Storage in the factory [AFTERNOON UPDATE]

UPDATE 2: Sorting out render settings. it wont be a white render in the end but i need to get the lighting  and cameras going first.

ps: the lights on the roof are sharp. the noisy look is just the test render.

Screen Shot 2015-05-20 at 16.09.56

UPDATE: (the colours on my rhino layers make me wanna render this in acid colours……hummmmm)

Screen Shot 2015-05-20 at 11.41.20

still need to build up detail in the storage shelves and ceiling but i filled up the whole factory space with storage. so now its just bonkers and ginormous.

will try to be patient like maridia and put as much details as possible and get some renders going tomorrow.

Also waiting for render of vitruvian man ‘exploding’ into a ‘cloud of images’ and then back into the vitruvian man. Screen Shot 2015-05-19 at 23.19.27Screen Shot 2015-05-19 at 23.27.38

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11 Responses to Storage in the factory [AFTERNOON UPDATE]

  1. Sabrina Morreale says:

    Just to let you know that you have been copied in my factory.

  2. Catarina Cruz says:

    wohoooooooooooo!

  3. Natasha Sandmeier says:

    SooOoo much better!

  4. Natasha Sandmeier says:

    What? You don’t agree?

  5. Natasha Sandmeier says:

    Although, if u made all this effort to disappear the columns, maybe the storage units should be super high and float.
    Also, just noticed they are shelves – don’t u want to try more like columbaria structures with stairs and aisles so u can still have the individual storage identities?

    • Catarina Cruz says:

      What do you mean by float?
      and yes i m thinking about the shelves as well cuz they re empty and that doesnt make sense. they need to be enclosed.

      • Catarina Cruz says:

        i guess the columbaria structure could work. with some sort of drawers system. but they usually dont have stairs cuz i suppose they only have to reach for it once….
        wouldn’t that make sense too? once it’s stored we dont go back to get it….

  6. Natasha Sandmeier says:

    yup. that would make sense.