Visualizing Architecture https://visualizingarchitecture.com by Alex Hogrefe Sat, 18 Jun 2022 22:29:35 +0000 en-US hourly 1 https://wordpress.org/?v=6.3 Summerfest Pavilion Color Studies https://visualizingarchitecture.com/summerfest-pavilion-color-studies/ https://visualizingarchitecture.com/summerfest-pavilion-color-studies/#comments Tue, 25 Jan 2022 00:28:02 +0000 https://visualizingarchitecture.com/?p=55960

It has been a while since my last post, the longest amount of time I have ever taken away from this website actually. As much as I love illustrating architecture, I love doing other things too and sometimes there isn’t enough time to do both. Besides working digitally, I spend quite a bit of time building and doing carpentry work on my house. I use to work in the wood shop when I was at grad school at Miami University and I have carried over those skills into revitalizing our historic 1920’s Dutch colonial house. Anyways, it was getting to the point where the time spent working on the computer vs working with my hands and doing physical work was getting a little too out of balance.

With that said, I still thought a lot about the Summerfest Pavilion and the images I was creating. As soon as I got back into things, I started to rework the design…..again. I can’t seem to get to a place where I am satisfied with how the architecture is articulated. The overall roof form has not changed but how it meets the ground has. The building was feeling too solid so I removed some walls and added columns.

The two images in this post below perhaps represent a more aggressive approach that I am taking on things such as color grading. I played around with increased color saturation, slightly unnatural toning, highly textured sky’s, etc. The illustrations took on a sort of vintage vibe but I like the look and plan to continue exploring some of these ideas in future images. Below is a super quick break down.

Sketchup and Vray

Sketchup Model Screenshot
V-Ray Base Rendering

The first thing you may notice is the 3D people. I rarely use 3D people because of how unnatural they can sometime feel in images. However, they are all distant from the camera and I ended up giving them a little blur so the “3Dness” isn’t felt as much and this saved me a lot of time in Photoshop. All of the 3D people came from V-Ray Cosmos.

Textures

Image after textures applied in Photoshop

Most of my time went into refining the concrete textures and building a nice sky. I was struggling to setup a good concrete texture in 3D that had the look I was going for so I focused my efforts in Photoshop. I tested out many different styles of concrete before arriving to the look above. I probably combined four or five different concrete textures in Photoshop as well as add the dirt leaks on all of the edges. I am more interested in illustrating how the architecture will look in 20 or 40 years vs how it looks right after construction.

Clouds

Cloud Cleanup in Photoshop

I talked a few posts back about a technique I have been using to cleanup cloud images. Here is another example of a cloud image that had the right look for my illustration, but contained all sorts of artifacts and noise and was very low quality. I ran some denoiser filters on it and then rebuilt the edge using the smudge tool. It is not perfect but miles better than the original image.

Color Grading

Color Grading Before and After

This is where I started to get a little experimental. Normally, I prefer a much lighter sky but decided to keep this one dark and very saturated. The greens shifted to oranges and browns and the blues shifted more towards cyan. I also amplified the detail of the concrete textures and vegetation.

Saturation

Warmth and Saturation Before and After

I added several warm color overlays which helped pop the highlights. Finally, the color saturating was bumped up in the sky and over the foreground vegetation areas.

Final Images

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Summerfest Pavilion Context Illustrations https://visualizingarchitecture.com/summerfest-pavilion-context-illustrations/ https://visualizingarchitecture.com/summerfest-pavilion-context-illustrations/#comments Sun, 29 Aug 2021 19:50:16 +0000 https://visualizingarchitecture.com/?p=55848 This series of illustrations were initially meant to be a quick study of the contextual environment. However, I ended up really pouring a lot of time into them, constantly reworking the images, changing views, changing lighting, reworking the images again, etc. Additionally, I continued to develop the design and to be honest, I still don’t think it is there yet.

Part of the reason for the constant changes to the illustrations was that I had some ideas in my head of the sort of environment that I wanted to portray. After visiting Ohio and spending some time driving through the backroads and seeing the landscape, there were some specific feelings and atmosphere that I wanted to get right. I struggled to strike the right balance and kept tweaking and editing to match what I saw in my head. I also wanted to represent the changing landscape via the farming season and how the planting, growing, and harvesting of the crops alter how the site is experienced. What started out as six images ended up as three as I abandoned some and ran out of time with others. The narrative of the farming season is somewhat lost now, though I may revisit this idea later.

