Subtractive Manufacturing: The Quiet Machine Revolution that is Reshaping Architecture
CategoriesArchitecture

Subtractive Manufacturing: The Quiet Machine Revolution that is Reshaping Architecture

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Architecture is defined by materials and construction. In terms of building envelopes, structures, and systems, there are two primary manufacturing methods used. Additive manufacturing processes add material layer-by-layer, while subtractive manufacturing removes material to create building components or parts. Additive manufacturing, usually under the umbrella of 3D printing, is increasingly well-known, but subtractive methods have been used throughout history. In modern architecture, designers, fabricators, and manufacturers are reimagining the possibilities of subtractive manufacturing to create new forms and spaces for contemporary life.

Subtractive manufacturing is an umbrella term for different kinds of controlled machining and material removal processes. These are either performed manually or more commonly, driven by computer numerical control (CNC). Subtractive methods can start with solid blocks or material forms made from metals, plastics, wood, or other materials that are shaped through boring, cutting, drilling, and grinding. This machining process spans from CNC methods to electrical discharge machining in hard metals, as well as laser cutting (for thermoplastics, wood, acrylic, fabrics, metals) and water jet cutting for plastics, hard and soft metals, stone, glass and composites.

Mold Tool

A two-part mold tool from MDF being machined with a 1/16″ flat end mill. Courtesy Portland CNC

The key advantage to subtractive manufacturing is that it’s ideal for tight tolerances and geometries that are difficult to mold, cast, or produce with traditional machining. Larger, less complex objects also tend to lend themselves more to subtractive manufacturing. This machining process is also most often the choice for fabricating finished parts. Subtractive manufacturing processes can create parts for prototyping, manufacturing tooling, and end-use parts. The following projects showcase how subtractive manufacturing processes are leading innovations in design and construction, and what the future of these methods might hold.


By Bernard Tschumi Architects, Tianjin, China

 

The Binhai Science Museum was designed to showcase artifacts from Tianjin’s industrial past through large-scale contemporary technology, including spectacular rockets for space research. The project is part of the city’s Binhai Cultural Center and contains facilities for cultural events and exhibitions as well as galleries, offices, and restaurant and retail spaces. The project was made to relate to the rich industrial history of the area, the site of high-volume manufacturing and research. A series of large-scale cones create major rooms throughout the museum. The central cone, lit from above, connects all three levels of the building.

The exterior of the museum is covered with aluminum rain screen over a sealed aluminum surface, giving the building a unified presence despite its large size and the disparate elements of the structure. Approximately 3,600 copper-colored panels in two sizes (4×7 ft and 4×11.5 ft) make up the flat portions of the building’s façade. The perforated metal panels also help reduce heat gain. The design team developed 52 different sizes of panels with each row of the cones corresponding to a unique width. Each panel is backed by two aluminum U-channels located between the perforations.


By Acton Ostry Architects, Vancouver, Canada

Completed in 2017, Brock Commons Tallwood House is an 18-story, LEED Gold certified, 404-bed student residence building located at the University of British Columbia in Vancouver, BC. It was the world’s tallest mass wood tower at the time of its completion. The timber structure and prefabricated facade also went up in only 66 days.

Key to receiving approvals and achieving economic viability was a “keep it simple” design approach that makes the building appear ordinary through encapsulation of the wood structure with gypsum board. The prefabricated facade, arranged in a pattern of vertical striations, features pre-installed windows and cladding consisting of 70% wood fibers.

A CLT canopy runs the length of a curtain wall base, which reveals the warm wood finishes of amenity spaces within. Elevator lobbies are clad with the same material as the exterior. Hallway finishes include natural wood doors and a palette of rich umber and ochre accent finishes. Living unit interiors are bright white, spare and simple.

CNC machines cut all the mass-timber components, including the penetrations in the CLT panels and the connection holes in both ends of the columns. A unique identifier was assigned to each mass-timber component for quality-assurance and quality-control tracking and on-site measurement of the structural system assembly heights.


By Morphosis Architects, New York, NY, United States

The Emma and Georgina Bloomberg Center is the academic hub of the new Cornell Tech campus on Roosevelt Island. With the goal of becoming a net zero building, The Bloomberg Center forms the heart of the campus, bridging academia and industry while pioneering new standards in environmental sustainability through state-of-the-art design. T

he Bloomberg Center is a four-story building set beneath a photovoltaic canopy, with a low and narrow profile framing stunning views across the island. One of the building’s most distinctive features is its façade, optimized to balance transparency —maximizing daylighting and exterior views, and opacity — while ensuring sufficient insulation and reducing thermal bridging.

Designed as a rain screen system, the outermost layer of the façade is composed of aluminum panels surfaced in an iridescent, PPG polymer coating. Designed in collaboration with Zahner, an architectural metal fabricator, the façade utilizes Zahner’s Louvered ZIRA™ system to create the image patterning.

Each pixel of the image is translated into the specific turn-and-tilt of a two-inch circular tab punched into the aluminum paneling; the depth and rotation of each tab determines the amount of light reflected. This pixel map was fed into a repurposed welding robot, which processed the digital information into the mechanical turning-and-tilting of the façade’s 337,500 tabs.


By Partisans, Georgian Bay, Canada

Perched on an island’s edge in Georgian Bay, Ontario, the Grotto Sauna is a feat of old-world craftsmanship and new world sustainability made possible by cutting-edge software and fabrication technology. The selected concept for the Grotto prescribed a solid, simple presence on the exterior, while the interior followed dynamic air movements in curvature forms; requiring design solutions.

As a result, the team proceeded to experiment further with the materials, and selected wood as the primary medium. Importantly, the Grotto established a successful methodology for addressing the challenges of building ambitious architecture in remote and environmentally sensitive regions.

Partisans collaborated directly with their fabrication partner, MCM Inc., to develop new prototyping methods and with engineers and develop novel software patches for the toolpaths. The latter enabled the fabricators to override the automated limitations of the CNC machinery and ultimately use it as a sculpting tool to achieve the aesthetic vision, all the while maximizing the available wood and milling along the grain so that the pieces would match one another. The successful production of the panels also had to anticipate the method by which they would be sequentially assembled. This required the team to develop a sophisticated installation plan in tandem with the fabrication process.


By Bjarke Ingels Group and JDS Architects, København, Denmark

When Bjarke Ingels Group and JDS Architects set out to create The Mountain residential project, it was the 2nd generation of the VM Houses: same client, same size and same street. The program, however, is 2/3 parking and 1/3 living. What if the parking area became the base upon which to place terraced housing, like a concrete hillside covered by a thin layer of housing cascading from the 11th floor to the street edge? Rather than doing two separate buildings next to each other — a parking and a housing block — the team decided to merge the two functions into a symbiotic relationship.

The parking floors are covered with a continuous perforated aluminum surface, folding into four parts from the southern to the eastern facades. This controls sunlight and air circulation. The folded surface makes reference to the name of the project, displaying a realistic image of Mount Everest.

For its aluminum panel facade, each perforation plays a specific part in the composition of the image. In some parts, perforations are so large and dense that there is almost no visual restriction between inside and outside. During the day, the perforation in the aluminum plates appears black on the bright aluminum, and the mountain image resembles a roughly rasterized photo. At night time, the facade is lit from the inside and appears as a photo negative in different colors as each floor in the parking area has different colors.

Courtesy Portland CNC


Today, subtractive manufacturing is being radically reimagined. We are seeing projects where 4D self-transforming materials respond to changes in heat, sound, or moisture levels to change shape. Subtractive manufacturing also offers a variety of material and processing methods for diverse design applications. As the process of building evolves, the convergence of technologies opens new possibilities for architecture, design and machining.

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Reference

Breathing New Life into The Procuratie Vecchie in Venice
CategoriesArchitecture

Breathing New Life into The Procuratie Vecchie in Venice

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Few cities in the world have been for so many centuries a melting pot of different languages, religions and lifestyles as Venice: here, the salty air of the lagoon not only gave rise to the city’s trade relationships, but also continues to create an intoxicating atmosphere that lays fertile ground for cultural exchange and dialogue.

Procuratie Vecchie is an iconic building that occupies the north side of St. Mark’s Square: completed in the first half of the 16th century, the complex — once the seat of the Procurators of St. Mark’s, high officials with offices inferior only to those of the Doge and responsible for assisting the poor — since the 19th century has housed Generali, one of the largest global insurance and asset management providers.

Introduction tunnel. Photo by Andrea Martiradonna

“The Human Safety Net”. Photo by Andrea Martiradonna

After the completion of the restoration, commissioned by Generali and designed by David Chipperfield Architects Milan, a large portion of the complex has finally opened to the public. The restoration, which involved the renovation of the first and second floors, the reorganization of the accessibility of the building through the insertion of new stairs, and a renewed central entrance on the third floor, has not only brought back to its original splendor one of the most fascinating places in Venice but it is also re-established the building’s link to the original social dimensions of the larger Renaissance complex.

In addition to being a place of work, the building’s third floor houses the 32 291 square foot (3000 sq m) home of the Generali Group Foundation, “The Human Safety Net,” which works to improve the living conditions of people in vulnerable situations around the world. To convey the spirit of the Foundation, the third floor hosts the interactive exhibition “A World of Potential” curated by Orna Cohen and Andreas Heinecke, founders of Dialogue Social Enterprise and designed for the interior, exhibition, graphics & multimedia design by the Milan-based studio Migliore+Servetto under the artistic direction of Davide Rampello.

Sketch by Ico Migliore

Exhibition itinerary. Sketch by Ico Migliore

In addition to the exhibition, the Migliore+Servetto studio developed the design of the reception and commercial areas on the ground floor and the spaces for interaction on the third floor: a café, a coworking area, event rooms and an auditorium.

Achille Castiglioni used to say that “we don’t design objects or spaces but behaviors”: and this statement can only be more apt in relation to this exhibition. In fact, the exhibition offers visitors a cognitive experience to recognize the potential in themselves and in others, according to the “learning by doing” method by John Dewey and on the basis of the ” values in action” outlined by the positive psychology of Martin Seligman and Christopher Peterson, and selected by the curators (creativity, kindness, perseverance, gratitude, curiosity, hope, social intelligence, teamwork): the result is a project halfway between a science and technology museum and an anthropological experience.

The café. Photo by Andrea Martiradonna

The coworking. Photo by Andrea Martiradonna

The entire itinerary is characterized by three recurring symbols: the table, the nest and the mirror. The table is an emblem of meeting and dialogue, and is present throughout the interactive installations and in the convivial spaces. Meanwhile, the nest symbolizes welcome and bonds, and recalled in the structures of the bookshops. Finally, the mirror, which in Venice boasts a centuries-old tradition, recurs in the furnishings of the café and in various installations as an allegory of reflection and of the comparison with oneself.

The café with optical chamber. Photo by Andrea Martiradonna

The Venetian theatre. Photo by Andrea Martiradonna

The entire narrative space, suspended between craftsmanship and refined technologies, tells of a strong bond with the city. Venice’s pulsating life is filtered uninterrupted through the “oculi” — the openings on the façade of the third floor. Some of these openings create a system of visual enlargement that recalls the optical machines of Canaletto.

