Tomorrow Challenge 2018 entry by User-14195168
Sharing Some views. only render, no post process
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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
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.
-As the challenge says; “The image should be natural and realistic rather than over-stylized”.
-So I satarted to look out photos of the city of Stockholm, Sweden in a normal and natural ambient.
-I just loved the way the sun was there before the rain; Stockholm is a cold city and with some rainy days,
I just wanted to implant that story in my render.
-The first thing to do with the 3D model was modeling the specific details that wasn’t there,
like the lamps inside the building.
-Looking forward with the images. I put the sun in the same orientation.
-Making some test of illumination and just founding what I wanted to represent,
I started to place textures to the entire object that was on my scene.
I don’t wanted to make so a super realistic textures, just the important, and then in postproduction I would do the rest.
-Before I go on postproduction I like to make some drawings of where is going to be the people and
whats the story they are goingo to tell, and how it matches with the ambient.
-I just wanted to represent a normal day after rain, and then after a few hours the people enjoying the square now that the sun came out.
Here is the raw render. I put the person on stairs to align the composition. The main facade shader turned out more complicated then expected.
There’s no secret to how I did the ground, really. The herringbone pattern was done in geometry and then all the individual blocks were attached together into a single object. I used the modifier MaterialByElement to randomize each of the blocks’ IDs and used VRayMultiSubTex to vary the colors between them. I also added VRayDirt to the ground material to get some dirt in the cracks. Max’s procedural map “dent” was used in the bump slot to add some variation to the concrete. I feel that’s the appropriate amount of detail I needed since that part of the image would be a little out of focus due to the camera being focused on the building.
I also painted and added a map on a separate channel to simulate the wear of tires and cars. I created a brush in photoshop that would simulate the oil leakage of cars over time.
The ground near the arch school was also worked on. I ended up making it way more detailed than I needed given the camera angle and distance.