The different images stitched together in Photoshop

Each of the three illustrations contain very little 3d and instead relied heavily on large textures of each of the image landscape elements. Generally, it doesn’t really take long to stitch all of the components together. The secret is finding the elements at a high enough resolution or with the correct lighting and perspective. Once the textures are compiled, it is all about toning. I have come to realize that careful toning of each component plays a significant role in getting the image as a whole to feel cohesive and natural. The more I create images, the larger percentage of my time is spent adjusting color, lighting, and levels of each individual texture. In the past, I would rely on general effects and atmosphere to hide the discontinuity of the textures but this approach leads to unnatural and “Photoshopped” looking images.

Below are the final images followed by the Black and White versions.

Final Daytime Image after Toning
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Dusk Perspective
Dusk Crop
Overcast View
Overcast Crop

Black and White

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New Project: Summerfest Pavilion https://visualizingarchitecture.com/new-project-summerfest-pavilion/ https://visualizingarchitecture.com/new-project-summerfest-pavilion/#comments Sun, 11 Jul 2021 22:14:21 +0000 https://visualizingarchitecture.com/?p=55677

I recently took a long road trip back to Ohio to see family that I haven’t seen in over a year and a half. It is such a contrast leaving the density of an urban environment like Boston and traveling to the rural areas that I grew up in. The contrast is refreshing and always helps me to reset. Much of my family are farmers and I have many memories of running around in cornfields and riding in farm equipment. For my next visualization project, I wanted to position the project directly into this farming environment surrounded by farmland.

The design will follow a similar aesthetic and material palette to the Porter Square Project which has an industrial look exposing the steel structure and wrapped in a semi transparent metal mesh. I love architecture that plays with transparency and screening to create overlays of the different structural grid systems in the design. The Summerfest Pavilion design has very few solid walls, but instead relies on the metal mesh system to organize private and public spaces as well as shade.

The building will function as an event venue with a covered outdoor stage and a large indoor multipurpose space. Just about all of Northwest Ohio is flat so there is no topography to work with. However, the fields around the site will alternate between crops each year with corn growing 8′ tall before harvesting. The design takes vegetation height into account lifting much of the program above 10 feet to give clear views throughout.

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MIT B&W Sections https://visualizingarchitecture.com/mit-bw-sections/ https://visualizingarchitecture.com/mit-bw-sections/#comments Sat, 05 Jun 2021 19:48:51 +0000 https://visualizingarchitecture.com/?p=55490 Sections are some of my favorite types of architecture illustrations to create because of how well they show the relationship of exterior to interior. Traditionally, section drawings are illustrated perpendicular to the cut with minimal perspective and presented in a much more diagrammatic way. Much of the earlier sections that I illustrated on this site maintained this simplistic and minimal look. However, The way I have approached them in my last few projects was by treating them more like a standard perspective illustration showing lots of textures and shading. This method of showing perspective makes the visual more engaging and in my opinion, easier to read.

I also start out many of my sections with these grand plans to use lots of color but I ultimately end up making them black and white. There is a lot going on in section illustrations to the point that adding color can get a bit busy and overpowering. desaturating the sections maintains some of that diagrammatic feel. I even tried adding color to just the section cut, but this made the cut pop way too much and again became too distracting.

I created two building sections for the MIT project. To switch things up a little, I layered in lots of fog and atmospheric lighting. Part of why I created these sections was to force me to figure out the interior floor plan and spaces which I have been putting off ever since I started this project. I was going to generate some perspective floor plans for this post as well but ran out of time. Below are some of the base files I used create the section illustrations. Because these illustrations are more diagrammatic, this put less pressure on needing to develop a detailed model for the interiors.

Top- Clay Model V-Ray Rendering, Middle- Materials on, Bottom- Material ID Rendering

To start things out, I really only needed 3 base renderings from V-Ray: A rendering of the model with no materials, and rendering with materials turned on, and a Material ID rendering for making quick and easy selections.

Clay Rendering with Levels Adjustment

I started with the clay rendering and adjusted the levels to increase the contrast. The idea being that I wanted the highights on the section cut to read more strongly against the darker interior spaces.

Additional Textures Added Via Photoshop

Next, I layered in materials and textures. Some of this came from the V-Ray base rendering with materials. Others came from manually photoshopping in dirt and grunge. I also added in a dark sky and gave a gradient to the section cut.

First layer of Fog and Toning

At this point, the image was getting too dark so I started to lighten things up with another levels adjustment, but by also painting in some fog across the entire image. You can also see the sky now has much more of a gradient as well. The left back building was also lightened to create more of a contrast between the background and foreground elements.