At the beginning of the exhibition, the wooden puppets of Harlequin, Pantalone and Columbine — masks of Venetian theater — animated by sophisticated technology interact with visitors by answering questions about the history of the city in several languages. The installation “Window on Venice” allows visitors to take a leap back in time, exploring in 3D what some places in the city looked like in the 16th century.

Team work. Photo by Andrea Martiradonna

Team work. Photo by Andrea Martiradonna

The partitions of the spaces and the furnishings, all designed by Migliore+Servetto, enter into conversation with the existing structures. This dialogue enhances the presence of local materials such as glass, copper, wood, mirrors. The characteristic Venetian “bricole” constitute the supporting structure of the installation of the exhibition route dedicated to team working; the benches of the café, in natural wood, recall those of the historical Venetian cafés; the patterns of the carpets rework traditional motifs, such as the ornate arches of the Doge’s Palace or the “millefiori murine”; the chandeliers made by local master glassmakers create an evocative dialogue between natural and artificial light.

The studio also contributed to the selection of the contents of the Art Studio, the space dedicated to temporary exhibitions that hosts “CHUTZPAH. A tent that is not a tent, animals that are not animals”, curated by Gabi Scardi, is a project created by the collective “Atelier dell’Errore BIG” that gives voice through art to a community of young people marked by neurodiversity.

Image by Migliore + Servetto architects

Social intelligence. Photo by Andrea Martiradonna

The temporary installation, also by the studio, of 100 external tapestries on the façade of the Procuratie Vecchie facing St. Mark’s Square and 22 tapestries on the internal façade of Corte Maruzzi tells about the actions and the identity of the Foundation.

An intervention under the banner of a holistic approach that, through the culture of inclusion, social innovation and sustainability, and through an effective design language, opens new possibilities for self-awareness and awareness of others, in the perspective of transforming more and more the concept of “me” into that of “us”.

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Reference

CategoriesArchitecture

What Do We Lose When We Demolish a Meaningful Megastructure?

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The brutalist megastructure Cumbernauld Town Centre in Scotland is to be demolished and replaced with a new one. Many historians deem the demolition damaging to architectural heritage while supportive comments about the demolition are widely heard from the town residents.

The town center was part of a plan that founded the new village of Cumbernauld, Scotland in a bid to diffuse the population from Glasgow to surrounding towns. The building, designed in the 1950s aimed to provide convenience to the community living by bringing apartments, retail, healthcare, a hotel, a skating rink and even educational facilities altogether under a single roof; it was at the forefront of the defining the new typology that later became known as a megastructure. Construction continued from the 1960s to the 1980s in different phases and later refurbishments painted the form colorful.

Cumbernauld Shopping Centre, By Ed Webster

The idea driving the design was to an urban one. When planning for the new town of 50,000–80,000 people, urban designers came up with a scheme where the community’s shops and amenities would be concentrated within a single building, sot that the residents of the high-density housing that surrounded it would all be required to converge under a single roof. The various neighborhoods would be connected to the structure via pathways (covered and uncovered). Notably, the design was completed and the design had began before the term ‘megastructure’ had even been coined (in 1964). The concept would play a leading role in architectural discussions — especially those led by radical architecture groups like the Metabolists, Archigram and Superstudio — over the subsequent decade, though few were ever built.

The Cumbernauld Shopping Center served as a case study for megastructures in many university classes. Yet, as time passed, the already complicated form became even more visually fragmented. Aside from those with a nostalgic appreciation for the original design, hardly any positive comments could be made on its aesthetics. Meanwhile, it is difficult to recognize its brutalist identity from its current appearance. Looking at the photos, one is more sympathetic to the town center’s crude two-time title as the “most dismal” place in Scotland.

The Unfashionable Style

robinhood gardens_exterior

Robin Hood Gardens (1968-72) by Peter and Alison Smithson, image by stevecadman via Wikimedia Commons.

Cumbernauld Town Centre is just one of many brutalist buildings to be abandoned by the 21st century; however, as a megastructure, it is rather unique. The 1.5-hectare estate Robin Hood Gardens in London by Peter and Alison Smithson has been under demolition since 2017. Two campaigns were mounted to save the massive Brutalist residential complex from demolition but failed. Only a three-story section will be preserved by the Victoria and Albert Museum for historical records, including two maisonette apartments, their facades and a walkway. Even listed structures are not 100% secured, as their listed status could be revoked to make way for redevelopment.

Brutalist architecture was not only fashionable in the UK but also gained widespread international favor after WWII. The massive, straightforward forms and honest, intensive use of concrete were avant-garde at the moment not only for the style but also for the idea of bringing multiple facilities together in one complex. Concrete was often the language of build megastructures. The elimination of decorations and the use of cast-in-situ concrete allowed for fast establishment or re-establishment of communities in the post-war recovery period when resources were generally short and the need for build space overwhelming. The material and the new typology were also free of historical baggage; just what was needed in the wake of a war that seemingly marked the end of history.

Yet, many of the buildings were done in hurry or lacked sufficient budgets for their upkeep; they therefore required careful management and regular maintenance to ensure they remained useable. Indeed, while the concrete structures are strong enough to stand for decades because of the tough nature of the material, the softer parts like lighting, electricity, interior finishing etc. are easily damaged and degradated, influencing the quality of living and use-value.

Living With Brutalism

Boston City Hall

Boston City Hall Renovation by Utile Design, Boston, MA, United States.

Fashion changes every season every year so does the preference for architecture, although less frequently. Taking the outdated ones down and building new ones on top of them is the easiest way to execute while also favoring the market with trending styles. However, we should not wipe off traces of urban history for trends that are eventually going to change again. It is the rich history of a city that makes the city stay unique under globalization and it is the collective memory associated with every corner of the city that makes our city special to us.

Take, for example, the Boston City Hall — a typical brutalist structure that, being typical, received criticism over years. Instead of demolition, surgical interventions are employed to make the building civic again. The design team improved the security system, redesigned the navigations and lit up the space with brighter and more energy-efficient LEDs lighting to make the building more welcoming. A coffee kiosk and seating areas are added to improve visitors’ experience. The urban landscape around the city hall is also under renovation with the aim of neutralizing the cold concrete buildings and inviting visitors with more vegetation, seats and areas for gathering.

barbican_interior_2

The interior design of an apartment in the Barbican by Quinn Architects, London, England.

The Grade II listed Barbican Estate in London is another great example of a “living” brutalist building, which is also a megastructure. Unlike the suburban Cumbernauld Town Centre, the Barbican stands on a bombed site of 14 hectares within the tight urban context of central London. It includes some 2,000 residential units, galleries, schools, a theater, a conservatory, a library, water gardens and elevated pedestrians that connect everything. Refurbishments, including one in 2007 which spent £35 million, were carried out to meet contemporary needs. Its brutalist appearance has been honestly preserved — much to the chagrin of some loud voices. Meanwhile, there are plenty of those who embrace the form and the idea of living in a community held within one complex.

The “Notorious” Megastructure

Compared to its successful contemporaries, the refurbishments of Cumbernauld Town Centre were not critical enough for it to catch up with nowadays standards, either functionally or aesthetically. As one of a few megastructures ever built, is there a historical argument to be made for restoring this rare building? After all, the Cumbernauld Town Centre represents more than just brutalist aesthetics; it is a concrete implementation of innovative urban design concepts from the post-war period. (This is not to mention the environmental argument: it is a waste to demolish the massive concrete structure, which consumed a considerable amount of resources to build. One can only hope that it will be recycled into secondary materials.)

On the other hand, even though the “notorious” megastructure is going to be replaced by a new one of nothing recognizable in design and style, one could argue that it is unfair to maintain a dysfunctional building that is not improving life quality in any way for the locals. Perhaps a good renovation could save the Cumbernauld Town Centre, but we are probably going to miss it forever.

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100 Renderings That Tell Stories About Architecture and Our World in 2022
CategoriesArchitecture

100 Renderings That Tell Stories About Architecture and Our World in 2022

The largest exhibition of architectural renderings in 2022 is officially here! We are thrilled to reveal the 100 Finalists for the 3rd Annual One Rendering Challenge, each one telling a unique story about architecture’s role in the shaping of modern society. Below, you’ll find every amazing image that made the Top 100, forming an extraordinary showcase of architectural visualization and narrative-driven design.

Our stellar line up of expert jurors are now reviewing each of these images in minute detail, and their decisions will revealed with the publication of the Official Winners’ Announcement towards the end of April. The renderings will be judged according to the competition criteria. For the One Rendering Challenge, jurors’ rankings are converted into scores, which then give us our two Top Winners and 10 Commended Entries.

You can explore those 100 renderings below (published across 4 posts and in no particular order), accompanied by their stories. Tell us which is your favorite on Instagram and Twitter with the hashtag #OneRenderingChallenge! Below, “Part 1” presents the first 25 architectural visualizations — you can jump to part 2, 3 and 4 using these buttons:

Part 2     Part 3     Part 4


“Kaiserwagen” by Zana Bamarni

“Depicted in this image is my hometown Wuppertal. The world famous Schwebebahn, which was build over one hundred years ago as a result of advancements in steel production and metal fabrication, still remains to awe visitors when it meanders through narrow streets above the river Wupper. Shown here is a speculative redesign of the city in the spirit of the early Schwebebahn designs and its historic “Kaiserwagen”.

A lot of motivs were drawn from historic Schwebebahn Stations and the Art-Nouveau movement. A combination that is very fitting in a historical context. Both were made possible due to the progress in metal fabrication and could have been natural evolutions of each other. This image celebrates the joyful mingling of architecture and craftsmanship and carries this spirit into the scenery itself. People mingling.”

Software used: V-Ray, Rhino


“REMEMBRANCE” by Zoe Russian Moreno

“Memories and dreams sometimes go hand in hand. The combination of reality and fantasy is an intrinsic force that supplies the creative portfolio of an artistic mind with endless possibilities. Nevertheless, even with all the infinite pieces put together sometimes one can’t help but look into triggers of certain spaces that take you back into specific moments of life. This particular studio is a combination of said moments in time; clutter in respective areas, materiality, scale, objects and the conglomeration of mechanical pieces grounds the imagery, which brings a sense of character that many people resonate with. It’s a sense of remembering a space that does not exist. A remembrance.”

Software used: V-Ray, 3ds Max, Photoshop


“The Lantern” by Evan Mott

“On December 21, 1848, a white plantation owner, traveling with his enslaved servant, passed through the Central of Georgia Railroad terminal in Savannah, seeking medical care in Boston.

Or so it seemed.

In actuality, the pair were Ellen and William Craft. Enslaved since birth, the married couple devised an artful plan of escape in which fair-skinned Ellen disguised herself as William’s white owner. Four terrifying days and 1,000 miles later, they successfully carried their lantern to freedom. They would devote their lives to exposing the dark brutalities of slavery, lighting the way to liberty for others.

Today the same railroad terminal, reimagined as the SCAD Museum of Art, carries its own lantern. The glow of the 85-foot glass tower reminds us that Craft-like creativity and courage are essential in building and protecting the delicacy of equity and freedom.

