Creating visuals for architecture often requires both technical and artistic challenges.

Every project is unique and one may need an adjustment on the workflow, however, a typical process unfolds as follow:








After receiving all the technical information, we seek to know the story behind your project and its purpose. By asking specific questions we try to discover the final customer’s profile, lifestyle and interaction with the project itself. The output of this stage allows tracing an emotional and tailored mood for the final visuals.


This is when we actually start giving the drawings a third dimension. We start modeling every piece, from big to small, while sharing the process and every step of this stage making sure everything goes smooth and according to the plans. A key aspect of this early stage is the ability for architects to perceive the building in its most raw form as all the images shared are void of any materials, like a scale mockup, only volumes and light.


It’s time to bring that mockup to life. We now take all the information previously received and build the materials. We use several techniques to get the right look and feel, either building textures from scratch, or photoscaning real samples. From surface reflection, roughness and bumpiness, every material attribute is addressed at this stage.


“Light makes photography. Embrace light. Admire it. Love it. But above all, know light. Know it for all you are worth, and you will know the key to photography.” George Eastman.

Light is a key element in every photograph. Light drives emotional reactions and defines shapes and textures. Through light, we give the final touch on tailoring the visuals for your customer by revisiting the information gathered on the discovering stage.


This is the stage where the magic happens. After fine-tuning the cameras to get the most pleasant and balanced composition of the final scenes, we make sure all the technical settings are appropriate for the scene and instruct the computer to calculate every geometry vertex, process all textures and simulate light’s behaviour and interaction with objects and environment that compose the final visuals.