INDUSTRY:

INDUSTRY:

INDUSTRY:

REAL ESTATE

REAL ESTATE

REAL ESTATE

ENGAGEMENT:

ENGAGEMENT:

ENGAGEMENT:

VIVID FRAMES

VIVID FRAMES

VIVID FRAMES

YEAR:

YEAR:

YEAR:

2024

2024

2024

SOFTWARE:

SOFTWARE:

SOFTWARE:

BLENDER, UNREAL ENGINE

BLENDER, UNREAL ENGINE

BLENDER, UNREAL ENGINE

ROLE:

ROLE:

ROLE:

3D MODELLING, ARCHITECTURAL VISUALIZATION

3D MODELLING, ARCHITECTURAL VISUALIZATION

3D MODELLING, ARCHITECTURAL VISUALIZATION

POLICE HQ
VISUALIZATION

POLICE HQ
VISUALIZATION

POLICE HQ
VISUALIZATION

POLICE HQ
VISUALIZATION

A real-time architectural visualization of the Nigerian Police Force Headquarters in Abuja, reconstructed from publicly available imagery and Google Maps references.

The building and surrounding landmark were modelled from scratch in Blender, then brought into Unreal Engine for photorealistic materials, environment dressing, vegetation, vehicles and cinematic presentation.

A real-time architectural visualization of the Nigerian Police Force Headquarters in Abuja, reconstructed from publicly available imagery and Google Maps references.

The building and surrounding landmark were modelled from scratch in Blender, then brought into Unreal Engine for photorealistic materials, environment dressing, vegetation, vehicles and cinematic presentation.

A real-time architectural visualization of the Nigerian Police Force Headquarters in Abuja, reconstructed from publicly available imagery and Google Maps references.

The building and surrounding landmark were modelled from scratch in Blender, then brought into Unreal Engine for photorealistic materials, environment dressing, vegetation, vehicles and cinematic presentation.

A real-time architectural visualization of the Nigerian Police Force Headquarters in Abuja, reconstructed from publicly available imagery and Google Maps references.

The building and surrounding landmark were modelled from scratch in Blender, then brought into Unreal Engine for photorealistic materials, environment dressing, vegetation, vehicles and cinematic presentation.

The Louise Edet Building and surrounding headquarters landmark were reconstructed from scratch in Blender using publicly available photographs and Google Maps imagery as reference.

Because some areas were not sufficiently visible in the available references, certain details were interpreted based on what could be observed, while others were omitted where reliable information was unavailable.

The Louise Edet Building and surrounding headquarters landmark were reconstructed from scratch in Blender using publicly available photographs and Google Maps imagery as reference.

Because some areas were not sufficiently visible in the available references, certain details were interpreted based on what could be observed, while others were omitted where reliable information was unavailable.

The Louise Edet Building and surrounding headquarters landmark were reconstructed from scratch in Blender using publicly available photographs and Google Maps imagery as reference.

Because some areas were not sufficiently visible in the available references, certain details were interpreted based on what could be observed, while others were omitted where reliable information was unavailable.

The Louise Edet Building and surrounding headquarters landmark were reconstructed from scratch in Blender using publicly available photographs and Google Maps imagery as reference.

Because some areas were not sufficiently visible in the available references, certain details were interpreted based on what could be observed, while others were omitted where reliable information was unavailable.

The completed architectural models were unwrapped and organized with material slots before being exported to Unreal Engine.

This provided a structured base for developing and assigning the different materials required for the final visualization.

The completed architectural models were unwrapped and organized with material slots before being exported to Unreal Engine.

This provided a structured base for developing and assigning the different materials required for the final visualization.

The completed architectural models were unwrapped and organized with material slots before being exported to Unreal Engine.

This provided a structured base for developing and assigning the different materials required for the final visualization.

The completed architectural models were unwrapped and organized with material slots before being exported to Unreal Engine.

This provided a structured base for developing and assigning the different materials required for the final visualization.

The models were brought into Unreal Engine, where materials were developed to closely reproduce the appearance of the existing buildings and site.

Surface response, roughness, colour variation and material detail were carefully considered to achieve a photorealistic representation of the real location.

The models were brought into Unreal Engine, where materials were developed to closely reproduce the appearance of the existing buildings and site.

Surface response, roughness, colour variation and material detail were carefully considered to achieve a photorealistic representation of the real location.