Thank you, SCAD, for telling this story.”

Software used: V-Ray, 3ds Max, Photoshop, Other


“Up In The Air” by Vittorio Bonapace

“The First Settlement on Mars.

The author imagined the first Colony – not so far in the future – inhabiting the sky into high-altitude balloons, leaving Mars’s surface for laboratories, roads, research and science experiments. “Up In The Air ” is part of a set of three illustrations. It’s not about the first epic human’s landing on the planet; the whole concept is about the confidence of living there, enjoying home.”

Software used: 3ds Max, Corona Renderer, Photoshop, Other


“Halo Funeral Center” by Pablo Emilio Vázquez Ramos

“Located near a highway between two major cities in the north of Mexico, Monterrey and Saltillo, the site generates from the hillside of the mountain chain. A ring with an inner radius of 47m, a section of 18m and an outer radius of 65m. Embedded in the ground giving the appearance of rising or detaching from it. The intention of the project is to guide the farewell process of a loved one through the natural and architectural environment. HALO Funeral Center stands out for its morphology and relationship with the context that generates a farewell process for both the bereaved and the deceased. In this way achieving a liberation and a healthy duel.”

Software used: Blender


“About Storeys and Stories” by Guilherme Marcondes

“People is what gives architecture life. With all their different lights and colors, they make the spaces alive. When designing a façade, a lot of effort is put into the relation with the exterior environment. With this rendering I wanted to focus on the role that the interior spaces play in a façade. Each of these windows have a story to tell, a feeling to show, a thought going on.

Home can have a lot of meanings: it’s where we come after work, rest, see our loved ones. It’s where we process the thing that happened outside, where we plan the things we want to do outside. Most importantly, it’s where we can show our true colors: sometimes bright, strong and warm. Sometimes soft, cold and blue. Through the day and the night the façade is where we see not just the city, but also the people’s light.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Layers of the Underworld” by Keyhan Khaki

“A boundless generative study for a spatial understanding of an infinite archive dedicated to letters and stamps in the context of Campo Marzio. Inspired by “The Library of Babel” by Jorge Luis Borgestry, the drawing tries to incorporate the idea of sauntering and browsing through ramps. It explores the layers beneath the Campo Marzio in relation to the accumulation of historical letters and records. This is a result of moving upward and downward into the layers of Campo Marzio imagined by Giovanni Battista Piranesi (1720- 1778).”

Software used: Rhino, Lumion, Photoshop


“Foot of The Hill” by qiantailong Shi

“Overlooking the sky, the water,the mountains and the small houses, they form a long picture that is deeply touching. The combination of a long time and strong strength reveals a solemn scene and makes people linger and forget to return. I suddenly had a strong desire and shouted at the mountain opposite. Bursts of pleasant echoes reverberated in my young heart, and my heart suddenly gushed a kind of magnanimity I had never had before. I felt that I had melted into the mountain.”

Software used: 3ds Max, SketchUp, Corona Renderer


“Gravity” by jingwei li

“The illustration explores a future in which architectural forms grasp to reach beyond Earth’s gravity. Density and population lead some to choose a nomadic life-style, free to roam the open plains below…”

Software used: V-Ray, 3ds Max, Photoshop


“Museum of Memories” by Hristo Rizov and Arthur Panov

“What are memories if not frozen fragments of time?
Locked there in the museum.
Screaming for attention.
Wrestling to keep you restless.
Some full of sorrow and unrealized dreams.
Some… of uncried tears.”

Software used: V-Ray, 3ds Max, Photoshop


“Fainted Hope” by Dennis Grimm and Renato Aguilar

“Faced with the cruel reality everybody witnessed on TV in 2021, we were moved and felt responsible to act.

The image was to grab the viewers’ attention, evoke a feeling of affectedness, and make them reflect on the situation. The ambiance was inspired by several images we found of Afghan habitations. We aimed for realism, so we tried our best to capture the arid and vast landscapes we saw in these references and model authentic regional architecture. Finally, the young women are the focal point of the entire scene, they are quite literally in the middle of everything.

The environment, the architecture, and especially the characters – everything had to look and feel as real and convincing as possible. The women’s postures and facial expressions are crucial in conveying this feeling of uncertainty and helplessness, so we put a lot of effort into their appearance.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Sunset Love” by Mark Eszlari

“Churches are sacred spaces where people unite spiritually with a higher power. We enter churches when faced by pure and meaningful emotions like true love. Churches are therefore unique types of architecture where humans can express their deepest feelings through prayers influencing their psychology, philosophy and lifestyle. Love at first sight usually culminates in a church during the wedding ceremony.

The illustrated couple expresses their love for one another, sharing a kiss at sunset, before climbing the stairs to enter this sacred space while the priest looks after them with his prayers, binding the souls together to be one. The design of the church is inspired by praying hands pointing towards heaven, the location by Greek islands. The elements such as the red roses, symbol of love, the sunset and staircase to the church contribute to the romantic emotions adding warmth to the image, a metaphor for hearts in love.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Shanty Stack” by Arnaud Imobersteg

“The sun is warming the air as the market is closing now. My shirt is already sticking to my skin. They advised to avoid going out, but I feel good, I’m only coughing. Uncle Alisha is saying he got sick because it’s not air anymore, he says that before we used to see the sky and it was blue. But I don’t know; maybe he’s just getting old, he’s already 37. The Stack is constantly growing as new people are moving in. Are they coming from Above?”

Software used: Blender


“Cheese Factory” by Artem LT and Mykola Mondich

“Cheese factory. A place that is sure to please guests, especially fans of healthy eating preservation of national traditions, local cuisine. The landscapes there are also quite beautiful – the peaks of the Carpathians are clearly visible. Shepherds work here from spring to autumn. During this time, many sheep can be seen on the slopes. Various cheeses, Budz, Bryndza, Vurda are prepared on the fire. You can see with your own eyes a difficult but pleasant process, the preparation of Hutsul cheeses.

Architecture is organically integrated into the environment. Polonyna is a forestless area of the upper belt of the Ukrainian Carpathians, which is used as pasture and hayfield. Hutsul cheese becomes first Ukrainian product with protected geographical indication. Hutsul Bryndza is made of mountain sheep milk in accordance with traditions dating back to the 15th century on the summer high mountain pastures of the Carpathians.”

Software used: 3ds Max, Corona Renderer, Photoshop


“SHINE” by Alexis Bossé

“I dreamed of a circle room with countless thin arkd who fall in the center. At first, I tried to make a subtile natural light like a overcast sky. I worked shaders of walls and arks with dressed stone for remind stuctures like abbayes and churchs. After that I really wanted to make a old dark wood floor with a lot of wear but in the same time I want to make it elegant with strong reflections. I choose a dark Floor because this helped me contrast the image, the room is globally dark except for the center of the image. I placed a tree with a soft shape to stay close to the arks shape. After that I added few artificial lights with warm color to have more reflections on the floor. I tried to make a place which is perceived like sacred and silent.”

Software used: V-Ray, 3ds Max, Photoshop


“Victory St” by Dániel Ócsai

“My story depicts a dystopia that is mostly driven by the cold and insensitive brutalism of Orwell’s 1984 novel and the post-soviet era in Middle-Eastern Europe. These types of buildings are called “panel houses” in Hungary, which means houses made of reinforced concrete blocks. Most of these were built right after World War II, when suddenly many people had to be accommodated.

I love the negative charm of these monsters that makes them look like they will stand forever and beyond. On my image the inhabitants have either left the building or taken them away – who could tell. The man in the cap can be a propagandist or some kind of servant who is a faceless, impersonal part of the omnipresent, yet intangible system. Life is unknown down there, but presumably everyone is doing an automated, meaningless job. I think less information says more here.”

Software used: Cinema 4D, Photoshop, Other


“The Remnant” by Sai Lam Ma

“Day 1947

This is it, the tales are true. I’ve found the remnant of human civilization from all those years ago.

It was said people used to turn to technology for all their problems, almost worshiping it as if it was the solution to everything. But only if they would look closer, they would have noticed all the pollution, inequality, conflict and harm they were causing. Instead of going to the roots of these problems, they slowly trapped themselves in this concrete tomb scrambling for some miraculous device to save them all. Maybe only then, when it all come crashing down would they realize how they should have treasured it all. Maybe only then, would they start to let nature heal.

They could have left us with so much more than a monument of regrets…”

Software used: V-Ray, Rhino, Photoshop


“THE SECRET LIFE OF A DAM” by Dominic Maslik

“This is the story of an old industrial building with a new form of life. One idea was popping in my mind to take the most industrial function and to make it not only a practical source of energy, but also architecturally and publicly friendly. Looking over different dams around the world I realized that’s the perfect ground for the imagination. Brutalist aesthetics, and the almost military look of the dams, made me overthink their use.

What if it can be used by the public, attract tourists? When I realized It can be redesigned also as a garden, lookout, integrated into nature as a beautiful architectural element there was no hesitation where it potentially could be. I took as a location lush Australian forest with its amber rivers coming from the mountains. My inspiration for the scene and color-grading were coming from Austrian landscape painters such as John Wilson, John McCartin, Frederick McCubbin.”

Software used: V-Ray, 3ds Max, Photoshop


“Tokyo Rift” by Felix Manibhandu

“Growing up in urban South-East Asia, I’ve found there’s nothing in comparison to the chaotically beautiful sensory overload.

The typical high-rise modular architecture above provides enclosure to the sprawling hustle and bustle of micro communities below, night time transforms high density spaces to a fluorescent techno-visual feast.

This work in progress it to develop in to an environment camera pan shot. The first frame is a reimagining of what could be the sights, sounds and smells of a city I’ve never visited, referencing heavily on past experiences and emotions.”

Software used: Photoshop, Other


“The Meditation Temple” by Fatimah Ishmael

“The project is an anti-surveillance monastery in the mountains of China named the ‘Blind Spot’. Located more specifically in Fengdu ghost city, Chongqing, the Blind Spot is a retreat/sanctuary where you can escape the pressures of a heavily surveilled society. It is temporary living off the grid and houses sleeping chambers, meditation rooms, learning centres, and is influenced by the design of Buddhist monasteries.

The Meditation Room is constructed by metal mesh (influenced by a Faraday cage) and is a retreat within a retreat. It conveys a peaceful yet eerie feeling; though the cage-like construction stops the electromagnetic fields (WiFi, etc), the exposed and semi-transparent walls and floors still give the feeling of being watched.”

Software used: V-Ray, Other


“Celadon City (Saigon, Vietnam)” by Nhi Hoang (Producer), Lucien Bolliger (Executive Producer), Trinh Thai (Art Director & Visualizer) Quynh Luong (Model), Ng Lee (Model), Thanh Ho (Model photographer), Gamuda Land (Developer), Soyon (Creative agency), and createdby.ma (Architecture Visualization Agency)

“Saigon has evolved from the ’70s-nowhere else in Vietnam can one experience the quickly changing cultural and economic shift that takes place before our eyes. The 10+ million inhabitants seem to be constantly moving…Locals and foreigners, looks, sounds, smells, tastes all mix, and create something so eclectic and excitingly new that is impossible to capture in words. The city’s constantly buzzing. Moving. People yearn to break the shackles of the past, the shackles of society’s expectations. Poverty, traditional values, and collectivism are quickly shifting to consumerism and individualism.

