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3d art

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West Pier<br />

In April 2009, F10 Studios was approached by Brighton’s<br />

West Pier Trust to graphically restore the pier and provide<br />

visualisations that illustrated the pier in its heyday. F10’s brief<br />

was to capture the true beauty and romanticism of the much<br />

loved piece of seaside architecture as it was in 1920. Creative<br />

director Glen Bruckland said: “The first challenge was piecing<br />

together the original plans and drawings, some dating back to<br />

the 1860s. Some of these prints had not seen the light of day<br />

in years, and the job of pulling all the information together was<br />

a huge task in itself. Fortunately local structural engineering<br />

firm HOP was also able to provide several digital drawings,<br />

which assisted with the main structural modelling.<br />

In order for the images to be convincing, a high level of<br />

detail was essential. The West Pier Trust also provided plenty<br />

of reference photography from the Twenties, which was vital<br />

for adding all these details. In all it took over a month to<br />

model, with detailing going down to individual nuts and bolts.”<br />

Rachel Clark, general manager of the West Pier Trust, said:<br />

“Being able to preserve and show off to a new generation this<br />

wonderful p<strong>art</strong> of British architectural history is extremely<br />

important to us. The stunning visuals produced by F10 have<br />

done just that, and we are looking forward to working with<br />

them on future projects to help our cause.”<br />

190<br />

Nick Homer: We aim to go the extra mile<br />

with both stills and animations, creating<br />

compelling imagery that assists architects<br />

and developers all the way from concept<br />

design through to successful bid<br />

applications and marketing tools.<br />

Is there are p<strong>art</strong>icular style or philosophy that<br />

you bring to your projects?<br />

NH: Understanding the key messages and<br />

working out the most effective approach<br />

to each individual project is vital.<br />

We love to create punchy dynamic images<br />

that stand out and grab your attention. To<br />

make images convincing, the difference is<br />

c<br />

in the detail, and we strive to add as much<br />

as possible in the timeframe.<br />

Who are – or have been – some of your main<br />

clients over the years?<br />

NH: Our team has many years of experience<br />

working with many UK and international<br />

architects like Fosters, and has been a<br />

helping hand in some very high profile<br />

wining bids such as London 2012 and<br />

Glasgow 2014. We have also worked together<br />

with LCE Architects on a number of projects.<br />

What is the most interesting/rewarding<br />

architectural visualisation project you’ve<br />

worked on?<br />

NH: Our work last year with the West Pier<br />

Trust, recreating the West Pier in Brighton,<br />

was a very interesting and rewarding project.<br />

It needed to be a very detailed model,<br />

so there were plenty of 3D challenges like<br />

modelling from 100-year-old design<br />

sketches and worn-out black and white<br />

reference photos, and creating many<br />

weathered materials – quite complex V-Ray<br />

blend materials were extensively used.<br />

The reaction that the set of images<br />

received from people, who were very<br />

passionate about the pier, was incredible.<br />

I think people are so used to seeing colour<br />

photos or paintings of it burning down or in<br />

tatters, that to see very positive images of<br />

it in full glorious colour, as it used to be in<br />

its heyday, was a very welcome change.<br />

The goal was to help regenerate interest<br />

in the Trust’s plight, and we feel we did.<br />

What software tools do you regularly employ<br />

and why?<br />

NH: <strong>3d</strong>s Max and V-Ray are our primary<br />

weapons of choice and everything we do is<br />

created by them – maybe with the odd help<br />

from another plug-in or two.<br />

We have all been using Max for many<br />

years, and so it is second nature now. Like<br />

most software, it likes to throw in<br />

challenges from time to time, but on the<br />

whole it is a very good bit of kit, and with V-<br />

Ray on top, which has established itself as<br />

the de facto standard in arch vis rendering,<br />

we find we have a very effective tool set.<br />

How many people typically work on<br />

a project, either in-house or externally?<br />

NH: A project can range from one person for<br />

a day or two for a quick CGI, through to<br />

collaboration between ten of us and other<br />

companies in the area, lasting a month or<br />

two. There are many creative companies<br />

based around us, so there are always

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