Villa-ge

Architecture

Villa-ge is a beachfront villa with outstanding amenities and stunning coastal views, located in Pylos, Peloponnese, Greece, designed by k-studio architecture firm.

The design is inspired by the local vernacular architecture of Peloponnese and the natural topography of the area. Elements such as natural stone walls, arched openings, hammered concrete slabs and stone pavings compose the design palette.

Architecturally, it makes a complex system of interchanging experiences of stone volumes and their courtyard gardens, interconnected by clear circulatory paths moving through zones of social and private spaces.

3D model

The main 3d model of the project was done in Rhino 3D. The model was exported in parts from Rhino in .fbx file format into C4D. It is a very convenient file format because you can keep all your texture information and you can quickly replace any of them.

A lot of the geometry of the scene was remodeled or optimized inside Cinema. Like the stone walls and the landscape surface.

Texturing & Scattering

For the grass and plants scattering I used Forester Multicloner. I used Vertex maps to select areas of distribution and also in some cases I used different models with high, medium and low polygon count, and distribute them based on the Camera position (LOD).

Vertex maps were also used in some Layered Corona materials, like the one on the ground.

For randomization of some textures, like the wooden slats or the paving tiles, I used a script I found here to randomly select children objects. With this method I quickly applied different materials (same material with different shades) on the children objects. Then all children were merged in one single object.

Lighting

For the lighting of the scene I used different methods depending on the mood and the camera. For the interior scenes I used Corona sun and Sky only. This was prefered here because an issue for this project was the Greek summer mood, which has a very high and strong sun. This was difficult to achieve with an HDRi image (even though I “hacked” an hdri in PS to move the sun higher) because most of the hdris I had, have the sun in low position. I needed a sun at about 70 degrees to achieve correct shadows.
For the exterior views I used two different HDRi images combined with corona sun.

Saving & Post

All images were saved in CXR file format in order to edit after in the Corona Image Editor (CIE). It was also used for the denoising part. I had the option “Gather data for later” enabled in corona settings for the denoising, so I applied it in CIE.

The final post was done in PS. Some color adjustments in Camera Raw and some small touches were done with a wacom pen.

Skystation

kayak architects proves that there is no need to occupy a new plot for construction. The use of flat roofs as a construction base would provide easy access for future air vehicles. The lightweight structure is designed with arcs to create a more convenient landing system.

Refurbished Barn

How far can we push the Forest Pack plugin! That was one issue after we recognized what a Swedish landscape needs to look authentic.

We are working on this setting for a VR project, so I had to build the vegetation for all directions. Now we can put the cameras nearly everywhere. This are the first shots, which we really liked to share. There´s some more coming soon 🙂

Dusk river station

Hi.
I am sharing you one of the most important project for me, this is the final stage of a long and hard process of eight years of University, it’s my Architecture graduation project: “SPORTS INFRASTRUCTURE: Access station to Mapocho River”. Santiago, Chile.
The concept born from creating a station that brings access to the Mapocho river as a new public space in Santiago, capital of Chile, and upgrading of poor sport infrastructure of the city.
The project was modeled on Rhinoceros from the concept and the context and details completed at 3dsmax.
For the images, I tryed a different atmosphere than common sunny days, something more evocative and thinking in the actual local autumn season.
And Render engine was Corona Renderer 1.5, then just some people in Photoshop for post-production and some minor adjustments at Ligthroom.
I hope you like it.
Thanks for the space.