Our CGI aims to captures the hustle, bustle and buzz one can feel in Saigon. The two models embody the modern people of Saigon, whereas the rest of the city moves around them at lighting speed. We used a neo-noir, cyberpunk-inspired mood to imply how this place isn’t stuck in the past, but very much representing the future.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Group Therapy” by Gourav Neogi

“We heard the thump of music. A door swung open, LED lights bleeding into the night. The space was packed but it felt familiar, like being reunited for the first time with people you didn’t really know. Some whose first names you know but whose numbers are not in your phone. You have no idea what they do for a living, or where they are from, or how old they are. You see them on the dance floor, where you have been hanging out for years.

This images captures a moment from the future as the pandemic restrictions are lifted. This ordinary corner of the Schaulager museum designed by the Swiss firm Herzog & De Meuron, becomes the destination for an underground techno party in Basel.”

Software used: V-Ray, 3ds Max, Rhino, Photoshop


“Cabins in the Woods” by Behzad Keramatih and Hizir Kaya

“City life can be vibrant, diverse, and dynamic. But it can also be crowded, polluted, and noisy; It is overstimulating which can make people feel stressed and overwhelmed. So the question is what’s the antidote to modern life stress? That is why we in the DD Studio decided to design a cabin in the woods in our style with minimum interference with nature as a building and maximum view. In this image, we are trying to show the communication between nature and humans and how the cabin sits in context.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Reclaim the Air – AirKeepers” by Minsung Kim

“Along the Passaic River from Port Newark through Jersey Turnpike, air pollution caused by toxic factories and transportation leads to increased health concerns and affects families’ health and vulnerable communities in Newark and the entire New York Metropolitan area.

The rendering shows AirKeepers’ interventions to combat air pollution along the Passaic River. The Mist Towers emit mist to capture toxic chemicals and particulate matter and drop them down to the ground. Then, Hyper-accumulating plants absorb the fallen pollutants and keep them away from the river. Additionally, Drones monitor the air quality and alert polluted air by emitting lights, helping people avoid being exposed to the pollutants.

While the scale of pollution is far greater than the Newark area alone, AirKeepers view these design interventions as a framework that can be used in the future to guide design efforts for combating pollution around the region and creating a healthier environment.”

Software used: V-Ray, Rhino, Photoshop


“The Construction of the Mihama Nuclear Shrine” by Sabina Blasiotti

“In 2012, Japanese architect Katsuhiro Miyamoto made the extraordinary proposition to erect giant Shrine-style roofs over the ruined reactors of the Fukushima Daiichi Nuclear Power Plant after the 2011 nuclear disaster. The conceptual idea of using the roofs to signify the presence of a powerful force on site extends to a workable proposition, based on the Japanese culture where shrines are rebuilt every 20 years to ensure that traditional building techniques are passed on generations. Likewise, the upkeep of the reactors’ decommissioning will extend in centuries, therefore the construction of these roofs is chosen as a form of preservation, to transmit the knowledge of Nuclear Waste management to future generations.

This drawing retells the story of Miyamoto, the construction of the Nuclear Shrine further influences the regeneration of the surrounding abandoned coastal landscape, repurposed as a sanctuary integrating ceremonial and commercial activities such as fishing and rice farming.”

Software used: V-Ray, Rhino, Photoshop

Next 25 Renderings →

Reference

How Mega Project Iconsiam Pushes the Boundaries of Material Science
CategoriesArchitecture

How Mega Project Iconsiam Pushes the Boundaries of Material Science

Mega projects inherently push limits. As the largest design efforts to shape the built environment in a given age, they naturally drive innovation simply due to the sheer scale of their undertaking. But while their development tends to bring about novel approaches to design and construction when considered in whole, the innovations they realize in the application of individual architectural materials is often overlooked.

Mega projects need mega materials, which is why cutting-edge technical porcelain stoneware from FMG Fabbrica Marmi e Graniti was a perfect fit for the larger-than-life Iconsiam development in Bangkok, Thailand. A massive, mixed-use complex featuring two residential skyscrapers, various cultural attractions and two malls, FMG’s high-performance MaxFine White Calacatta surfaces were used on the interior floors and exterior façade of Iconsiam’s malls.

The malls themselves, named Iconsiam and Iconluxe to differentiate each other’s brand offerings, are a maximalist fusion of all things Thai. Aspects of Thailand’s culture including art, food, and works from traditional and contemporary artisans are all synthesized under one roof in ways never before attempted. Designed to accommodate 150,000 daily visitors, Iconsiam and Iconluxe needed equally pioneering flooring and façade materials to perform well under extremely taxing conditions.

Designed to be utilized in large public spaces, Iconsiam’s floors are covered in FMG’s MaxFine White Calacatta surfaces, in both matte and glossy finishes depending on their location. MaxFine White Calacatta Active Surfaces® slabs, featuring antimicrobial and air purifying properties, wrap a majority of the building’s exterior. Together they employ the latest technological innovations to achieve superlative scales of application, long-term durability, ease of maintenance, and environmental health.

Size is the defining feature of most mega projects, and that is certainly true for Iconsiam, with 5.6 million square feet of retail between its two malls. As a result, FMG’s MaxFine White Calacatta surfaces cover over 118,000 square feet of floor space, while White Calacatta Active Surfaces® slabs clad more than 10,000 square feet of exterior façade.

At that scale, floor and wall panels need to cover a massive area without adding too much weight to the building’s structure or appearing unnatural. In this case, FMG’s MaxFine White Calacatta surfaces were picked for their lightness and dimensions, with thicknesses between just one quarter and one half of an inch, and slab dimensions of up to five feet by ten feet.

The natural wear and tear that such a large area of wall and floor surfaces are subject to is substantial, requiring them to both perform well and appear fresh after years of foot traffic and environmental exposure. FMG’s MaxFine White Calacatta slabs inherently resist wear over time by combining the good looks of stone with the durability of porcelain stoneware. As a result, they are fully waterproof, and resistant to chemicals, scratching, heat, fire, scaling, moisture, staining, and scuffing.

Maintenance and upkeep are likewise major concerns for a project with vast material quantities. FMG’s MaxFine White Calacatta slabs on the floors of Iconsiam are non-absorbent, allowing them to be cleaned with minimal effort before drying quickly. Outside, the mall’s wall surfaces feature FMG’s Active Surfaces®, with antibacterial and antiviral (including anti Covid-19), anti-pollution, anti-odour and self-cleaning properties. Thanks to their self-cleaning properties, when subject to light and humidity these surfaces are able to mitigate the buildup of dirt on the slabs and allow for the natural action of rain to accomplish a majority of their needed cleaning.

Available for almost any application, FMG’s Active Surfaces® slabs on Iconsiam’s façade greatly contribute to outdoor air quality. In fact, under the action of light and humidity, FMG’s Active Surfaces® are able to convert polluting molecules like nitrogen oxides and volatile organic compounds into harmless substances, improving the well-being of an entire neighborhood. Beneficial to both Iconsiam’s visitors and its neighbors.

Iconsiam’s Active Surfaces® also have an antibacterial and antiviral action. Using the photocatalytic properties of titanium dioxide combined with silver, when exposed to light these materials neutralize up to 99% of bacteria and viruses. A recent study by the University of Milan further confirmed that these surfaces eliminate up to 94% of SARS-CoV-2 (the virus responsible of Covid-19) after 4 hours of light exposure. Moreover, thanks to the presence of silver, these properties remain effective even in the dark.

To see how FMG’s MaxFine White Calacatta surfaces can bring innovative solutions to your project, check out their website.

All images courtesy Fabbrica Marmi e Graniti

Reference

Why Every Architect Should Read Walter Benjamin
CategoriesArchitecture

Why Every Architect Should Read Walter Benjamin

Judging is now underway for the 10th Annual A+Awards Program! Want to earn global recognition for your projects? Sign up to be notified when the 11th Annual A+Awards program launches. 

The word “modernity” was coined by the French poet Charles Baudelaire, who used it to describe the “fleeting, ephemeral experience of life in an urban metropolis.” In his 1867 essay “The Painter of Modernity,” Baudelaire exhorts artists to reject classicism and embrace the flickering, tragicomic life of the streets. He argues that the modern artist must become a flaneur, or connoisseur of urban life, if they hope to produce work that is vital and alive. 

Watercolor and ink sketch by Constantin Guys (1802 – 1892). Baudelaire named Guys the ultimate “painter of modernity” due to the interest he took in city crowds.

For Baudelaire, the quicksilver newness of modernity was made possible by architecture, by the way his fellow Parisians moved through built spaces. And the most interesting built spaces in Baudelaire’s Paris were the arcades. Constructed in the first half of the 19th century, the Paris arcades were covered walkways that housed various shops, newsstands and cafes. With vaulted ceilings made from glass and iron, the arcades offered an elegant respite from the grime and noise of the city street. In guidebooks to Paris from the time period, the arcades were always listed as a major attraction. 

The philosopher and critic Walter Benjamin believed the arcades were the most important architectural form of the century. In his unfinished masterpiece, The Arcades Project, written between 1927 and 1940, Benjamin attempts to reconstruct Baudelaire’s Paris using an experimental method, assembling thousands of textual fragments into a kind of collage. His goal was not simply to write a historical narrative, but to bear witness to the birth of modernity. The result is a fascinating meditation on the dialectical relationship between architecture and history — a subject that is just as relevant today as it was in Benjamin’s time. 

1831 engraving of the rotunda at Galerie Colbert. Along with the nearby Galerie Vivienne, Galerie Colbert was one of Paris’s largest and most famous arcades.

The most unique aspect of The Arcades Project is its structure. The book opens with a series of impressionistic but otherwise conventional essays, establishing the historical period with overviews of subjects such as the origin of the arcades, the history of the Paris Commune, and Baron Haussmann’s dramatic redesign of Paris between 1850 and 1870, in which many of the arcades were destroyed to make way for the wide boulevards and uniform city blocks that define the city as we know it today. After these sections, however, things take a more radical turn. 

The majority of the text is comprised of pieces that Benjamin calls “convolutes,” which are textual fragments that he collected through his vast reading on the period. Quotations from newspapers, letters and academic texts are placed alongside the author’s own reflections. The fragments are ordered by an alphabetical system, with the letters corresponding to different topics. For example, section A concerns the arcades; B is about fashion; and C, Ancient Paris and the Catacombs. Some of the sections combine topics in an idiosyncratic way, such as D, which covers both boredom and Nietzsche’s concept of “Eternal Return.” A number of fragments are cross-referenced, corresponding to more than one letter, which allows readers to see how these different ideas relate to each other, like points in a web or constellation. 

When Walter Benjamin wasn’t strolling through the arcades, he spent most of the 1930s in Paris’s public libraries and archives.

