Villa in Azores: Exteriors

Concept and architecture by Lindner Planungsbüro
Landscape and interior by Adrian Długosz
Visuals by Adrian Długosz

“Set in the evergreen landscapes of the Azores, this contemporary residence blends harmoniously with its natural surroundings. Inspired by traditional Portuguese architecture, the house’s clean lines, expansive glass facades and minimalist design offer uninterrupted views of the Lagoa das Sete Cidades lake.
Carefully sited among cedar trees and volcanic stone, the house blends into the landscape, creating a seamless connection between architecture and nature.
This project is an example of modern living in perfect balance with the wild, untamed beauty of the Azorean environment.”

The exterior imagery was first created to accurately capture the mood and atmosphere of the genius loci. Nature first – that was my driving force for the rest of the project.

The Japanese Red Cedar, which I created in the SpeedTree software, is the main forest tree visible in the nature of Sao Miguel. To keep the vram usage quite low, I created three LODs of the model to scatter it for different distances. To push it even further, I created the tree without branches, but instead with emmiters, to randomly scatter pre-built branches with a good old-fashioned particle system. This allowed me to render a fairly dense forest and still fit it into the GPU’s memory.

What was completely new was the use of AI in my workflow. I’m still an advocate of pure 3D work, but I’ve found a use for it in the workflow. I’m using it to create custom cutouts of people for my images. Usually, I can easily find the cutout I want or the material for it on the web, but there are cases where the only solution to tell the story you want is to use AI. In my case, I’ve started to use Stable Diffusion and, for example, the lady in the pool (both the aerial shots and the rest of the pool shots) is artificially generated. Same with the guy on the terrace. I’m looking to use AI more in my work, but I only see myself using it as a tool to do cutouts – bigger or smaller ones. For the rest, I’ll stay with pure 3D, because that’s where I feel most comfortable.

CGI – Doritos house

Casa Doritos

A Casa Doritos é uma das maiores loucuras que já concebi. Nela, combinei linhas diagonais que formam triângulos, criando uma sensação de dinamismo e movimento. 

O resultado é um projeto visualmente impactante. Não projetei este volume gigantesco pensando em usabilidade ou lógica; afinal, bloquear a luz solar e impedir que a casa tenha uma vista deslumbrante da piscina não é exatamente uma decisão arquitetônica sensata. Mas, devo admitir, renderizei esse projeto por causa do meu senso de humor questionável. Achei engraçado que ninguém questionou o fato de que esse volume bloqueia o sol de maneira implacável, e a maioria das pessoas achou a casa linda, chegando até a dizer que gostaria de morar em um lugar assim. Um lugar lindo, mas sem luz natural? Haha.

É curioso como as pessoas se deixam levar pela estética, sem perceber que, muitas vezes, ela pode destruir a praticidade, a usabilidade e o conforto. Eu diria que esta casa é como um sapato de salto alto: tem sua beleza estética, mas seu conforto e usabilidade são extremamente questionáveis.

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The Doritos House is one of the craziest ideas I’ve ever come up with. In it, I combined diagonal lines that form triangles, creating a sense of dynamism and movement. 

The result is a visually striking project. I didn’t design this massive structure with usability or logic in mind; after all, blocking the sunlight and obstructing the house’s view of the pool isn’t exactly an architecturally sound decision. But I must admit, I rendered this project because of my questionable sense of humor. I found it amusing that no one questioned the fact that this structure unforgivably blocks the sun, and most people thought the house was beautiful, even saying they’d love to live in such a place. A beautiful place with no natural light? Haha.

It’s curious how people get carried away by aesthetics, without realizing how often aesthetics can destroy practicality, usability, and comfort. I would say this house is like a high-heeled shoe: it has its aesthetic appeal, but its comfort and usability are highly questionable.

Sand Apartament – by CoDa Architecture Studio

This photorealistic rendering highlights the intricate beauty of the finishes and creates a harmonious ambiance that imbues the space with a unique, minimalist, and enchanting atmosphere. One of the standout challenges of this project was the creation of a realistic translucent curtain shader. Achieving the right balance of light diffusion and fabric texture in Blender required meticulous adjustments to the shader properties, ensuring that the light filtering through the curtains enhanced the overall mood without losing its subtlety. This level of detail, combined with the careful attention to the project’s personality, makes this one of the most distinctive and personalized renders I’ve ever produced.

Sand Apartament – by CoDa Architecture Studio

This photorealistic rendering highlights the intricate beauty of the finishes and creates a harmonious ambiance that imbues the space with a unique, minimalist, and enchanting atmosphere. One of the standout challenges of this project was the creation of a realistic translucent curtain shader. Achieving the right balance of light diffusion and fabric texture in Blender required meticulous adjustments to the shader properties, ensuring that the light filtering through the curtains enhanced the overall mood without losing its subtlety. This level of detail, combined with the careful attention to the project’s personality, makes this one of the most distinctive and personalized renders I’ve ever produced.

pergola chinese

I built the whole scene in blender and the china building model is from free model company.
I did not use artificial intelligence

H.O.T.S. House

Category: CGI
Type: Commercial project
Date: 2024
Design: Seryjny Projektant | Paulina Kochanowicz
​Render: Seryjny Projektant | Paulina Kochanowicz
Software: Blender + Cycles, Adobe Photoshop
Assets: Geoscatter, BiomeReader, Poliigon, Blenderkit, Chocofur, Polyhaven
Artwork: Zdzisław Beksiński, Dawid Figielek, KAWS