first I finished the modeling of the mass plane.
For my camera I positioned it to see the facade that I want illuminated.I also chose a wide format to be able to crop my image in post production.
For my light I decompose it into 4, first a hdri (visible to camera) to give a global color. Secondely i place my fstormSun.
i find that the impact of the sun on my scene , it is not satisfying so i add another light behind my scene to simulate a strong sun
And finally I add lights to the inside of my building with warm color
i crop my image for my final composition

Tomorrow Challenge entry by User-20738395

I started by creating an interesting environment for the subject building to sit in, creating a misty forest with an eerie atmosphere and exploring it until I settled into a dramatic view and composition. With this as a start, I can now tailor the world to fit the view.

Most of the assets I had on hand, but the forest floor texture was 3d Scanned with my trusty Canon D80 and Agisoft Photoscan and baked to texture sets. The result is a high resolution texture with about 4m square of coverage!

Sketchup was used to model the structure for its ease of use and speed.

I am using Unreal Engine to render the scene because I want to try it on different projects to see how far I can push it. I am pleased to say that although I have only scratched the surface, I am able to explore different artistic directions and have great control of the environment.

Epic has released many assets that have come in handy as well and I am eager to see what I can glean from them.

Now, that I have a concept laid out, lets see what I can build around these bones.