All told, The Arcades Project isn’t written so much as constructed, like a building. The ordering system of the convolutes resembles the directory of a massive shopping mall. Readers of this book do not follow a narrative or argument, but move through a kind of endless exhibition. They enter into the period, discovering it for themselves. 

The book begins with a note that the majority of the Paris arcades were built in the “decade and a half after 1822.” Readers learn that the arcades were made possible by the “boom in the textile trade” and “the advent of building in iron.” This was long before Baron Haussmann’s transformation of Paris. The arcades really belong to an earlier era, before the Second Empire, before even Baudelaire.

As Benjamin explains, Paris in the 1820s was a filthy, crowded, “subterranean” city, prone to outbreaks of cholera and revolution. And yet the arcades, which were open to the public, were glittering modern spaces, temples of the new religion of consumerism. At their entrance were boot scrapers, simple iron tools built into crevices in the wall that visitors would use to scrape the city muck off the soles of their shoes, a type of ritual cleansing.

Galerie Colbert in 1900

It was in the arcades that the flaneur, Baudelaire’s archetypal city wanderer, could contemplate the crowd as an aesthetic spectacle. Urban life, in its messiness and variety, now had an elegant stage on which it could be observed. 

The iron and glass ceilings of the arcades suggested that these spaces were harbingers of a utopian future. As Benjamin points out, the only other place city dwellers were likely to encounter this type of construction was in exhibition halls such as the Crystal Palace, in which new technologies were often debuted. New technologies were introduced in the arcades as well. Benjamin notes that “they are the scene of the first gas lighting.” 

Passage Verdeau today. This was one of Benjamin’s favorite arcades to visit as it was home to dozens of bookstores and antique shops. Built in 1847, it was one of the last arcades to be constructed.

In a fascinating paragraph, Benjamin argues that the appearance of “the new” always draws the imagination back to “elements of prehistory, that is of a classless society.” A dream about the future is always also a wish to recover what one has lost. Benjamin believes it is no coincidence that socialist thinking — especially of the utopian variety — exploded in France at the same time that the arcades appeared. Charles Fourier’s famous phalanstery, his scheme for a self-contained, egalitarian living and working community, was essentially “a city of arcades,” Benjamin argues. It was the arcades that showed Fourier that variegated human activities could be organized under a single roof. 

1826 floor plan of Galeries Colbert and Vivienne

When Benjamin mailed his early drafts of The Arcades Project to colleagues, many found it baffling. Why give all this attention to 19th century shopping malls? How was this relevant at a time when fascism was on the move all across Europe? Walter Benjamin was a German Jew and a committed Marxist. When he wrote The Arcades Project, he was living in France as a political exile. And yet, he believed that the best use of his time and talent was to investigate the conditions that gave rise to modernity, especially the emergence of the commodity form. Here, he felt, he would uncover the deep roots of fascism, and perhaps better understand how it could be resisted.

Writing under the shadow of Nazism, Benjamin understood modernity differently than Baudelaire had. He had mixed feelings about it, or to use his terminology, he approached it “dialectically.” While modernity offered new possibilities for freedom, in the end it had created the conditions for fascism. Without modern technology, the Nazi regime would never have been able to exercise the level of destructive control that they did. Even the spectacle of the crowd, which Baudelaire had celebrated as a symbol of diversity, was menacingly transfigured into an image of uniform state power in the Nazi propaganda films of Leni Riefenstahl. The crowd, like so much else, had been engineered for totalitarian ends. 

When Walter Benjamin sat down to write his book, the spectacle of the urban crowd had been transformed into something menacing and authoritarian.

Something had obviously gone very wrong with modernity. What was it? This is the question Benjamin asks in The Arcades Project. Importantly, he doesn’t seek to answer it, at least not in any direct way. What he does instead is try to bring Baudelaire’s Paris to life with his collage method. His hope is that these juxtapositions of facts, quotations, and speculative commentaries will cause a “dialectical image” of the period to “flash up” in the reader’s mind, allowing them to see things that cannot be described in a straightforward way: the diverted hopes and buried possibilities of the period. 

The Arcades, as a site of commerce, played an important role in the history of the commodity form. This uncanny photo of a Parisian storefront was taken by the street photographer Eugene Atget in the early 20th century.

Benjamin saw the modern world as a kind of dream, or “phantasmagoria,” in which the true relations between people are obscured by capitalist ideology and commodity fetishism. The arcades, then, were the earliest dream factories, a spectacle of consumption in which the actual history of the objects on display, and the labor that went into producing them, was deliberately concealed.

Visitors to the arcades were encouraged to think of themselves as consumers, maybe even flaneurs, but never as exploited workers. While the form of life Baudelaire celebrated produced flashes of revolutionary possibility, in the end it had lulled the masses into a false consciousness, preventing them from taking hold of their own destiny. 

The goal of The Arcades Project was to snap readers out of the capitalist dream so they could resist the fascist nightmare. Like Freud, Benjamin believed that one needed to descend into the murky depths of the past in order to recover the insights they needed to move forward. If  there is one sentiment that runs through the project, it is hope — hope of a desperate sort. 

Galerie Vivienne in 1905

In 1940, Walter Benjamin died at the age of 48 in Portbou, Spain while in police custody. He was fleeing Nazi-occupied France when he and his companions were arrested by Spanish authorities, who told them that they would be deported back to France the following day. Believing he would be sent to a concentration camp, Benjamin took a deliberate overdose of morphine in his prison cell. However, the next day his companions were all released and allowed to continue on their journey to America. If Benjamin had held on just one more day, he could have traveled with them. 

The tragic story of Benjamin’s death is often told with the suggestion that it carries a poignant lesson. However, I never understood what that lesson was supposed to be. So in lieu of commentary, I am simply going to leave it here, as Benjamin would have, as a stray piece of the historical puzzle. 

Walter Benjamin’s work remains an important resource, not only for philosophers and cultural critics, but for architects. Architects today would do well to think about cities the way Benjamin did, as living collages that place the present in conversation with the past. If architects studied Benjamin, they would learn to see their projects not as stand alone entities, but as points of light within a vast, ever-shifting constellation. 

Judging is now underway for the 10th Annual A+Awards Program! Want to earn global recognition for your projects? Sign up to be notified when the 11th Annual A+Awards program launches. 

Reference

CategoriesArchitecture

One Rendering Challenge 2022: The Finalists (Part 4)

Explore a further 25 extraordinary architectural visualizations, each one a Finalist in the 3rd Annual One Rendering Challenge. Let us know which are your favorites on Instagram and Twitter with the hashtag #OneRenderingChallenge!

Previous 25 Drawings     Back to Start →


“All that is left” by Stavros Sgouros

“What can we do? What can we create that will last and assist future life?

Imagine a scenario when we have not survived. When the only left memory of our world are these species that do not touch it, that is set free in our skies and overlook our shadows.

This is a manmade structure. A vague memory of our last endeavors to save what will survive. A new home for the flying nomads of the new world. It could be located near a lagoon or a swamp. It could be frozen in time and forgotten. But they will find it. They will inhabit it.

“But a bird that stalks down his narrow cage can seldom see through his bars of rage”. Now we are gone and the bird is free.”

Software used: V-Ray, SketchUp, Photoshop


“Mitoshi Church” by hamed kamalzadehSeyed mohammad razavizadeh

“Mitoshi Church is located on the hills of Mount Agora, close to the Sagano bamboo forest. In Japanese, Mitoshi means outlook. An Outlook over the Agora heights. The structure is comprised of two local materials, bamboo and rope. Because of this, it is considered a live member of nature in Agora forests.

The design consists of 7 rows of bamboo with equal distances which along with the two-layer walls and ceiling, allow direct sunlight to be refracted and create moderate natural light inside the space. The visitors enter through a low-rise entrance, and as they move in the space, the ceiling height and natural light increase, and when the viewers reach the far third of the church, they find themselves facing the cross with the Agora Mountains behind it. Mitoshi Church is a prospect that compels man to meditate on himself and the universe around him in a spiritual atmosphere.”

Software used: Rhino, Lumion, Photoshop


“No Man’s Land” by Veronica Blas

“2050. After years of violent conflicts and natural cataclysms, the Earth is in short supply. The population has abandoned the destroyed cities and has returned to being nomads and to wander the Earth in communities. In this image, one of these communities is moving. A post-apocalyptic walking city inspired by the work of Archigram, but that also looks at literature, as the book “Mortal Engines”, and cinematography with “Mad Max”.

The advanced technologies for space research have lost their initial use and are now used to survive on Earth. The launch-pad is used as a base for buildings that have fallen into disrepair. Humanity has adapted to this new condition and a new way of living has evolved.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Würstelstand” by Mihai Pop

“The project called “Welcome all Aliens” is inspired by the 2015 migration crisis in Europe.

I chose not to show the migrants directly, but to suggest their presence through something else, through a character. This is when I remembered an old sketch I made, an over-optimistic, extra small, self-sufficient, prefabricated shelter together with a similar sized greenhouse, where one could grow food. They were small, quirky, and could fit in any urban context … so I thought…

Migrants + minimal prefab shelters + being managed by birocratic European institutions = a horrible idea!!! Great! I could do something with that. ?

Würstelstand

Where would these shelters be placed around the city? Where would they fit? Maybe just randomly on the street… maybe replacing a news stand, or a Würstelstand, the one on your neighborhood street corner, anywhere theoretically, they don’t take up a lot of space.
They are not big.”

Software used: Cinema 4D, Photoshop, Other


“Longboarding in Lesotho” by Peter Crotty

“The days are spent longboarding down the steep mountain roads of Lesotho. All that can be heard is the rushing of the wind and the sound of skates over the tarred road. For them, it’s a moving meditation of pure muscle memory and physical freedom. After the sun sets, they return to their dwellings. A simple but beautiful stone wall home. The timber roofs create a warm acoustic quality for them to listen to their music and to sit back and relax. They are winding down and settling in for the night as the sun sets on the Lesotho hills. It’s a simple life… But it is so fulfilling.”

Software used: V-Ray, 3ds Max, Photoshop


“Radiant Flow” by Igor Neminov, Artem Zigert and Igor Neminov

“Entrada is in the heart of what is commonly referred to as “Silicon Beach”. This influx of influential companies is no surprise as Southern California boasts a lifestyle that can’t be duplicated anywhere else in the country. This image attempts to capture the mood and atmosphere which is very sacred to the evening time dwellers of the area.

It’s common for this region to be veiled by a thick marine layer, engulfing the streets and buildings in serene glows of lights produced by the fog, evoking an indescribable feeling, allowing one to feel the colors and light on a whole different scale. The creeping of the fog and the heavy traffic on the streets during the cold winter days not only slows time but has the power to suspend one’s whole reality. It’s phenomenological!”

Software used: 3ds Max, Corona Renderer, Photoshop


“Art Oculus” by Manuel Ramirez Kalionchiz

“Art Oculus is an NFT gallery created for the bold creatives in the crypto space. It holds pieces from several artists, both from the physical and the metaworld. All art pieces are carefully curated by our creative team and selected upon the requisite of building for a purpose much greater than themselves.

