제플린(Zeppelin)김포 한강신도시 끝자락 낮은 언덕에 자리 잡은 집 한 채. 꿈을 쌓아 올려 완성한 벽돌집...
Plambeck Campus, 1.Preis, Wettbewerb: Ein nachhaltiges Coworking- und Coliving Gebäude für das Immobilienunternehmen Plambeck in Norderstedt.
The SWA design for the park at Paveletskaya Plaza is the foundation and inspiration for a dynamic urban space both covering and revealing a bustling new underground retail facility.
岡山大学津島キャンパスに建てられたカフェ.キャンパスを南北に貫くイチョウ並木に面し,市街地と対面する.コンクリートブロック塀で囲われた閉鎖的な場所を,塀を取払い,公園のような開放的な場所とした.直径50〜60mmの無垢鉄骨柱で厚さ12mmのうねった鉄板屋根を支える.
Fair Warning, this post contains alot of images, so get your scrolling finger ready! This project is kind of the completion of the circle for me, my very first Photogrammetry project back in 2017 was a small coniferous forest scene. It was good for what it was, scanned with an Iphone 5? 6 maybe? and zero prior knowledge about photogrammetry. But I have learned a lot since then and always wanted to revisit that theme and do it properly, with everything new I have learned, and with proper equipment. So I have been working on this for the past 2 years, a lot of iteration and a few side projects have come in between, but this is the culmination of all my previous works with procedural forests these past years. It is big, like silly big, 2x2km of winding paths, deep forest groves, swamps, lakes and fields. I still get lost myself when running around in there, and I created the damn thing! I have based this on a location close to where I live that contains all of this. I see myself as a game maker, so just making something that looks pretty but does not run well, holds little interest for me any more. I want to create places you can explore on your own. The goal from the beginning was to approach this the same way I would any game-production, going through all the same brutal optimization steps. I wanted to have it running at 60fps on my regular GTX1080, with subgoals of a maximum of 10 million tris, 2k draw calls per frame and textures being within the default Unreal StreamingPool budget. These are numbers I feel should be very doable on the current generation of PC/PS5/XboxSX. Granted, these are just my guesses on my part, I have no idea what the new consoles are capable of, but hey, I had to pick some numbers and these felt ok! The final 2x2km scene is running at around 60-80 fps on my GTX1080 desktop, depending on the area, so mission successful :) All content is scanned and created from scratch, by hand, by myself. The earlier parts of the project was scanned using a Nikon D850 with a 24mm lens, but that camera got lost in a rainy accident, so I have now gone mirrorless with a Nikon Z7 Mk2. Resolution reigns supreme! The music I choose for the video is Far Horizons by Jeremy Soule of the Skyrim OST. It was my go to mood song throughout most of the project, so it seemed fitting :) All made in Unreal Engine 4.26 using fully dynamic lighting, of course! This has been a real beast of a project that has terrorized my life for a long time, is it perfect? no far from it. But I am happy with where it ended up. Now I really need to go and do some smaller things for a while :P An asset pack containing everything used to create this is available on Unreal Marketplace :)
the 9-acre mass timber roof of the portland airport terminal evokes the experience of walking through a pacific northwest forest.
This is the project i worked on for Jeremy Huxley's 6 week CGMA class. I kept working on it after the class was over to refine it, but it's finally done! It was an incredibly fun project and I learned a ton. Inspiration for this scene: Naughty Dog's games, Studio Ghibli, the awesome hiking areas around the Bay Area, and Star Wars Battlefront. All foliage assets were hand-sculpted and poly-painted in Zbrush and then composited in substance designer to get the additional maps. Tileable materials were all created in Substance Designer. There are only two different rocks used in the entire scene: this was a fun exercise! Shout out to Jeremy Huxley for his awesome class and feedback!
이런 땅에서 아둥바둥 살아본다고 2000년을 생존한걸로 모자라 북한포함 7000만 넘음
대한민국 헌법 표제 및 제1조에 따라 공식 국호는 대한민국(大韓民國)이며, 역본 및 정부령에 따라 정식 영문으로는 Republic of Korea라 한다. 1950년 국무원고시 제7호 「국호 및 일부 지방명과 지도색에 관한 건」에 따라 약칭은 대한(大韓) 및 한국(韓國)으로 정해져 있으며 '조선(朝鮮)'은 북한과 확연히 구별하기 위해 대한민국의 약칭으로 허용되지 않는다. 영문 약칭 및 통칭으로는 Korea를 쓰며, 국가 코드로는 KR, KOR이 사용된다. 대외적으로는 북한과의 구분을 위하여 'Republic of Korea'와 'South Korea'를 병용한다. 국가별 리스트를 일람할 때는 편의상 K를 앞으로 따와서 'Korea, Republic of' 또는 'Korea, South'로 적기도 한다. ..
rotterdam-based firm MADMA has revealed its proposal for the campus of the senezh management lab, a new management school in russia.
Following groundbreaking work with museums in China, Loughborough University Design School is using the latest 3D digital technologies to develop commercial services for museums
Completed in 2020 in Arnhem, The Netherlands. Images by APA foto, DoepelStrijkers. Siza was our client of the first new building for the so-called Nieuwe Dorp. We won a pitch 3 years ago in which they asked for the solution for a...
places streets house cars sea beach climates nature sunsets korean japanese chinese aesthetic grunge
Launchspire is a radical re-interpretation not just of modern architecture, but of the airport and aviation in general. An electromagnetic vertical accelerator, using technological principles developed at CERN's LHC provides a method for commercial aircraft to be accelerated to cruising speed from a ground based infrastructure. The super-tall structural solution would not only be a
"The bravest of warriors, Paladins charge into battle either mounted or on foot, bringing righteous death in the Lady's name." —Description of the Paladins.[3] A Paladin, known formally as a Paladin of the Realm, is a renowned knightly champion and hero of Bretonnia. Bretonnian folklore is...