Project

Overview
A brutalist gate environment inspired by Beksiński — modelled, shaded and lit from concept to final render. The goal was scale: making a structure feel heavy enough that the camera has to look up at it.
(01)
In motion
A slow push through the gate, graded for mood. Moving the camera slowly is what sells the size — a fast pass would read as a small model, while a creeping dolly gives the eye time to register how far away the far wall is.
(02)
Reference
The mood leans on the dystopian architecture of Zdzisław Beksiński — structures with no visible purpose, photographed as though they have always been there. That reference set the palette and the sense of decay before any geometry existed.

(03)
Blockout
First massing done in Shapr3D, then refined and detailed in Blender. Roughing the proportions in a CAD tool made it quick to test how tall the gate needed to be before committing to any surface detail.


(04)
Shading study
Material and lighting passes — building, closeup and ground. Each surface was tested in isolation first, so the concrete reads as poured and weathered rather than as a flat grey material stretched over everything.




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