This collective mission is represented by our main display, Escaping Your Art by Kaliguro, which aims to portray the transition of the artist out of their own creative pieces to fulfill a greater mission. The project merges modern day technology with the traditional coexistence of an artists that exposed themselves to their viewers on a personal level, always to speak a little more about the inspiration behind the art piece we can see.

Experience the space by yourself: https://kazooie.io/project/art-exhibit?proj=dUUTYQ”

Software used: Lumion


“Los Angeles World Airport Studios” by Maggie PanFernando Such Riccardo Pistore Matteo Venanzio Fernando Gómez Laura del Barrio

“Kilograph worked with some of the best in class architects – Gensler, SOM, and RIOS – to bring the design for new LA sound stages to life and show the magic of movies at the same time. Complete with futuristic and wildly imaginative elements of science fiction and technology, the architecture here was to be secondary to the invisible activity within. Given the landscape, there was no way our team would miss out on the chance to work up a sci-fi theme with giant robots.

With those hero characters established, we wanted to include a level of human storytelling to the scene. This was brought about through depicting various stagehands working, actors reading their lines, and even a primadonna starlet refusing to come out of her trailer. The coloured lighting was designed to draw the viewer into the image and lead them to notice the smaller details of the shot.”

Software used: V-Ray, 3ds Max, Revit, Photoshop, Other


“A New Path” by Wellington Franzao

“Often we are guided by rules, but sometimes when we focus and go deep we perhaps find new paths. It may create so doubts, it’s risky, but the the unexpected result it can be gold. The image portrays a SUV speeding into the snow opening a new path to the MED center.”

Software used: 3ds Max, Corona Renderer, Photoshop


“The Sake House Museum” by Wellington Franzao and Henrique Driessen

“In all countries, paddies are worked by family labor alone and by the same methods that were used 2,000 years ago. We brought the tradition and honored it with a contemporary museum that represents all the families that spend their lives in the fields.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Big Mac in Snow” by Quin Wu

“When walking in the cold snow, one craves nothing more than a hot and juicy burger. To help customer navigate in the stormy days, McDonald has built its flagship store in Siberia with a huge landmark logo. Somehow in this way the American symbolic consumerism brand adapts to Soviet Union’s brutalism style. It is hard to tell who converted who.”

Software used: Blender, Photoshop


“Surrounded” by Giovanni Croce

“The Crystal Palace in London, at an undefined time. The former glory of the World’s Fair or a dystopian future? Light breaks the scene and guides the eye through the vegetation and out of the architecture. The character represents each and every one of us, a human being in search for a place in the world. It is up to the observer to imagine what might lie outside, salvation or perdition?”

Software used: V-Ray, 3ds Max, Photoshop


“The World Without Us” by tom tamayo

“What will happened if humans stopped existing? What will happen to our planet, to our cities, to our industries and to nature if humans disappeared? I think we all know the answers. Nature will always prevail. Earth heals herself and nurtures renewed life forms, no matter the calamity caused by humans.”

Software used: 3ds Max, Corona Renderer


“Nature Is a Mirror in Which We Can Study Ourselves” by Tom Tamayo

“A structure located in the forest, invisible as possible and always lets the landscape speak at its maximum,
blending in the surrounding forest, merging into the landscape, and to be almost invisible in the deciduous forest,
allowing people to feel as close to nature as possible.”

Software used: 3ds Max, Corona Renderer, Photoshop


“At What Cost?” by Alberto Biasio

“In portraying new flamboyant buildings we usually choose a particular standpoint, trying to twist the reality.

Magnificent cathedrals have been built on the desert, defended from critics by slogans like architecture for architecture’s sake. (Usually a way to utilize the word architecture instead of money).

We should bear in mind that people, along with their wellbeing, are what makes architecture great. I’ve tried to turn subjects and moments around: the extraordinary architecture has been placed in the background and substituted by the ordinary, depicted in its – maybe – worst instant.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Nature, We are One” by Kunal Bhoge and Swapnil Upare

“We created a reality when humans and nature live in union. Without the illusion of separation, we are in fact One. Humans live interwoven with natural surroundings, structures built around the living trees, connected with bridges, working within the environment rather than at its expense. In this place, human action is rooted in a responsible, sustainable existence, each person holding themselves accountable for their own actions. Without waste, without the unnecessary, this is pure, minimalist living. This is not architecture alone, but a way of life.”

Software used: 3ds Max, Corona Renderer


“Velvet Breeze” by Igor Neminov, Artem Zigert and Igor Neminov

“The inspiration for the image is to capture the synergy of existing and new architecture. To give the image a unique quality portraying an exploration of light and tones while capturing the ambiance and atmosphere of the journey.”

Software used: 3ds Max, Corona Renderer


“Crack of Dawn” by Igor Neminov and Artem Zigert

“The idea for this image was to create a unique perspective from a best friend’s vantage point. Visual storytelling enhanced and supported by drama and atmosphere.”

Software used: 3ds Max, Corona Renderer, Photoshop


“KOLLAGE” by Karim Rashid

“KOLLAGE is a multi-function, multi-disciplinary building. It is part office, part retail, part condo, and part apartment-hotel. The building is designed so that each section speaks about its function. The top section is a large rentable auditorium/meeting/hall room, whereas on the left, the projection is offices. The yellow section is an apartment-hotel, the blue ones are condominiums, and black and bottom are retail.

The idea is to animate the building so it speaks about its diversity of functions. In most multi-disciplinary buildings you do not really make a differentiation between the functions, so that was the main premise of Kollage. The other premise is to make views projecting in 360 degrees around the building, almost like a cubist painting, where we take the idea of a flat facade and we make it 3D.”

Software used: V-Ray, 3ds Max, Rhino


“Quarantine party” by Thomas Michielin

“The intention to imagine this space coincides with the first quarantine I was subjected to due to Covid, and let’s just say that being confined for weeks in a confined space with a newly purchased computer leaves room for imagination. The idea of designing a light show was always an unrealized dream, but one of those afternoons I came across a painting of St. Peter’s Basilica and realized how much fun I could have.

Weeks of modeling and rendering tests followed, I wasn’t in a hurry after all, all accompanied by mostly electronic music. I tried to concentrate in a single image the emotions I felt in those moments, the feeling of loneliness, the love for architecture, music and colors. The result is a space projected into the future as much as into the past. A space in which to dance!”

Software used: V-Ray, Rhino, Photoshop


“Freelance” by Ryan Banguilan

“This space depicts freedom.
Many people become freelancers during this stressful period.
As a freelancer, your life is like a roller coaster.
There’s a lot of adrenaline, and when it wears off, you really want to do it again, but there’s always that moment when you wonder why you did this to yourself.
As a freelancer, I’ve discovered more about myself than I ever imagined.
This inspires me to succeed.
It pushed me to always develop my talents and learn new things as a professional. That’s tremendously powerful.
It’s also made me a better person, both professionally and personally. It pushed me to constantly improve my skills and to never stop learning. Personally, it’s made me more appreciative.
It’s given me tremendous freedom. That made me rethink my dreams. You can work in the daytime or any time of the day you want. Feel free.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Mirror of similarity” by Hamzeh Althweib

“Human nature tends to associate spatial architectural elements as; walls with rigidity and boundaries in order to define their spatial territory. Mirror of similarity is an installation that attempts to communicate active presence and in so little words some compassion through apartheid walls. Made by stripping individuals from their racial ideology and pre-defined prejudices, mirroring forms and shapes on the wall, done through utilizing motion detection in order to move the adjacent segments and thereby illustrating the actions of the person on the other side of the partied wall.”

Software used: Revit, Enscape, Photoshop


“22 Gordon Street” by Christian Coackley

“In light of enduring issues we are facing globally, such as a climate and ecological emergency, schools of architecture must nurture a culture of collaboration in architectural education to meaningfully address them. Therefore the drawing speculates on the third iteration of The Bartlett School of Architecture. In contrast to the building’s previous 2 iterations, Wates House (1975) and The Bartlett (2016), this next instalment of the school will be constructed over the course of a 1000 years by the students and tutors themselves.

The future generations of the building’s inhabitants will recover a lost material culture of hand-crafted ceramics. This interchangeable orchestra of students and tutors will weave themselves together through the poetic symphony of a shared material culture, ushering in a new era in architectural education. The Age of Belonging.”

Software used: Photoshop, Other


“Carbon Capture Refuge X” by Bless Yee

“War-ravaged by political upheaval and rendered nearly uninhabitable by natural disasters, the earth shuddered, and her refugees became ubiquitous.

A floating, sustainable, and habitable living infrastructure was developed. The CCRX Project (Carbon Capture Refuge X) was finally ready. At the heart of the CCRXs are direct air capture fans that extract carbon from the atmosphere and convert it into energy. The collected energy is then dispersed through neon strips that integrate with the walls, floors, and roofs of the structure. They are the veins that circulate utilities throughout the space, and they are the muscles that can open to light and air, close for inclement weather, or elongate to accommodate growth.

The CCRXs float along the earth’s troposphere, offering a home and a purpose to any survivors in its path – on a mission to rescue the earth and her inhabitants.”

Software used: Rhino, Photoshop, Twin Motion


“Afternoon Walk” by Peter Tran

“The image captures late afternoon vibes during the peak hours – a laneway with busy restaurants and shops, people catching up after work or going for a lazy stroll downtown. The image strives to create a vibrant yet peaceful feeling of what it would be like to be in a place like that during this exact time.”

Software used: V-Ray, Photoshop

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Reference

Enscape 3.3 Takes Real-Time Architectural Visualization to the Next Level
CategoriesArchitecture

Enscape 3.3 Takes Real-Time Architectural Visualization to the Next Level

Enscape, one of architecture’s most popular real-time visualization, 3D rendering and virtual reality applications, just got even better. Its latest iteration, version 3.3, brings a plethora of enhancements for its existing features as well as a host of new functions, each designed to make real-time rendering more intuitive to use at every stage of the design process.

Enscape brings the disciplines of design and visualization together, creating a unified experience that enables designers to collaborate on their projects in a dynamic fashion, as well as communicating their ideas to clients in an easy-to-understand way.

“We’re always looking for new ways to support our customers’ design workflows,” said Petr Mitev, VP Visualization Product Group at Enscape. “With our latest release, we’ve automated some processes so designers can spend more time making the right decisions and less time gathering the data needed to do it. We will also continue to improve our core visualization and sharing platforms based on community feedback.”

So, what can users expect from the new and improved Enscape application? Here are some key new features to look out for:


Site Context

It’s now possible to import a project’s existing surroundings directly into renderings, using data from global geographic database OpenStreetMap. Users can enter a specific address or coordinates to immediately locate and import the surroundings, or select and import key landmarks, streets, or topography.


Alpha Channel Export

With the Alpha Channel Export, you can now render an image with a transparent background. This means your project can now be quickly and easily combined with any style of sky, clouds, and horizon line in post production, lending Enscape a new layer of flexibility for still renderings.


Education Assets and Materials

Enscape’s popular 3D asset library has been radically expanded to include an extensive collection of educational assets, including classroom furniture, toys, musical instruments, playground equipment, acoustic panels, and more. The Enscape Material Library, which was introduced in Enscape 3.1, has also been expanded with materials such as new wallpapers and various carpets.

