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Antwerp Central Station - Architectural Visualization for an Advertisement Projection Tool

3D Journey was a 5 person project created by Clear Channel Belgium, the head company in Belgium responsible for digital advertisement publication. It is a visualization tool for advertisements, which allows the user to portrait to a client how their ad's would look around the station. Several tools such as preset saving, screenshots and distance measuring tools are incorporated to help make judgement of any ad's location. Clear Channel tasked us to create one of the oldest and most beautiful train stations in Europe, Antwerp Central.
It was a very large project that consisted of 3 artists , one of which was me, and 2 programmers. Us Artists created the scene from scratch using architectural drawings and photographs, while the programmers wrote the the core logic for the navigation, crowd simulation and user interface. See my detailed contribution with the renders below.
Created in Unreal Engine 4, meshes modeled with 3DsMax and Blender, Texturing done using Substance package in combination with Quixel Bridge. Crowd simulation was custom made using character models from MakeHuman Creator and blending Mixamo animations.

Our proud team:

Ilja Wijnker (3D Artist)
Filip Hájek (3D Artist)
David Meszaros (3D Artist)
Kristof Dedeurwaerder (Programmer)
Sybran Aerts (Programmer)

Project Trailer

Main Hall - Our work combining seamlessly in this giant architectural structure

Main Hall - Our work combining seamlessly in this giant architectural structure

I modeled the main pillars, the stairs, signs and boards, windows, while my colleagues created the arch ceilings and high quality marble elements that make up the walls and floor

I modeled the main pillars, the stairs, signs and boards, windows, while my colleagues created the arch ceilings and high quality marble elements that make up the walls and floor

I positioned the lights in the Main Hall to represent reality at its best. We used a combination of baked and dynamic lighting methods to find a sweet spot between looks and optimization for real-time rendering

I positioned the lights in the Main Hall to represent reality at its best. We used a combination of baked and dynamic lighting methods to find a sweet spot between looks and optimization for real-time rendering

I also created most of the technical assets such as the ticket machines on this render and some of the marble pieces such as the two top ornaments

I also created most of the technical assets such as the ticket machines on this render and some of the marble pieces such as the two top ornaments

My colleague's marble elements and Substance Materials working elegantly together to represent the inner wall of the platform area

My colleague's marble elements and Substance Materials working elegantly together to represent the inner wall of the platform area

I was tasked with creating the roof structure, along with the walls, the train itself and all of its components such as the rails, overhead cables and destination signs. In Short about everything you see on this render. I really enjoyed this part

I was tasked with creating the roof structure, along with the walls, the train itself and all of its components such as the rails, overhead cables and destination signs. In Short about everything you see on this render. I really enjoyed this part

An other view towards the platforms, this time with the night mode toggled

An other view towards the platforms, this time with the night mode toggled

Along with the signs, advertisement boards and screens, I also created the shops and their respective props as well

Along with the signs, advertisement boards and screens, I also created the shops and their respective props as well

Our crowd simulation consists of stationary humans with casual animations on them ( such as chatting, waiting or looking around), as well as 50-100 walking or running humans who follow an advanced node system around the station

Our crowd simulation consists of stationary humans with casual animations on them ( such as chatting, waiting or looking around), as well as 50-100 walking or running humans who follow an advanced node system around the station

The schedule board and the food /info booths were also my tasks, all of which I modeled in 3DsMax and textured using tiling Quixel materials

The schedule board and the food /info booths were also my tasks, all of which I modeled in 3DsMax and textured using tiling Quixel materials

At start the advertisement boards have no assigned texture, the user can do this via the user interface

At start the advertisement boards have no assigned texture, the user can do this via the user interface

The user interface is simple and straightforward. This allows the user to load in image files of various extensions

The user interface is simple and straightforward. This allows the user to load in image files of various extensions

The images can be placed on any advertisement board and saved into presets to be loaded or modified later

The images can be placed on any advertisement board and saved into presets to be loaded or modified later

The distance measuring tool allows the user to fine tune the minimal distance needed to accurately recognize and advertisement

The distance measuring tool allows the user to fine tune the minimal distance needed to accurately recognize and advertisement