Architectural Visualization Studio Play-Time Barcelona | Studio Tour #1

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Hi guys, I’m here in Barcelona, today we will be   doing a studio tour of an architectural  visualization studio called Play-Time. Big thanks to Autodesk for sponsoring  this video. Without them, it won’t be   possible for us to visit Play-Time and  show you guys the arch-viz studio from   the inside. We can learn so much from these  talks and actually experience the atmosphere,   working style, and culture of the studio.  And this is definitely not the same as just   online talking through the camera! With  that being said, let’s start our visit. PLAY-TIME GROUP is formed by a couple of friends. Play Time group is divided into two  businesses: Play Time and Bside. At the moment, the whole structure is  made up of a team of 19 3D artists and   4 partners. Most members of the two teams  are architects, many are self-taught in the   field of visualization and others have been  trained through specific courses in arch-viz. In Play-Time, we are more focused on  architectural competitions and big projects,   and public projects. And in Bside Visuals,  we mainly do projects for real estate and   interior designers. We are more focused  on details and this kind of stuff. Ok, so can you tell us a little  bit about how you started? Yes, as you know we are, Aleix and me, architects  and we knew each other when we shared our   co-working offices as  architects. And it was around   2008 when the crisis started, we lost all our  projects, and then we started to do the images.   And it was a good point for that because most  of the offices, here in Barcelona, lost a lot of   projects and they started to do competitions, and  somebody had to do the images. And at that time,   we also did competitions, and Aleix and I were the  ones who mainly did the images. So we just put the   website with the images that we did for ourselves  and that was the start of all of this. Yeah… I’m sure you are curious about what  software they use in the office. All the software we use is  quite standard in our industry,   we mainly work with 3ds max. And  we use corona as our render engine. Like most artists, they chose Corona at the time  when lightmix was not available in V-Ray yet. What about the plugins? As plugins for 3ds Max, we highly  recommend the puzzle manager and of course,   Forest Pack and RailClone  are really a must for us. We also use Connecter to manage our library,   it works really well if you  are capable of being organized. Anyway, nowadays most software can achieve really  good results and the differences among arch-viz   companies do not rely on that, they rely on the  people behind it. When you are starting you are   always trying to know what software your idols use  but then you realize that that is not the point. One of the common questions we get on  the channel is about PC configuration,   so can you tell us about yours? Most of them are workstations with people  working with them and some are just for   use of render farm, or secondary things  like managing licenses and render queue. Do you use any other hardware  like tablets for instance? Yes, we use tablets for post-production  work but not many of us. Some people in the office still prefer  to use the mouse. And the tablets we   have are also of different kinds, some  are the ones that are also a monitor at   the same time and others not. It  is up to the one who is using it. Apart from that, all computers  have a couple of 24-inch monitors. There is even a guy here who uses a  kind of 3d mouse that allows you to   move in the viewport in a different  way but is just a bit special case. From the business side, the PlayTime  group has a very horizontal structure,   there are partners and 3d artists without  any middle points, no project leaders, etc. What is really interesting about their approach  is that instead of growing Play Time company,   they decided to create another  one linearly called Bside. They   all work together in one office, but each  person is assigned to a specific brand. You may wonder why that is. They really  emphasize human relationships and the   feeling of being part of something together.  They found out that to achieve this the limit   of people for them is 12 artists, otherwise they  lose control. The group is just too big for them.   So instead of hiring people for PlayTime,  they made one of the workers the partner of   another company. It was like replicating the  model in parallel rather than just growing. I like the idea of a friendly  atmosphere in the office so I   talked with Josep a bit more about their approach. Can you tell us a bit about the work culture here? Of course, so we always thought about our  well-being at work because we spend a lot   of hours together. So the most important thing  is everyday life, that's why when we incorporate   a new member into the team the first thing we look  for is a personal feeling and a positive attitude.   We have never looked for individual stars but  for people who are eager to learn and in turn   We all love what we do but at the same  time, we all need to have a personal life. I’ve seen on Instagram that you  organize some trips from the office,   can you tell us a bit more about it? Yes, of course. I will mean let’s not fool  ourselves, the day-to-day work in the office   is very demanding, but we try to have fun and  it’s always easier spending time as friends. We   try to do a minimum of two outdoor activities  together every year to make interpersonal   relationships grow. We go out for a weekend  in the mountains or skiing, go to the beach... One of the indicators that show that the team  is working is that outside of work many team   members meet to do other leisure activities  together. And for this reason, I think it is   important that the working day does not exceed  8 hours and that work is never done on weekends. It really sounds and looks like a great  place to work. Talking about work,   let’s chat a bit more about it. Can you show us some interesting  projects you worked on? The perfect example for me is one of the latest  projects we did for Tengbom. It was a residential   project in Stockholm and the interesting thing  about this project is that the facade was green. So we decided to make an image finding a sky  that was the exact opposite of the color of   the project, a purple sky, not very  client friendly but in this case,   we pitched the image with the name “brave  pink” and we explained the client the idea,   and to our surprise, he actually  agreed to make this mood. Another example would be one of the first projects  we did for BIG, the train station in Vasteras. A   really cool part about this project  is that they wanted to showcase the   train station at different times of the  year and in different moods so we really got to play around with the  storytelling part of images. So a different kind of project we worked  on was making some images for a non-profit   