While they will be categorized under Education and are perfectly suited for kindergarten, school and college projects, these assets and materials are also useful for a wide variety of other typologies, including corporate, hospitality and residential projects.

Besides these headline new features, numerous other refinements have been introduced to Enscape 3.3, each with the goal of improving ease-of-use and an improved end product for users.


Additional Features

In terms of rendering, visualizations including glass and water are now more accurate thanks to improved graphic capabilities; transparent materials now appear in reflections, providing a more realistic appearance. The use of a graphics card that supports hardware-accelerated ray tracing, such as NVIDIA RTX series and AMD RX6xxx series, is required. Further to this, the new “Material Overwrite” function enables users to replace Enscape material files within the Enscape Material Editor without the need to manually import and export them.

In terms of user experience, it’s now possible to ‘pin’ the Enscape rendering window and associated menus to the top of your modeling window, allowing for easy access to view real-time changes even if you’re not using two screens. New upload migration capabilities have also been introduced, enabling users to manage uploads, such as web standalones and uploaded panoramas, online efficiently.

Finally, Enscape 3.3 works seamlessly with the latest version of SketchUp, providing key compatibility with one of the industry’s most used 3D modeling applications. Throw in full Japanese language support, and the latest edition of Enscape is inarguably the most comprehensive release to date when it comes to usability across platforms and geographies.

To get a first-hand look at Enscape’s full suite of real-time capabilities, click here to download a 14-day free trial. You can find out more about every feature over at Enscape.com.

Reference

What’s Yellow, Blue and Red All Over? Showcasing Sweden’s Stunning Scarlet Architecture
CategoriesArchitecture

What’s Yellow, Blue and Red All Over? Showcasing Sweden’s Stunning Scarlet Architecture

Architects: Want to have your project featured? Showcase your work through Architizer and sign up for our inspirational newsletter.   

The color red has been a part of residential architecture in Sweden since the 16th century when Falu red paint was first created from the residue found in copper mines in the country’s Falun region. Locals realized that this reddish sludge, when treated correctly, formed a paint that was very affordable, durable, weather-resistant and also helped mimic the appearance of brick houses that were owned by wealthier families.

Now, that particular shade of red is iconic and is knowingly used to help houses stand out in the verdant landscape. Today, the tradition continues evolving. Shades of Falu red now coats a variety of Swedish structures ranging from small homes and barns to large-scale university and apartment buildings. Here are a few buildings that illustrate the timelessness and exuberance of the color.

Images by Johan Fowelin

The Pavilion by Marge Arkitekter, Stockholm, Sweden

Unlike traditional pavilions, this Stockholm structure is stacked like a building. It is conceived to become the focal point of the redesign of the city block around it. The different levels help accommodate the slope of the site and provide access to visitors from both sides. The rouge tone helps it stand out among the beige and brown hues of the buildings around and also acts as a beacon for the citizens. The patterned exterior, created in collaboration with artist Gunilla Klingberg, is made of red-dyed concrete. The language is kept consistent by painting the awnings and window frames as well.

Späckhuggaren / House for a drummer by Bornstein Lyckefors Arkitekter, Kärna, Sweden

Coated in the traditional Falu red color, this house was designed for a single father of two. At one point, the site housed an old farm stall and a warehouse that was destroyed in a fire. The form of that warehouse is what inspired the design of this house. While the home appears heavy and solid from the outside, the interiors are open and airy. The spaces inside vary in height and there are mesh-covered gaps between levels to allow light to penetrate diagonally across floors.

Images by Ulf Celander

Uppgrenna Naturehouse by Tailor made arkitekter, Uppgränna, Sweden

This café and event space is a remodel of a red barn that was extant on the site. The red base, reminiscent of the previous structure, is given a modern facelift with the addition of a large greenhouse on top. The addition of panels to the base and doors not only helps maintain the barn aesthetic but also helps reduce heat radiation. On top, the greenhouse is equipped with a sewage and waste recycling system that also aids the growth of plants within. This eliminates the need to be connected to the municipal sewage system.

Images by Åke Eson Lindman

Passive Townhouses in Vallastaden by Kjellgren Kaminsky Architecture AB, Linköping, Sweden

The townhouse is broken up into four different apartments, with each one showcasing a slightly different personality. The continuous volume is broken up into four parts using separate roofs and façade patterns. These patterns are created using a mix of black, bright red and brick-toned tiles. The individuality of the apartments is also reflected in the kitchens and bathrooms inside. Additionally, this building features a courtyard, garden and storage space.

Tower on the Ting by Wingårdh Arkitektkontor AB, Örnsköldsvik, Sweden

Niklas Nyberg, a local builder, bought a courthouse that was built in 1967 after discovering it was rarely used and hoped to construct an apartment building on top of it. Taking inspiration from one of his favorite artists, Bengt Lindström, the architect set out to design a multidimensional apartment block. The square plan of the building is broken up into nine parts like a hashtag. Each level of the structure is made up of five apartments placed around a central block. The exterior is covered in glazed ceramic tiles in colors found in Lindström’s artwork.

Images by Tord-Rikard Soderstrom and Åke Eson Lindman

Kuggen by Wingårdh Arkitektkontor AB, Gothenburg, Sweden

The colorful glazed terracotta panels on this university building almost make it appear as if it is in motion. The red tones are a nod to the wharves and the harbors in the region and the other tones help add dimension and contrast. The structure is shaped like a tapered cylinder to shade the lower floors and increase floor space. The upper levels of the southern portion of the building project a bit further than the others to provide more shade throughout the day. Similarly, the triangular windows emerged from lighting considerations; they are designed to draw in sunlight from the ceiling and ensure that it reaches the building’s core. Meanwhile, motion-activated lights and ventilation systems help to conserve energy.

Moderna Museet Malmö by Tham & Videgård Arkitekter, Malmö, Sweden

The new branch of the Swedish Museum of Modern Art stands is a remodel of an old electricity station. The remodel is marked with the addition of a bright vermillion cubical extension with a perforated façade placed right next to a traditional entrance. The larger perforations on the lower level help the museum’s sign stand out as well. The floor is glazed to filter the sunlight coming in and the same vibrant hue is painted across every surface as well as the furniture inside the café. The other exhibition spaces are painted white or other neutral tones, intentionally creating a contrast.

Fire House by Ulf Mejergren Architects (UMA), Stockholm, Sweden

After the previous outhouse burned down, the architect decided to rewrite the story of its demise in the replacement design. The client’s requirement for a red shed was taken up a notch by adding recycled beads, arranged to mimic a burning blaze, on the walls. This was paired with lights to bring this composition to life. In addition to being a point of conversation, the faux fire also helps keep the deer and rabbits away. The effect produced was so realistic that the owners had to inform their neighbors that it was art and not actual fire when they called the fire brigade.

Architects: Want to have your project featured? Showcase your work through Architizer and sign up for our inspirational newsletter.   

Reference

CategoriesArchitecture

One Rendering Challenge 2022: The Finalists (Part 3)

Explore a further 25 extraordinary architectural visualizations, each one a Finalist in the 3rd Annual One Rendering Challenge. Let us know which are your favorites on Instagram and Twitter with the hashtag #OneRenderingChallenge!

Previous 25 Renderings     Next 25 Renderings →


“#CC9999” by Inês Bandeira and Pedro Oliveira

““Color is a power which directly influences the soul.” — Wassily Kandinsky

We’ve decided to capture this specific perspective because we want to try and communicate the atmosphere and sensation of its space through its color. But also a space that would intrigue whoever came across it and that would help promote curiosity about other spaces that aren’t shown in the image. It could be either the corridor at the end of the hall or the stairs that brings a certain suspense of what might be at the top.

To create this concept of simultaneous events and feelings of the space, we started by merging a diversity of perspectives approaching an idea of spatial and structure composition through: mass, emptiness, rhythm, contrast, unity, dimension, scale and light. We also try to incorporate a relationship with nature, where we try to bring an identity with a complex composition.”

Software used: Twin Motion, Other


“Frontier of Galapagosization” by Jasper Lo

“Puerto Baquerizo Moreno is an urban settlement located on San Cristobal Island in Galapagos. Since 1959, any horizontal expansion of the urban areas is not allowed to protect the environment, nowadays is facing serious economic issues.

This modular timber structure utilized aquaponics to promote urban farming on the edge of the town. By designing a border typology to develop a place for agriculture, conserving nature and endemic species to dissolve the existing physical and cultural boundary. The structural material proposed the guava tree as a laminated timber panel, transferring the invasive species into building material.

The vertical farm provides a starting place to nurture the little coffee plantation until it grows up and send them back to the highland to continue working with the existing agriculture. As an intervention, it creates disturbance from the urban perspective to the environment and noosphere, leading the existing fragile system to positive cycles.”

Software used: Rhino, Lumion, Photoshop


“The Built Environment” by Wilson Costa

“This piece is more of a political statement to depict how the built environment can affect nature. The columns represent tall leafless trees in the forest. The concrete floors are dried out soil. The lack of colour represents most architecture today which is very monochromatic and dull without paying homage to the nature around it. The architecture industry needs to embrace nature more by incorporating living walls, green roofs, natural light and colour.”

Software used: SketchUp, Photoshop


“Beach House Daydream” by Jordan Gray

“”It was a longer winter than usual and time to leave the cabin, snowstorm, and mountains behind. The travel guidebooks were read end-to-end and accommodations booked early, the duffel packed full and ready. Then breaking news…”

This is a glimpse back on quarantine days through a surreal and hazy lens; a rumination on being locked-in during lockdown. A story about creature comforts and coping. A study of contrasts: cold and warmth, impositions and control, reality and daydreams. A virtual getaway for the mind.”

Software used: SketchUp, Lumion, Photoshop


“Architecture in Drag” by Michael Evola

“Architecture is in drag when it imitates architecture. It is a performance identifying and innovating upon the architect’s unknown knowns. This is one such performance. Architecture, known as stable, secure and structured is imitated as fluid. Similarly, this dress, or perhaps this building, is a ball house; an imitation of the architectural house. The latter is a place of comfort and shelter but not for all.

For those whose identities are fluid, the architectural house is anything but comforting. Than there are the houses of ball culture; imitative houses for those without an architectural house. An organization of individuals providing comfort and shelter to fluid identities. As a ball house, this organization is also fluid. Space, ritual and structure are drawn as unstable and unbound. It expresses the limitlessness of identity and the concept’s lack of truth, like a drag performer.”

Software used: V-Ray, Rhino, Blender, Photoshop


“Duplex Feeling” by Alberto Pizzoli

“”She has everything she needs inside the duplex cabin. A living area full of light and warm wood, a cozy cave-like bedroom and a bathroom overlooking the mountains. She spends all day outside, taking pictures and enjoying the landscape, happy to come back here for a warm shower and a quiet night.”

