Documenting the progress of this long term personal project, a short film about the architectural uncanny, broadly speaking. This will be me trying to put together a coherent concept and visual language. Early on in visual exploration, so I’m doing various initial tests and sketches right now.
The pitched roof - “one of the essential characteristics of ‘houseness.’ […] The representation of the fact that man was no longer the center of the world, no longer the arbiter”
Looking into distortions of the traditional house shape.
This has made me kind of think that I might accidentally end up making something that seems anti-████ ███████ ██ ████ ██████████ ███████, due to the connection to apartment buildings, which wasn’t the intention, but maybe it doesn’t have to be. Maybe they just need to look more like office buildings? I’ll keep following the idea and see how it plays out.
One more for now. Combining what I see as the traditionally residential with the industrial. Not really happy with the lighting yet, but whatever.
Interesting. ![]()
Story(board) in three parts
Developing the basic idea from visual exploration was not a great approach
Spent a couple of months with research, writing and storyboarding, making the concept and ideas and structure more clear for myself. Hopefully building a good conceptual foundation. Should give me enough direction to work out the details.
3 primary themes to be developed into looks:
- Powerlessness
- Deification / Animism
- The Liminal
64 Shots planned in total, plenty of material to experiment with, lots to try out.
Cool, great atmosphere. Getting “third and the seventh” vibes. A bit of Gotham City too
4/1308
I should really make the buildings more procedural.
It seems after 3 months of making buildings for one shot my patience may be wearing a little thin.
But at least progress has been… slightly noticeable maybe?
Who thought making a film about buildings would involve modeling so many damn buildings? I didn’t sign up for this.
Note to self:
It looks terrible, but you throw it into photoshop and do a quick ai previz and suddenly things are looking a little greener, so there’s still hope.
Still trying to enter the void with this one, so more light at the bottom and less light (a lot less light) at the top.
These renders give an impression of overwhelming mass. ![]()
Don’t blame yourself, there was no way of seeing this coming.
I’ve come to appreciate just how dramatic a difference a good comp can make. This is indeed a good example.
Because it had something to say that probably included the word “modernity” (cringe!).
Also, why is the sun up all of the sudden? This is a dilemma indeed.
why the shadow is aliased/blocky? i think that’s an EEVEE issue/bug if i recall, i don’t know right know if is solved in 5.2 or is somekind cast shadow step option to tweak in stable 5.1…



