The models were brought into Unreal Engine, where materials were developed to closely reproduce the appearance of the existing buildings and site.

Surface response, roughness, colour variation and material detail were carefully considered to achieve a photorealistic representation of the real location.

The models were brought into Unreal Engine, where materials were developed to closely reproduce the appearance of the existing buildings and site.

Surface response, roughness, colour variation and material detail were carefully considered to achieve a photorealistic representation of the real location.

The surrounding landscape was developed using Unreal Engine's Procedural Content Generation (PCG) tools and Megaplants.

PCG was used to distribute trees and vegetation throughout the site, creating a more natural environment while maintaining control over density and placement.

The surrounding landscape was developed using Unreal Engine's Procedural Content Generation (PCG) tools and Megaplants.

PCG was used to distribute trees and vegetation throughout the site, creating a more natural environment while maintaining control over density and placement.

The surrounding landscape was developed using Unreal Engine's Procedural Content Generation (PCG) tools and Megaplants.

PCG was used to distribute trees and vegetation throughout the site, creating a more natural environment while maintaining control over density and placement.

The surrounding landscape was developed using Unreal Engine's Procedural Content Generation (PCG) tools and Megaplants.

PCG was used to distribute trees and vegetation throughout the site, creating a more natural environment while maintaining control over density and placement.

Vehicle assets were imported from Twinmotion and used to populate the headquarters parking area.

The Cloner tool was used to efficiently arrange multiple vehicles, creating a more convincing representation of an active institutional site.

Vehicle assets were imported from Twinmotion and used to populate the headquarters parking area.

The Cloner tool was used to efficiently arrange multiple vehicles, creating a more convincing representation of an active institutional site.

Vehicle assets were imported from Twinmotion and used to populate the headquarters parking area.

The Cloner tool was used to efficiently arrange multiple vehicles, creating a more convincing representation of an active institutional site.

Vehicle assets were imported from Twinmotion and used to populate the headquarters parking area.

The Cloner tool was used to efficiently arrange multiple vehicles, creating a more convincing representation of an active institutional site.

Animated vehicle sequences were created for cars travelling along both sides of the surrounding road.

The completed shot was then instanced into the master sequence, allowing the animated traffic to be reused across the final cinematic shots.

Animated vehicle sequences were created for cars travelling along both sides of the surrounding road.

The completed shot was then instanced into the master sequence, allowing the animated traffic to be reused across the final cinematic shots.

Animated vehicle sequences were created for cars travelling along both sides of the surrounding road.

The completed shot was then instanced into the master sequence, allowing the animated traffic to be reused across the final cinematic shots.

Animated vehicle sequences were created for cars travelling along both sides of the surrounding road.

The completed shot was then instanced into the master sequence, allowing the animated traffic to be reused across the final cinematic shots.

Unreal Engine's Lumen global illumination and reflections were then used to enhance the lighting, materials, reflections, and overall realism of the exterior scenes.

Unreal Engine's Lumen global illumination and reflections were then used to enhance the lighting, materials, reflections, and overall realism of the exterior scenes.

Unreal Engine's Lumen global illumination and reflections were then used to enhance the lighting, materials, reflections, and overall realism of the exterior scenes.

Unreal Engine's Lumen global illumination and reflections were then used to enhance the lighting, materials, reflections, and overall realism of the exterior scenes.

The final scene brings together the reconstructed architecture, photorealistic materials, procedural vegetation, vehicles and animated traffic into a real-time visualization of the headquarters.

The final scene brings together the reconstructed architecture, photorealistic materials, procedural vegetation, vehicles and animated traffic into a real-time visualization of the headquarters.

The final scene brings together the reconstructed architecture, photorealistic materials, procedural vegetation, vehicles and animated traffic into a real-time visualization of the headquarters.

The final scene brings together the reconstructed architecture, photorealistic materials, procedural vegetation, vehicles and animated traffic into a real-time visualization of the headquarters.

The project demonstrates the workflow from real-world reference and architectural reconstruction through to environment development and cinematic presentation in Unreal Engine.

The project demonstrates the workflow from real-world reference and architectural reconstruction through to environment development and cinematic presentation in Unreal Engine.

The project demonstrates the workflow from real-world reference and architectural reconstruction through to environment development and cinematic presentation in Unreal Engine.

The project demonstrates the workflow from real-world reference and architectural reconstruction through to environment development and cinematic presentation in Unreal Engine.