Making of Church of the Light Elvin Aliyev’s 3d recreation of Tadao Ando’s Church of the Light and adjoined Sunday School extension is one of the best made and look better than any photo I’ve seen of these projects. His render set showcases the design in a remarkable way with his attention to the materials, camera placement and light which shows great respect to the work of the master that Ando is. Now we can have a glimpse into Elvin’s work process. I started the 3d recreation of Tadao Ando’s Church of the light for self-education purposes only. The experience that I had during my work on the “Church” cannot be compared to anything I’ve ever done before in the realm of 3d architectural visualization. See the real Church of the Light photos at archdaily – AD Classics : Church of the Light / Tadao Ando And here are some of the finished renders I made… You can also see more in the Church of Light spotlight The modeling process of the “Church” was pretty easy. Here are some reference boards I made… Why? The Concrete
Making of 3D render 'House to Catch a Forest' by Celestino Geronimo – 3D Architectural Visualization Rendering Blog - Ronen Bekerman I’m happy to bring you a new making-of article by forum member Celestino Geronimo. In this article he will describe the creation of his scene inspired by House to catch the forest / Tezuka Architects. I hope you’ll enjoy this article, learn from it and share your thoughts by commenting at the bottom of this article’s page. Use the green retweet button above to share it with your twitter followers too! Author: Celestino Geronimo Celestino is General Manager at Mushroom Multimedia located in Singapore. This is my interpretation of a Tezuka House by the forest, played with different foliage types as opposed to the original site itself. First let see how we end up… I prepared the site with a plane as the base, pulled some vertices on the z axis to achieve an uneven terrain. The house structure itself was not that difficult to create, it is mostly comprised of extruded splines (the walls and floors) or editable splines (such as the rails). Also incorporated a refract value to the leaf.
Making of 3D render of GH House by Anton Cherenko – 3D Architectural Visualization Rendering Blog - Ronen Bekerman As mentioned it the March 2010 newsletter, April is the month for the GH House articles to be posted and I’m very happy to bring you the first article by the challenge’s Honorable Mention Award winner, Anton Cherenko. I really loved the fact Anton showed the back side of the GH House, a side not so explored during the challenge. I hope you’ll enjoy this article, learn from it and share your thoughts by commenting at the bottom of this article’s page. Use the green retweet button above to share it with your twitter followers too! Author: Anton Cherenko Anton participated in the GH House Challenge, winning an Honorable Mention Award for his entry. I’m very happy to share with you the process of creating my entry for the GH House Challenge. The first step, after I downloaded the model, was to find an interesting POV. There weren’t too many complicated objects to 3d model, and not too many parts of the structure that I’ve changed. First step was creating a few single grass blades.
Dune Apartments by Jakub Gramczynski Here’s a selection of images Jakub Gramczynski showcased on the forums that were made while working at Mellon Architekci architectural office. They both served as a design tool for checking if the project is heading the right way and as a marketing tool too in the promotional project website and print. Jakub also made several video recordings of his process to share with you all. Here’s what Jakub had to say about this project… Dune Apartments is the first out three buildings in a complex designed by Mellon Architekci on the Polish Baltic seacoast. The whole project has been executed in Archicad. Since the time for each shot was pretty slim (everything had been done during normal working days in between other projects) I had to render simpler views and upgrade them in Photoshop. All in all, around 40 different images had been prepared for the final concept (each with many variations), from which around 10 for the final final ;). It took several years and many designs to get where it is.
Making of Black Living Blackhaus’s Black Living scene was featured on the blog exactly one month ago, and today I’m happy to bring you the making of that scene. Working with a dominantly dark scene is a challenging task, one that might be a bit easier after you follow Fernando Gasperin’s description of his process in making the Black Living scene. Enjoy! Our main goal with making ‘Black Living’ was to try to work with a dark palette, which is not an easy thing to do, while managing to give to the images a sophisticated look… a look we have seen in catalogs of Poliform and B&B that we like so much. The first thing we did, in order to get what we expected, was to gather several reference images that expressed the look we were after. Here are some of the references… I did not use any kind of fancy modeling techniques, just the good old simple poly modeling. Glass Vase Grid Metal Vase I started with a cylinder of 16 sides for the inner part. In this part of the process I collect as many references as I possibly can.
Cutipol House by Troubs Trobus posted a nice trio of house renders at the forums finished work section. Although you can’t really see a complete house, the scene has a great feel to it, surrounded by the forest with a nice pool on the concrete deck. Visit Troubs’s forum thread to join the discussion about his work – Cutipol House If you liked this article, and want to be notified when new posts like this are being published, please consider subscribing to the blog via one or more of the options below. RSS – Get updates as posts get publish.Email Newsletter – Periodic updates plus more <img src=" alt="icon smile Cutipol House by Troubs" class="wp-smiley" title="Cutipol House by Troubs" />Twitter – Updates about the blog and other things too.Facebook Fan Page – It’s new and cool if you like Facebook.