Second layer of Fog and Toning

The second layering of fog focused on texture and overall image gradient. I wanted the building to feel like it was receding so fog was painted in more more heavily on the right side. As I was painting in the thick fog, I was also switching between dark and light paint so that an overall gradient of light to dark started to appear. Light was focused at the top right of the image, and vignetting in the bottom left. Finally, some additional texturing using miscellaneous cloud textures was used to give the fog some complexity. This texturing was very subtle but really goes a long way in giving the fog a more natural feel.

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Section 02

I ended up taking the second section cut a little lighter, but still very foggy. This image was originally rendered out as a horizontal layout but the proportions and composition felt off so I significantly cropped things out on the right.

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And below are some of my past sections including one only seen in Portfolio Volume 05

Research Lab Section: Seen in Portfolio Volume 05
Porter Square Station Section
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KRob 2021 https://visualizingarchitecture.com/krob-2021/ Wed, 19 May 2021 23:51:48 +0000 https://visualizingarchitecture.com/?p=55412 The 47th Krob Competition has put out a call for entries. Categories include Digital/Hybrid Media, Hand Delineation, Physical Delineation, Travel Sketch, and Animation. The 47th Ken Roberts Memorial Competition (KRob) is the longest-running architectural drawing competition in the world.

Students and professionals may submit entries in a number of categories including Digital/Hybrid Media, Physical Delineation, Hand Delineation, Travel Sketch, and Animation category.

All entries must be received by Friday, July 9th, 2021 by 11:59 pm CDT

Visit www.KROBARCH.com for more information.

Below are some of the winners from last year:

WINNER – The HKS Award for Best Hand Delineation
Roland Escalona
Danielian Associates
Professional Hand
WINNER – Juror Citation
Trent Loomis
Oklahoma State University
Student Digital/Mixed
WINNER – Best in Category
Gary Chung
TOY Manufactory
Professional Digital/Mixed
WINNER – The HKS Award for Best Hand Delineation
Manuel Zermeno
Princeton University
Student Hand
WINNER – Best in Category
Georgine Botha
Cornell University
Student Digital/Mixed
WINNER – Juror Citation
Christy Au
University of Michigan
Student Digital/Mixed
Finalist
John Humphries ASAI, IDEC
Miami University
Professional Hand
Finalist
Matthew Poon, RIBA Part II
UCL Bartlett School of Architecture
Student Hand
Finalist
Nicholas Warnet
University of Michigan TCAUP
Professional Hand
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MIT Site Plans and Diagrams https://visualizingarchitecture.com/mit-site-plans-and-diagrams/ https://visualizingarchitecture.com/mit-site-plans-and-diagrams/#comments Sun, 18 Apr 2021 20:22:50 +0000 https://visualizingarchitecture.com/?p=55176 The past several weeks have been sort of a right-brain focus on image making. I wanted to play around with colors and textures and iterate on style a bit and not get lost in the technical and detailed side of things. However, before I started with the graphic studies, I first needed a good base. I originally was thinking I could accomplish most of what I wanted in Photoshop however I changed my mind and ended up modeling just about everything including the the ground plane textures and paving as well as trees and buildings. While this required more time up front, it meant I could move much quicker once it was time to play around with styles.

I also generated a before and after semi-photoreal illustration of the site plan. Again, because I had modeled most of the geometry, generating these illustrations didn’t take too long. Plus, I like the visual contrast of the abstract diagrams next to the realistic illustrations of the site. Google Earth was used to create many of the textures such as the rubber roofs of the existing context buildings and to age the ground paving and vegetation a bit.

V-Ray Clay Base Rendering with Soft Shadows
V-Ray Clay Base Rendering with Sharp Shadows
V-Ray Base Rendering with Materials On

For maximum flexibility, I rendered with both soft and sharp shadows. Sometimes, especially with diagrams, shadows can be distracting and impact clarity so I wanted to have both options ready to go.

Before and After Illustrations

Existing Site Plan Illustration
Proposed Site Plan Illustration

The MIT project that I designed is a large intervention on the campus and I thought a before-and-after series of images would help illustrate this idea. As I mentioned above, I extracted a ton of textures from Google Earth screenshots to more accurately depict rooftops and other misc. textures.

Graphic Iterations

Once the before-and-after illustrations were completed, I switched modes and started experimenting. Above all else, I wanted to study color combinations and texture levels as well as test out styles that ranged from minimalist to full on texture and complexity. My Photoshop file had lots of groups and masks setup so that I could adjust colors and textures rapidly. Again, this took a little more time upfront to setup, however, it allowed for super clean edits that didn’t get messy and confusing after hours of playing around. More importantly, it allowed me to really fine tune and dial in things because I had full control of every color and texture. Below are some of the images that were generated from this exercise.

Style: Vibrant Soft Shadow
Style: Vibrant Sharp Shadow
Style: Texture
Style: Minimal

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