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.

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

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: Zbigniew Beksiński, Dawid Figielek

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: Zbigniew Beksiński, Dawid Figielek

Kindergarten on Miquelstraße

KINDERGARTEN ON MIQUELSTRASSE, BERLIN, GERMANY

Project by Lindner Planungsbüro
Visuals by Adrian Długosz

Hi! I’d like to show you a quick job I did some time ago. The task was to make some nice, warm images for the new kindergarten, created in the private house on the calm Berlin’s street.

This is also one of my first attempts at the Matte Painting technique for the foreground plan of the shot and I’m not going to lie – I nailed it!

The scene is lit by ‘PGSkies 1256’ hdri map and with two 5000K kelvin temperature suns, in the same direction and angle. One is smaller in size and stronger – to light the scene and give sharp shadows, and the second is larger in size and less intense – to scatter and soften the shadows. I saw this method of combining light sources on the render.camp YT channel for lighting interior scenes, but it works well for exteriors too!

As for the other details, I can tell you, the road is created with the microdisplacement modifier, but the stone wall and the sidewalk are displaced using the parallax method.

Produced with Blender 4.0 and rendered with Cycles. Postproduction in Photoshop.