Tomorrow Challenge 2018 entry by User-19587775
Modeling the facade in order to get better geometrical details.
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See Entries & Join! About ConvertedModeling the facade in order to get better geometrical details.
Tree Of life is philosophy of life
in life barely people look about what they are and what they want, but there are always exceptions that show the personality and inner of a human.
humans are precious, but how a human explain it?
how can you show it?
and how you want to prove everyone that you are precious?
when in the beginning no one care about you and face deny frequently when you grow and still feel empty when you feel you are perfect but nothing happens.
its when the real story begins. its when you grow again no matter if they cut your trunk with their ax of the word, and you will try and try and try, you flourish from a stump, each time stronger and more pure until you prove its amazing when dreams come true and I can do it no matter how long it takes.
you should believe that you are precious
you are strong
you can change the future
you can make it happen
you are a non-stop magnet
you will conquest over the gravity
and you can change everything
you only need to believe in yourself
and be your own tree of life, with golden leaves.
In this update I want to show some details of my scene. I always try to work on small details as much as possible (of course it depend on time) and this project is not an exception.
I had a lot of fun during this process. I decided to fill my scene with small stories full of small details.
First of all I made ivy. I was thinking that I can easily reach nice result with Ivy generator, but I wasn`t really happy with results. So I decided to use ForestPack for it, where I have much more control.
Next step was creating leaves on the ground, which I generated with Debris maker and scattered with ForestPack. For some specific areas I used PhysX Painter.
After this I put people and flying leaves in scene, which I animated to have `true` motion blur.
It was also very important to create good materials to not lose all this details.
During light tests I was playing with volumetric fog. Very foggy render was one of directions in my concept. But I realize that I missed too many details which I want to show. Anyway I was quite happy with results, to it`s nice to show it.
In my final image I used volumetric fog as well, but with much smaller amount.
I spent a night in late december 2017 analyzing the architectural project, the building, the surrounding, possible camera angles etc. That is why now, 5 days before deadline I have to find a way and make a quick entry, since I had (and still have) work to do on a daily basis which doesn’t give me much time to focus on this personal project.
Having said that, I choose this angle (in december) because if I were a visualization studio and had to represent this project (which being surrounded by tight streets is not easy to entirely present in one image), I would make as 1st image the standard one showing the entire building from one side, but the 2nd image would surely be the one that I am going to make for this challenge. Having seen that the facade and window frames are one of the most important characteristics of this building, I will go for a zoomed facade render which focuses on the internal life of the building as seen from the windows. I like images which show both interior and exterior as I find them more complete. So I picked and angle which shows the window frames disposition but also hints the curvilinear development of the building. The time of the day I picked is the moment when outside is still day but the lights inside are starting to turn on, so basically right before sunset. Having set the outside light for the quick clay render now the next step would be modelling and texturing the corten facade.
Will still incorporate more assets and get the textures for the building done. All handpainted textures.
Might tweak the lighting to give a faint sunny feel after a rain shower