Create a cylinder with barely any depth and only 6 sides.
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6 large rectangles to boolean away from the cylinder.
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This is the remaining object.
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Create runs: Use a H-spline and adjust to your needs in terms of size and depth, etc. Extrude nurbs this out with subdivisions for detailing.
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Duplicate and move into appropriate positons, to create the tiled effect take the long segments and extrude inner and down.
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Solar Panels: Long plane with only a few segments, move every other one up and thats the base. Then create duplicates and move and rotate them. cubes to hold it together.
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Texture for the solar panels. I used a circut board texture I had in a collection, the added a blue overlay and some reflectiveness to it and tiled it so it matched with the solar grid.
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Duplicate and move.
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A sandstone texture for the platforms and a grey stone/ concrete for the walkways.
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This stage was very tricky because I used cloth modifiers, cloth nurbs and fixed points and the kept running the animation over and over until I got the right settings I wanted. Change items such as stiffness, flexion, rubber, friction, weight, gravity, wind direction/speed/turbulance.
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Particle physics are always fun. used an emitter with settings set to realistically mimic the flow of steam coming from the building.
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Add an environment with a volume tracer object on and attach smoke shaders to the particles on the emitter.
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The ground, which actually has a water texture but it looks like it could be a solid, but whatever it looks cool, is a large landscape (40,000x40,000x2,000) with played around settings.
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With a sky added and a test render done some final adjustments needed to be done, reduce the level of the horizon to take away that orange and change some of the sky parameters.
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This is the final stage set up for the render, turn on global illumination and ambient occlusion for the best results and increase the anti-aliasing. Render out.
Be warned the smoke particles slow down the render about 10x minimum, it is very intensive on your system.