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Bronxes

Orangegic

 
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#keeprendering *Contest 2017 - Top 10 - 2nd Place. Our latest project. I created it with my colleague John Ninos. The initial concept of the following images was to create a retail store for print advertisement.

Software.

3ds Max | Corona | Ps.

 

Having finished our commercial part we got to develop our project a step further.

ARCHITECTURAL SCOPE

The composition of Orangegic includes two main areas, a public and a private one. 
The main retail area consists of various ambiences such as clothing rails, stands and a lounge area.
While the private one is an innovative, collaborative, impactful working environment.

Within an old industrial shell, we developed a new clothing boutique store. 
Our preference in this project was a gentle, sharp and warm design of a store inspired by the orange colour pallet and clean lines. 
We tried getting away with a fine tuning between the retaining white bounding walls, the original concrete structure pillars and the clean plasterboards. 
On the lighting section we aimed at making a white cloudy overcast environmental condition and enhance a cozy atmosphere with some hanging spotlights that flood the interior with a warmish light.

DESIGN FIELD

The desire to bring some warm touches that would be involved to the general structure of the store guided our design decisions about the combination of materials and the composition of surfaces. 
Taking advantage of the old shell, we implemented some metallic finishes such us copper and brass which incorporated with the soft structure of velvet produced high contrast and depth in a natural state. 
Among the materials chosen, copper and velvet predominated due to their rich dark orange-brown colours. 
Our goal for a more sophisticated orientation underpinned the Thonet's seat weaving pattern on the wall hanging panels and the booths. 
A pattern of palm tree leaves was embossed in a plasterboard and some shades of green, cement and white marble were added in the space.

CGI TECHNICAL ASPECTS

Corona Scatter. Having tried the multi-scatter plug in before, this time we wanted to give a try to Corona's native scatter for the distribution of some hairs over the knits to achieve wool softness.
Deformed Edges. To achieve the deformation on the "old shell" of the building we used the deformed edges script by Branko Zivkovic that we found out on Jakub Cech's first manifest.
Damaged Pillars. We used some damaged textures and we implemented them on our pillars with Arrimus 3d techniques.

 

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