Making of ‘MS House’ at dusk, Part 1 When launching my blog, I mentioned in the first post that I plan to share thoughts & knowledge gained during my daily work, so I am very happy to introduce my first ‘MAKING-OF’ post. In part 1 I will cover topics starting from the initial DWG files manipulation and up to the point of exporting the SketchUP model to 3d Studio Max. The motivation for this post started in the following forum thread on evermotion.org, a very popular CG Portal I frequent regularly and recommend you to visit too. More than a ‘HOW-TO’ but not really qualifying as a fully-fledged tutorial, a ‘MAKING-OF’ post is a collection of spotlights illuminating several different aspects involving in the creation of the subject scene. Hopefully, the information I’m sharing here will be useful for all of you 3d visualization artists, architects, designers and anyone else with an interest in 3d architectural visualization. Here are a few things to check and do before moving on to SketchUP Zoom extents Check it sideways XREF’s
MightyTiles Procedural Mosaic Texture How-To by Peter Guthrie Many of you asked for more insight on how-to use the procedural texture plugin – MightyTiles by Mighty Instruments, the procedural texture tiling plugin for 3d Studio Max. Peter Guthrie has been using it for some time now, with great success and kindly explains the process of creating a relatively simple material but also one that would be much more difficult to do without using a plugin such as MightyTiles. This isn’t intended as a complete tutorial, but it does cover some of the harder to grasp aspects of MightyTiles. Enjoy! Author: Peter Guthrie Peter Guthrie is a well-known freelance visualization artist currently based in London, UK. The success in a mosaic tile material lies in the subtle variation in the reflections and position of each tile. Add a MightyTiles Map to the diffuse slot of your material. Instance the main MightyTiles Map to your bump map slot if needed. See a screenshot showing my finished material set up below. and secondly in the Surface rollout: Mary Christmas,
Material / Curtain / V-Ray Many have asked pixela to share more information about her Curtain Material used in the “Rosso” scene. She was very kind to share this with you all here. I hope you’ll find this helpful in your next project! Hello, Many people were asking me to prepare a tutorial about how to create a curtain shader and here is the mini-tutorial I promised for Ronen Bekerman Forum which has been one of the leading and creative arch-vis sites that I feel happy to take part. First step we need to make is to define the characteristic features of our material. We can categorize these features this way… Surface Properties ( Diffuse Color, Texture, Bumps, Holes, etc. )Reflective PropertiesRefractive PropertiesTranslucent Properties Now we need to make observation… I looked at all the curtains around me, and see how light passes through, and how lights spreads on them, how curtains behave towards light and different light conditions. So the main features are… When I look at it I see white color with some stripes.
HDR Image Based Lighting 3D Scene Setup This short video is a follow-up on a comment made by alex_starc in the 10 Free HDRI Spherical Skies Maps post. He had issues with the sky being too dark in the render so I just recorded a short session of how I setup my scene with Image Based Lighting (IBL) using and HDRI map. Hope this helps. In this video I’m showing how I setup scene lighting using a VRayLightDome and the VRayHDRI texture loaded with a HDRI (Viz-People HDRI Vol. 01 Map 03 and My own PureLIGHT No. 11). If you have any questions, please use the comment box below (Click here to watch on YouTube) Here is one of the renders that I made during the testing of the new HDRI maps. Since the 2nd part is taking to long to get done, here is a short video to describe the Photoshop postwork that was done on the original HDRI in order to make the shadows look crisp. (Click here to watch on YouTube) If your workflow for setting up Image Based Lighting (IBL) is different, please share it with us by commenting below. And one more thing…
Making of Mountain Hostel Beautiful Chill! Great looking snow, composition and light are the characteristics of AESDE‘s ‘Mountain Hostel’ visual that was shared on the forums and awarded them Best Visualization of the Week NO. 21/2014. Today they share the process of making this great looking visual. Enjoy! Hi all! At first I would like to thank Ronen Bekerman for inviting me and giving me the possibility of presenting my project ‘Mountain Hostel’ in the Making-of section of this great blog. I’ll start with a few words about the project itself… This project was lying in my drawer for a few years because of chronic lack of time (sounds familiar?) The whole scene was made in 3ds Max, rendered with V-ray and post-worked in Photoshop. Let me begin… Here are some of the visuals I used as reference for capturing the atmosphere of winter and snow. Firstly, preparing demonstrative object box and the field where the building will be set. The next step is to make our object much more detailed. A few more model detail shots…