Tag Archives: Architecture

Making of: Lamborghini Aventador with Marc Trautmann

Marc Trautmann came to us with an idea for a creative collaboration between CGI, photography, and architecture. The astonishing sculpted form of the Lamborghini Aventador would be set in deconstructed architectural elements, inspired by Daniel Libeskind, with both the car and the setting realised entirely in CGI.

“The concept of the personal CGI work was to create power and dynamics by dissolving conventional spatial structures.”

We loved the idea of creating an environment that would mesh perfectly with the extravagantly powerful style of the car, the challenge of making such an impossible setting look believable, and of course the collaboration between three creative disciplines.

1.Sketching out ideas

The first stage is to sketch out the initial concepts – no matter how technological the execution, there’s still nothing like breaking out the sharpies and sketchpads for free experimentation and collaboration in the early stages.

Initial sketches

 

2. Moodboard: structure, architecture, light.

When we are planning a deconstructed architectural enviroment, it’s vital to find reference for the elements so that they are completely convincing. We looked for abstract shattered planes and shards to inspire ideas, but also for reference of how light would move and react between the shapes. And we sought out architecture – both imagined and built – that was close to our vision, to see how it is structured in reality.

Moodboard_architecture and structure

3. Architectural session 

Marc worked with Franken Architekten to construct and then deconstruct a setting around the car. Originally created in architectural CAD, they were exported as .dwg files for us to work with in Maya.

1511_150407_MTR Aventador_Top 1511_150407_MTR Aventador

1511_150407_MTR Aventador_Perspective_01

4. Initial tests with the car

Once the initial concept is drafted, we began to refine the ideas in Maya. We experimented with different directions and angles and light sources within the architectural setting.

Aventador16_f78_30mm_03AT_AO-Occlusion

Aventador_03_KTT_f78 Aventador_03_KTT_f34

Once we were happy with the angles and the placement of the car, we crafted preliminary passes on lighting and mood.

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Aventador_09_KTT_masterLayer

5. Materials.

The next stage is to look in detail at the textures of concrete, steel and glass – once again, we make moodboards of real-world examples.

Moodboard 2 - Materials

For the detailed observations to make the renders perfectly convincing, we used material references from Marc Trautmann – the concrete floor of his studio had the perfect worn industrial texture we were after.

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With the textures in place, we worked with Marc in developing the background further. Together, we sketched out where texture and lighting should be refined and perfected.

Untitled-2

Aventador_10_KTT_amendments

6. Last adjustments
We tested colour and mood  variants, fine-tuning the lighting and perfecting the dynamism and balance between the structures of the car and of the deconstructed setting. High resolution rendering in Vray shows how the details are coming together here.

Aventador16_12_KTT

Aventador16_13_KTT

7. The final artwork – three images of an extraordinary car in an extraordinary space.

Concept & Creative Director: Marc Trautmann Architecture: Franken Architelten CGI Artists: Kristian Turner, Anna Toropova / Recom Farmhouse Post Artists: Kate Brown, Riikka Eiro / Recom Farmhouse

Concept & Creative Director: Marc Trautmann Architecture: Franken Architelten CGI Artists: Kristian Turner, Anna Toropova / Recom Farmhouse Post Artists: Kate Brown, Riikka Eiro / Recom Farmhouse

Concept & Creative Director: Marc Trautmann Architecture: Franken Architelten CGI Artists: Kristian Turner, Anna Toropova / Recom Farmhouse Post Artists: Kate Brown, Riikka Eiro / Recom Farmhouse

Fly through the modelling and see how we built up the image, in our behind the scenes movie here!

See the full series on our site here

Concept & Creative Director: Marc Trautmann at Schierke
Architecture: Franken Architekten
CGI Artists: Kristian Turner, Anna Toropova / Recom Farmhouse
Post Artists: Kate Brown, Riikka Eiro / Recom Farmhouse

Cyan II by Øystein Sture Aspelund

Stuff we like: Bright geometry in modern architecture

It’s always amazing when someone shows us a new idea in architectural photography.

Norwegian photographer Øystein Sture Aspelund‘s vision of modernist architecture focuses in on details and textures of modern masterpieces, found by searching through Brasilia, Sao Paulo, rural Bulgaria, Valencia, Bratislava and the Italian coast. Infusing them with strong yet delicate tints of sunsets, cyan and rose, the sweeping and beautiful lines are reminiscent of a new colony on another world.

Your imagination can fill in the rest from these precisely observed details….