organization that was supposed to  collect funds to fight against covid. We made a series of images depicting the van  surrounded by natural environments. And we   had total freedom to decide what moods  to have and what landscapes to portray. We were even allowed to decide the colors of  the van and to do that we made an internal   competition to decide on the colors and  design of the van that it will have. Every   member of the team proposed their favorite color  scheme and they had about to decide the winner. It was really cool to see  that they painted the real   van with the design and the colors that we picked. What, in your opinion, is the  key to a successful project? Well, the best work comes out when the  relationship with the client finds a good   way. I mean, when the clients trust you and  understand that the image is a focal point   of the work, and forgets about their fears,  and some restrictions, about the competition,   or anything like that. That’s, I think,  the way that our work works better. Yes, that makes perfect sense. This way working  together becomes way easier and more beneficial. I saw that you have been  working for some famous brands,   how to cooperate with big international clients? Well, the truth is that there are not many  differences with big clients. Probably it   will need more people involved  because it will probably be a   big project but apart from that  the process is mostly the same. In fact, sometimes it is easier as they use to   work with external rendering companies  so they know very well what they need. Sometimes cultural differences are noticeable  in little details (for example, I don’t know,   Scandinavian companies pay more attention  to the storytelling part of the image,   and Swiss companies prefer checking there are  no dark areas around and prefer softer images). How the workflow of creating  images typically look like? Well, I mean, our workflow depends on the  client and the project we are working on.   But mainly we do competitions so we live in the  timeframe of 2 weeks which is not a lot of work.   So basically, this means that we have to be very   efficient with the time that we have  and, yeah, not make any big mistakes! So our ideal scenario is that we focus  the first week on doing sketches,   and trying to find the best way  to portray a project. And then,   we spend the second-week refining things and  focusing on the feedback from the client. And can you show us an example? Yes, of course! This is our RAW render where everything starts.  We then work on the surrounding buildings to try   to have a narrower composition of volumes. This  was done not just with a photo but with multiple   pieces of photos because we didn’t have the right  one following this point of view. After that,   we tried to find a good sky that fits  the mood. And then, we composed the rest,   mainly the trees, that bring the focus to the  building. The next step was focusing on the   foreground which we tried to work with the  fragments of cold photographs. And finally,   we incorporated the people  trying to explain the story. Do you have some tips for 3d artists? Maybe let’s  start with people who just started the journey. Yes, of course! Practice, practice, and more  practice! It’s very easy at the beginning to   get very obsessed with technical settings and  specifications. But the most important thing   when you start is to really try and  see as many references as possible   and enrich your visual library and have  a lot of visual tools that you can use. Yeah, this is what I always say on my  YouTube channel. Practice and don’t   think about technical specifications. Ok,  so maybe something for intermediate artists? Yeah, try to find some process that helps  you get faster and your speed. But also,   try to step out of your comfort zone and  not rely always on, like, the same image,   try new things so you don’t get stuck in a certain  style or certain ways that you always be doing. Ok, so now, finally, what  tips for advanced 3d artists? I would say the most important thing is to find  things outside of your job that motivate you and   complement your work because it’s easy to get  burned out after years of working on the same   thing. So I would say that and try to always have  something that you are proud of from the project,   that you can get out of each project, even though  it is like a simple project that you worked on   many, many times, always find some ways of  doing things in new ways and explore that. Yeap, definitely! These are the tips that 3d artists  should take to their hearts! Now,   you mentioned that you have a  little gift for our viewers,   it is a PSD file for testing the images. I’ll  put the link to this file in the corner and   in the description below the video. Anyway,  Joseph can you explain to us how to use this? Here is a PSD file with some layers we use  to check three important aspects of an image:   value, saturation, and color. It  is a really useful tool not only   for checking that everything in  the image is well integrated. For example that the hue and  saturation of the vegetation is right. Also, you see and control where you want certain  things to stand out in the image, for example, you   might have something more saturated that stands  out but not if it’s in a place where it distracts   you from the main focus. With these layers we  can check where we are guiding the user’s eye. Can you tell us how many  images per year do you guys do? Yeap, in Play-Time, we are now doing  around 1000 images per year, and in Bside,   not so much but almost there, I  mean, about 900 maybe. And, well,   that’s a number we’re trying to reduce  a bit year by year, just to improve the   quality and the time dedicated to all the  images to make it the best possible. Yeah. Awesome, thank you for this meeting. It  was a pleasure to meet you guys and talk   about your way of approaching arch-viz. Thank you! Thank you! Good bye! Thanks for coming to our office. Thank you! Now, let us know in the comments how you like this   studio tour and if you want to  see more videos like this one. Bye, bye! We have a deadline tommorow. It wasn’t supposed to be tomorrow. They change it like… we lost a day.
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Channel: Arch Viz Artist
Views: 25,626
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Keywords: tutorial, lesson, training, architectural visualizations, cgi, rendering, render, 3d image, 3d visualization, architecture, 3ds max, autodesk, vray, v-ray, corona, corona renderer, interior design, animations, 3d render, interior architecture, artist, architectural visualization artist, 3d artist, camera setup, camera, lighting, lighting setup, photorealistic, post production, postproduction, studio tour, architectural visualization studio, arch viz studio, arch viz company, arch viz business
Id: DtF5zG5RWEU
Channel Id: undefined
Length: 13min 42sec (822 seconds)
Published: Wed Jan 04 2023
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