The image portrays a mountain cabin, located in the Alps. It can be rented for the entire season, to take advantage of the proximity with the ski slopes and the summer hikes. The atmosphere inside is warm and welcoming. A pleasant shelter. The key of the image is the position of the camera. The entrance is located on a platform between the two stair flights, and this point of view becomes a section of the space, showing the contrast between natural and artificial light. The final touch is the lady profile behind the glass, adding a sensual feeling.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Nature Takes Over Again” by Dominik Stoschek

“In architecture, we often tend to only depict the beautiful and flawless parts while forgetting that it is the patina of a certain material or the irregularity in a structure that brings out the real beauty of a scene. Therefore, “Nature Takes Over Again” depicts an urban dystopia where nature is slowly but surely taking back what it once lost to humankind.
It takes place in a street that is completely abandoned but filled with human remnants.

Buildings framing the street are slowly falling apart and are overgrown with grass and plants. A few animals such as deer and ducks are reconquering this place again. In the background, you can glimpse the skyline of an abandoned city. The perspective guides the viewer’s attention towards a collapsed bridge which is the ultimate symbol of the end of humankind and the domination of nature.””

Software used: Rhino, Other


“Forest…Sweet Home” by Oscar Sanabria

“I remember the anger when the noise came…where was my forest???
The distant…those tall pines…. straight ahead, without obstacles…, I’ll never see them again….
But suddenly, step by step…. those hateful concrete blocks became my best accompaniment, fuller of life, beautiful at days and nights…

I cannot conceive of life without this beautiful view, and I recognize that it is not always easy to be a rock in the forest.

The Rock House design inspired by “Casa Retina” from Arnau Estudi d´Arquitectura.”

Software used: V-Ray, 3ds Max


“The Architecture of Numinosity” by Samuel Negash

“”Geometric proportions turn into shivers, stone into tears, rituals into revelations, light into grace, space into contemplation, and time into divine presence.” – Julio Bermudez

The “ineffable,” “immeasurable” and the “numinous.” The architecture of Numinosity draws from religious scholar Rudolf Otto and his ‘Idea of the Holy’”

Software used: V-Ray


“Nymphaeum” by Zana Bamarni

“This piece was inspired by Villa-Giulia in Rome, a building historically located at the emergence of the Baroque style. Its most interesting feature is the layered garden. Two levels underground is the most sacred area, the “Nymphaeum”, where the residents could rest, dine or meet with guests. A fountain and multiple marble statues enrich this place and create an idyllic atmosphere.

In my work, I tried to adapt this spatial layout to create a garden-like space which envokes a sense of protection and tranquility. Another aspect of the Baroque design language which partially found its way to the Villa-Giulia is the plasticity of the surfaces. I adapted this characteristic in a more contemporary way. The patterns are the result of projection and intersection operations, which blurs the shapes. The goal was to create a space that doesn’t give away its secrets so easily but invites you to uncover them.”

Software used: V-Ray, Rhino


“Grand Hotel” by Zana Bamarni

“This piece was inspired by the 20th century photographer Berenice Abbott and her collection about the New-York-City street life. I was fascinated by her dramatic yet melancolic imagery and tried to adapt elements like the strong light-shafts which pierce through the narrow streets and highlight a small, specific area. The surreal coloration of the material and the sometimes weird form language are supposed to strengthen the melancolic and almost dreamlike mood.”

Software used: V-Ray, Rhino


“Ice Towers” by Viviane Viniarski, Antonella Marzi, Chiara Marzi, Marta Dituri, Daniela Aru and Jose Gerardo Ponte

“A powerful and evocative gesture, a reinterpretation of the monument in a modern key.

Our concept design stems from abstract ideas and shapes in inhospitable environments that become an architectural project. The site context aims to stimulate people’s thoughts on the consequences of human intervention in the living environment and adaptation to architecture. Two crystalline monoliths emerge in the Arctic landscape. The building’s volume explores the sense as an ice sculpture on the rocks, by means of materials, textures, and colors.

As generated by tectonic forces, they guard and conceal an entire underground world. The towers rise from a submerged area, bursting through the surface, which integrating into the landscape – between the cliff and ocean waves.”

Software used: 3ds Max, Revit, Photoshop


“The Magician” by John Yim

“A fantastical recreation of the Golden Gallery at Schloss Charlottenburg, a mesmerizing interior space of splendid decoration rich with sculpture, textiles, and mirrors.”

Software used: Rhino, Cinema 4D


“Mirage” by Hamzeh Althweib

“Mirage, is an illustration for an exhibition space based on a dream I once had, in a time not so distant from ours. Illustrating a post-apocalyptic future, situated in a transitory exhibition space, presenting visitors to the notions of both individuality and conformity. While the focus is primarily on the people who are shaping the architectural outlook according to thier present reality, feelings of fascination and longing for freedom and peace, during uncertain times are also expressed through their disconnect from the brutal nature of thier surroundings.”

Software used: Photoshop


“The Places That Do Not Exist” by Noam Elyasim

“Generally, we tend to admire the most impressive, popular and most commonly knows as “beautiful” buildings and sites in the world. I sometimes try to shift my attention to a different kinds of sites and places. From time to time I find myself falling in love with those dark, shady and almost transparent places on one hand, but at the same time, places that are full of details, mystery, unique textures and life. In my opinion we need to pay attention to those places. Appreciate them, take a closer look at them. I’m positive that we’ll find something new each and every time we do.”

Software used: V-Ray, SketchUp, Photoshop, Other


“Whenever I See the Ocean I Think of Home” by Daniel Chen

“// The sound of the ocean,
salt air on a breeze,
thin lines of light across space tether you to me;
and on southern seas,
down by black sand beach,
there’s a ghost in the spaces where you used to be. //

La Mer (in English: The Sea), is an architectural monument that acts as a reflection of the ocean: the tensile roof surface ripples as the ocean wind blows on it, mimicking the effect of the waves below.”

Software used: 3ds Max, Rhino, Corona Renderer


“Inhabit the Uninhabitable” by Aristotle Gaddi

“Set in a post-apocalyptic, dystopian context where people are challenged to ‘Inhabit the Uninhabitable’, this project explores themes of discovery, new beginnings, and a sense of place. Located in the heart of the Patagonian Forest in South America, the project’s landscaping takes inspiration from the 100,000 hectares of land that fosters biological diversity.

The architectural language focuses on the importance and scale of landscaping on the built environment and how people inhabit these spaces.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Black Sea of Trees” by Koen Klok

“The Japanese hold Mount Fuji in a special place in their hearts respecting the mystical qualities of the cone-shaped mountain for many generations. A long time ago in Japan a belief arose that spirits of the dead climbed up mountains and became gods (kami) at the peak. From al mountains Mount Fuji is sacred in particular. Japanese Buddhists revere the mountain is a gateway to another world.

The Cone is an architectural hybrid structure hovering on top of the pinnacle, self-fulfilling a prophecy. The structure is a symbol of hope for those who are lost, remaining hopeless in the Black Sea of Trees; Aokigahara. It provides shelter for those who reach the end of the pilgrimage after final efforts with severe prostratious powers. Better times await for those who dare to step in the cocoons of the cryonic hotel of the Cone. Come, come and see; give it a go.”

Software used: 3ds Max, Corona Renderer, Photoshop


“LUCI” by Roman Huzar

“Sitting in a big boat, sailing slowly in the river, watching the local fisherman standing with his cormorants on the traditional bamboo raft with lanterns near a small village hiding behind the morning fog and large mountains, and only small ships with candles flutter in the water, luring fish that one of the cormorants is ready to catch right now and bring to his master whose not just smiled, it was as if he was blooming leisurely, surprised himself that he was smiling and blooming…

This story is not really about traditional architecture, it’s about the environment in which we live, where man is a prism of what surrounds him and what was created by the main architect – nature.”

Software used: 3ds Max, Corona Renderer, Photoshop, Other


“Skyscrapers to Lifesavers- Rewilding Manchester” by Hermann Siu

“The climate and ecological crisis are no longer fringe concerns. From stratospheric ozone depletion, air and water quality degradation to deforestation, they are URGENT EXISTENTIAL THREATS to the human race. We must act to reset our relationship with nature. Rewilding our city restores the area to its centuries-long practice of HUMAN SUPREMACY to ECOLOGICALLY CONSCIOUS CONSUMERISM. Our capitalist culture requires this constant consumption and disposal.

This increases environmental degradation and climate change. But what if rewilding our city could reduce the magnitude of this EPHEMERALITY? Rather confining to the stereotypical language of simply promoting greater urban greeneries, one should stimulate the BUFFER ZONE between ECOCENTRISM and TECHNOCENTRISM. In turn, accelerating the developments of biophilic urbanisms to rectify the environment, society, and economy. Rewriting the relationship between HUMANS and NATURE is imperative. The old normal of taking and consuming is unambiguously malfunctioning. The NEW NORMAL must grow, restore, and cure.”

Software used: SketchUp, Rhino, Photoshop, Twin Motion


“Tamarack” by Daniel Temple and Alaina Temple

“It’s late afternoon, the sun is setting and the last vestiges of light are streaming through the Tamarack trees. It’s winter and the icy cold river is just starting to thaw at the bank as hope for Spring abounds. The warm glow of the cabins glow against the cool blue landscape as campfire smoke drifts through the larches.”

Software used: 3ds Max, Revit, Corona Renderer


“Afloat” by Osama Zia Khan

“Look at the sky; remind yourself of the cosmos. Seek vastness at every opportunity in order to remind yourself that you are a small cog in an enormous machine.

Our mind is like a cloudy sky: in essence clear and pure, but overcast by clouds of delusions. Just as the thickest clouds can disperse, so, too, even the heaviest delusions can be removed from our mind. The bubbles are reminiscent of a lucid dream, fragile and fragrant with hope. The house in the clouds is my reprieve from worldliness. It’s a place of solace, a break from monotony and a life of peace.

Designed by Alexis Dornier”

Software used: Lumion, Revit, Photoshop


“House in the Carpathians” by Ksenia Kora

“An ode to minimalism and graphics. We play with shapes and elements of nature. Experimenting with the horse figures, wintery landscape, and minimalist structures gave us what we needed: a balance of sharpness and sinuosity.
Our team has made these images for a small house surrounded by Karpathian mountains.”

Software used: 3ds Max, Corona Renderer, Photoshop


“Mars, Colony III” by CUUB studio

“Situated in the middle of Utopia Planitia, a broad plain in the northeast of Mars, Colony III was settled in 2040 and opened to intrepid visitors a few years later. It sits on top of a vast underground ice reserve which contains as much water as the entire Great Lakes system combined. Each structure of the Colony III resort that houses you during your stay is covered by state-of-the-art ceramic-graphene shields to provide the utmost safety from gamma rays while making your stay as comfortable as possible.

The true magic of Mars comes at sunset and midnight.

Describing the emotions you will feel on Mars is impossible. Visit Colony III and explore the universe in a way you’ve never before imagined.”

Software used: 3ds Max, Corona Renderer


“Poles and Umbrellas” by HISM studio

“Rainy evening in downtown New York. Wet asphalt, night city lights, and the never-sleeping life in the Big Apple.”

Software used: 3ds Max, Corona Renderer, Photoshop

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Reference