Showing posts with label Architecture. Show all posts
Showing posts with label Architecture. Show all posts

22.5.13

Final renders - Vivus town house

So despite the fact that I didn't finish what I expected to do at the beginning, I'm pretty happy of how the final renders look:


 


It looks quite different after you render it up. This is just me playing with a beauty and occlussion pass so I'll definately finish the scene just as a practice. Details that I notice when wrong is the texture in the sign; I'm guessing is the flare deformation that could have altered because it look fine in previous rendering test. I could have also add some deformation to the roof to avoid making it look so asian-like. 


21.5.12

The concept of Architecture

Architecture still is a very strong aspect when it comes to ideas and concepts that I've been generating along the year, and even though I never finished that degree, I still cherish the knowledge that I acquired during those 4 years. Specially now, regardless of the aspect of my future focus, I've started to understand the multiple uses of a game engine and endless limitations of concept art.




Is obvious that when it comes to making illustrations to base a scenography of a game, film or animation is always relatively easier to just draw a picture or perspective in which the building goes well with the style and it looks amazing in the background. But it certainly needs a lot of thought once an interactions with the environment is required.
For a reason it is a profession; the level of detail, functionality, design and materials have to harmonise in a whole composition. The aspects that probably a game designer don't have worry are the realistic factor and the costs, but even the physics and materials play an important fact.
The functionality takes a big role specially when a building itself is a game level. Places have to be logically functional, zoned and has to make sense with the exterior.

Maybe it's not very used now a days among actual architectural projects, but old style hand-made plans where certainly a piece of art, that if it was part of any media project could certainly be part of the concept art.


A part that has got me really interestes came when a friend from my old degree asked me to do her some renders to use in her final project. At the moment was kind of a joke as she was half way done it, but it did made me realize the potential that a game engine like Unity3D could have for the presentation of projects. Obviously someone has already thought of that... and I was amazed for the results of some companies and it was nice to know the effort that their putting to replicate a more realistic urban environment and an easy way to work with natural aspects.
Check out the video underneath where the company ENODO uses cryENGINE to create a really nice urban landscape:





27.2.12

Quetzalcoatl

Right so after a massive mental/art block, I manage to settle down my ideas into something more concrete.
Since it's 2012 and the mayans say that we're all going to die, why not basing my game scenario on it! (oh yea...also cus I'm mexican...arriba! )
So from all the legends I know from ancient Hispanic cultures Quetzalcoatl is my favourite one and it's also because a serpent with feathers is cool.
I've been looking at the patterns and details from several ruins and I'll try to reflect some of the aspects from this amazing culture.
Here are the mood boards with pictures that inspired me:


Any how, I'm not going to make a historical recreation, instead I'll adapt some of this concepts to a fairytale-like environment. It's a really huge concept and there are loads of details and ideas I would have to work on, I just hope it's not too ambitious.

26.2.12

Xilia World

Tales of Xilia for PS3 is a game about to come out in Japan from Namco studio.
I've been crossing fingers for it to someday come out in Europe, but meanwhile I've been following some updates and trailers.

Asides of me being a stupid fan of the series, This time is the environment that caught my attention since I liked the feeling they put to the scenarios below.
The concept of the harmony between water, trees and a city landscape is really attracting. Also the play with light and dark in this case seems to be a concept that needs to be carefully played, but the dark silhouettes that you get give you an amazing feeling of magic and mystery.  



21.1.12

Weightless

Dance + Architecture + Awesome concept = THIS VIDEO!



This video that a friend of mine whose studying at the Northern School of Contemporary Dance showed me was simply beautiful.
Love the way they  played with the scenario and the whole concept. My favourite part of the scenario is the  'water on the wall'. Couldn't think of a better way to express the concept than 'moving the whole world' just to defy gravity.
Very well planned scenario. Simple yet beautiful.
Sure it helps to think outside the box and imagine different ways to come with a solution.
Also, it really enhanced my desire to get involve in more interdisciplinary project. Sure I'll ask my friend for a collaboration soon :)
Anyone interested?