Cyan II by Øystein Sture Aspelund Cyan II by Øystein Sture Aspelund Cyan II by Øystein Sture Aspelund Cyan II by Øystein Sture Aspelund Cyan II by Øystein Sture Aspelund Cyan II by Øystein Sture Aspelund

Cyan II by Øystein Sture Aspelund Cyan II by Øystein Sture Aspelund Cyan II by Øystein Sture Aspelund

All photos © Øystein Sture Aspelund
More work  at http://oysteinaspelund.com
The full series is also available for your appreciation on Behance.

Making of : IN THE GARDEN by Clemens Ascher

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Clemens Ascher’s latest series “IN THE GARDEN” depicts scenes from an indoor garden complex.
The world he represents appears to be entirely artificial, a plastic utopia carefully designed to deliver happiness and comfort to its inhabitants. The bright and saturated colours in these pictures are seemingly trying to compensate for the void in which these people live.

We have helped our friend Clemens in constructing this dystopian vision by adding some CG elements to his pictures. Together we discussed the set prior to his shoot and we came to the conclusion that models, plastic plants, carpets and placeholders for walls were going to be photographed, whilst windows, final walls and all other architectural elements would be created in CG.

Photographer: Clemens Ascher Fashion Stylist: Alice Whiting

Hair Stylist: Craig McAtear CGI Director: Kristian Turner / Recom Farmhouse 
CGI Artist:  Florian Einfalt / Recom Farmhouse Post Artist: Pepe Alram, Kate Brown, Andrea Tosello / Recom Farmhouse

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Renault site specific campaign for Düsseldorf Airport

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For this site-specific project we were asked by creative director Felipe Nunes Franco to visualise a Renault car breaking through the glass facade of Düsseldorf airport.

Excited by the idea of producing an artwork for a site specific project, a member of our Stuttgart team drove to Düsseldorf for a day to take reference pictures of the actual facade together with the exact measurements of the glass panels. In fact we had to accurately reproduce those dimensions in CG so that the billboard could exactly substitute and replicate the covered area with the car breaking through it.

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Making of : Porsche Cayman by Thomas Strogalski

Recom Farmhouse-4

When we work on automotive images, we are usually asked to render cars into a photographic environment, but with the new Porsche Cayman GT4 it was exactly the opposite: Thomas Strogalski photographed a real car while the location was virtually created by our talented artists in Stuttgart.

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Making of : Ford Explorer

Shot by photographer David Westphal, this production of images is another fine example of how realistic CG images can look! Our New York team traveled with David to the amazing forests, parks and beaches near Portland, Oregon. Our team provided both on-set retouching and pre-visualisation to allow everyone to see the car in situ and decide on the angles.

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Making of : Recom / Schnabel / Evers

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We always try to squeeze in personal projects between one commission and the next. When doing them we loveto collaborate, especially with photographers! So when Thorsten at Recom thought to build some stunning CG architecture with a CG car, he contacted photographer and mountain lover Michael Schnabel together with architect Fabian Evers. Excited by the idea, they began to look for a spectacular location in the mountains where it would be possible to virtually build the imaginary home of a car obsessed art collector. After viewing and scanning the mountainous landscape via satellite imagery, they travelled to the San Bernardino Pass in the Swiss Alps, located only a few hours away from our Stuttgart studio.

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Making of : Pleasure Grounds by Clemens Ascher

Look at these images and look again because what first appears to be a theme park is in reality a carefully constructed world balancing on the threshold of leisure and order.
Shot by photographer Clemens Ascher, the series Pleasure Grounds depicts scenes where people are shown in a moment of leisure but the space they inhabit is bleak and slightly threatening. Military weapons and wild domesticated animals populate this landscape and as viewers we are unsure what is real and what is ficticious. Pleasure Grounds Pleasure Grounds Continue reading

Making of : NISSAN X-TRAIL

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We recently went with photographer Nick Meek to Paris and to lake Montriond in the French Alps to shoot the latest Nissan X-Trail campaign. The car and far backgrounds were captured photographically by Nick, whilst we built the architecture in CG.

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Making of : FORD KA

Ford_ka_WebShot by the Wade Brothers this funny advertising campaign for the Ford Ka shows a woman who paints everything around her in pink, the colour of her new car.

The photographic duo contacted us because they needed a solution on how to change the colour of the house as they could neither paint it, nor shift the colours in post. In fact by doing this at the retouching stage the final result would have looked fake as all the diffused material on top of the brick work would have remained in place. As a solution we proposed to do a 3D-scan of the entire building to enable us to replace the painted parts of the house with a 3d model, and therefore adding the needed realism.

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