hindsight

I am in a small attempt to add some spice to an otherwise saturated archviz visuals/ archviz styling / daily work submissions. while realism is the way, we tend to forget to spice things up. This set of visuals was a personal investigation to create cinematic effects, angles and others creations of awesome sauce items and creating a small backstory to them. The concept was inspired by Raphael Lacoste concept art, “cernunos”, where the placement of a spirited figure in an otherwise architectural project creates an anomaly to an otherwise monotonous architecture. Interior views consist of custom models inpired by kaws. Break down of visual renders mostly were done by the usual corona and fstorm (let me know if you can guess which is which). Most 3D item were zbrush and autodesk with a bit of 3D scan library here & there.

Termas Geometricas

Nestled in an almost unbelievably lush forest canyon in Chile, the hot spring spa known as Termas Geometricas is a stunning maze of red planks that wind through the trees like something out of a mythological Japanese wonderland.

Suspended over a flowing stream, the crimson walkways leading to the various pools are made entirely of painted wood that stands out in stark contrast to the surrounding wilderness, while at the same time managing to seem right at home. There are 17 pools in total at the spa, each of them fed directly from a natural hot spring via wooden pipes that run beneath the walkways, making sure that they are largely warm and dry. Next to each pool is a small hut/changing room made of the same redwood as the paths. Each hut has grass planted on the roof, giving the whole facility a timeless feel, almost as if they are some extension of the natural backdrop.

The whole thing rests at the bottom of a canyon, and mists rise from the warm waters in a nearly constant fog. Between the Japanese-styled architecture and the Chilean nature, few places in the world can claim quite such a perfect harmony of nature and design.

The Collector

This is my full set of submission / winning submission for Design Connected (https://www.designconnected.com) competition, “the mirror”. The idea delves mostly on representing ID & furniture through an imaginary architectural semiotics. “the collector” represents current issues of war, gentrification & displacements. Archviz concept ideas was loosely base on ian mcque paintings and other contemporary visuals references and the most challenging part for me was to translating them to an Archviz / ID concept that fits the theme. Elements,furniture and accessories represents those unlucky victims of such incidents, and perhaps represents loss etc.

glass house in the woods

Hi
This is one of my new project.softwares used:
3ds max2016,v ray 3.4
post production-after effects ,photoshop
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MUETHER PAVILLON – Winter mood ok

ARTISTIC SIDE:
IMAGE PLANNING: I’ve planned my shot keeping in my mind this points that rule our perception.
Dark foreground-the tree drives you in the focus-the pavillon is in the third-red nose of snowballman that caputure your attention and drive you into the building-the cross stops your clockwise occidental reading of image- mountains close the picture.
TECHNICAL SIDE:
The creation of winter mood has been diveded in two step: MODELING & SHADING.
For creating a belivable snow that melts on steps and cross and of course the snowman, I chose Maya with SCULPITNG TOOL, starting with box, smoothing with a high level and scuplting on mesh.
SHADING:
The shading process is focused on snow and concrete.
For snow I use a TOP/BOTTOM MATERIAL in which i plug two Vray material, one with diffuse black & the other with diffuse total white, I played with BLEND & POSITION value. For the cross I use a VRAY BLEND MATERIAL in which i plug a black Vray material in base and a Vraymaterial with scratch map in opacity slot, the Vraymaterial is very reflective and it enters in Coat 1.The house material is a VRAY BLEND MATERIAL MATERIAL in which i plug a white Vray material in base and in Coat1 a Vraymaterial with a Grunge map in Diffuse, the Vray blend Material has a Gradient map in the Blend 1 value .The concrete material is a VRAY BLEND MATERIAL MATERIAL in which i plug in the base a VrayMaterial with concrete map in diffuse and in Coat 1 & Coat2 another VrayMaterial with the same concrete map in the diffuse slot but with a color correction on it.
In the Blend1 i hooked a Vraydirt map with a grunge map, the Vtay dirt has a radius of 0,6
In the Blend2 i linked a Vraydirt map with a grunge map, the Vtay dirt has a radius of 10
Both of grunge map is under a color correction.
LIGHTING:
Snowy atmosfhere is supported by a soft light, I create this kind of G.I. usig a VRAY DOME with no map only white.
The snow comes from PARTICLE SISTEM_SNOW with a flake size of four and then I played with time slider to obtain the perfect frame.
ENVIRONMENT:
I create the mountain with a simple plane and then I shaped the faces
I added a VRAY ENVIRONMENT FOG for creating atmosphere with scatter gi flagged and fog height of 1000.
In the PHISICAL CAMERA I enable motion blur for the flakes and put the shutter to 1/500 sec.
I used PROGRESSIVE MODE with noise threshold of 0,03 .