Tomorrow Challenge 2018 entry by User-13743802

Hello all,

I have a pretty basic concept for my visualization that I believe will be the most satisfying to produce. First and foremost, I wanted to make the scene about the Architecture and how it’s situated within the context. I found it to be a clever response to the hard lines from the historic surrounding.

In terms of mood, we all love the “blue hour”. This was my initial thought, but I explored another scheme to be sure. I produced a quick clear and sunny day with loads of direct sunlight and followed with a dusk sky that had more interesting colors. I saw an opportunity for the color of sky to compliment the corten steel and ultimately a more interesting condition for lighting during the bluer hour.

With a blue hour type atmosphere, there will be equal parts artificial light to the environment, and I wanted to maximize the visual interest here to further create a convincingly real visualization. To achieve this, I wanted to do an “after the rain” scenario which not only produces interesting secondary reflections, it poses the challenge of creating the convincing wet ground and micro details on the Architecture through water on the glass, running down the facade, etc.

So my concept is simple – blue hour, after the rain, with emphasis on the Architectural response to historic context.

Tomorrow Challenge 2018 entry by User-21188106

Hello to all,
today I will talk about the next phase of my workflow which consists in putting basic materials on the scene.
This phase allows me to begin to better define the kind of color palette and the mood that I had in mind since the beginning
in which I decided to take this challenge.
After modeling and tweaking some elements from simple boxes, I moved to the texturing phase.
I chose to adopt a simple workflow, so I started with the attribution of simple materials, some of them
they were already in my personal library and this simplified the procedure in order to be able to
focus on creating the material I want to highlight, corten steel.
Composite materials will be created, each of which will be customized using appropriately created masks.
As I said before, the real great challenge is trying to emulate the corten steel of the facade cladding in its imperfection.
I will start doing some test on a copy of the main facade.

Tomorrow Challenge 2018 entry by User-10125827

After a few days of trial and error I finally could fix my sight, I chose to show the dialogue and the relationship between the historical environment and the new building through a camera placed on the north street of the institute, is one of the rare angles of view that presents the two new and historical contexts with more or less the same size, and moreover in a way that will allow me to focus on
the materials.
the second step was to think on the animation of my scene, being an architect by training I remember the highlights of my years of study and I particularly remember school when we work with my friends overnight to finish a job in time , so I choose an evening atmosphere for my scenne what This will help to work the interior lighting of the building, trying to show the atmosphere of a overnight work in an architecture school.
the next step will be to work the materials based on reference images and to test to be as faithful as possible to reality, the only thing that I choose to reinterpret will be the street separating the two historical and new contexts and which is a strong element of my composition trying to mark the transition between the two architectures through the materials of the ground.
Finally I would try to give a certain atmosphere to my scene, an atmosphere that reminds me of the night walks in the alleys of the Gothic Quarter in Barcelona or in the historic streets of Florence.

Tomorrow Challenge 2018 entry by User-99163046

Since I want to keep the surrounding environment like the existing one, I started to create the various shaders based on the reference photo.

The materials are very basic: composite map with different texture for the diffuse + relf. color texture + gloss texture + displacement.

The important thing is to get a good base quickly and then work in postproduction.