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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