Project 04 Cliff Retreat | Visualizing Architecture https://visualizingarchitecture.com by Alex Hogrefe Thu, 07 May 2020 23:32:29 +0000 en-US hourly 1 https://wordpress.org/?v=6.3 Cliff Retreat: New Spreads https://visualizingarchitecture.com/cliff-retreat-new-spreads/ https://visualizingarchitecture.com/cliff-retreat-new-spreads/#comments Sun, 27 Mar 2016 14:53:16 +0000 https://visualizingarchitecture.com/?p=4607  

The Cliff retreat spreads are underway. With most of the imagery generated, I had enough content to start thinking about how the pages would be laid out and how the story would be told. As with a lot of my layouts, the styles range quite a bit from spread to spread. For example, my sections spread is filled with texture and sketchy overlays whereas the interior vignettes spread is clean and simple. The way that I negotiated these types of transitions was by carrying over some of the tones and textures of the sections spread into the interiors spread. I didn’t let these textures take over but instead diluted them and set them into the background. One other technique that I have been using is to literally let some of the images wrap around onto an adjacent spread. I folded the large aerial image onto the exterior vignettes spread which gave me a container to hold text but also bring in some color on what would have been a totally desaturated page.

 

Below are the cliff retreat spreads at their current state:

 

CliffRetreat_spread_1_alex_hogrefe

CliffRetreat_spread_2_alex_hogrefe

CliffRetreat_spread_3_alex_hogrefe

CliffRetreat_spread_4_alex_hogrefe

CliffRetreat_spread_5_alex_hogrefe

CliffRetreat_spread_6_alex_hogrefe

CliffRetreat_spread_7_alex_hogrefe

CliffRetreat_spread_8_alex_hogrefe

 

As I finish up this fourth project, I am preparing portfolio Vol. 4 and hope to write several upcoming posts on the progress. I will be using a similar workflow as PORTFOLIO Vol. 3 described in this PORTFOLIO WORKFLOW POST. However a lot has changed in the last several years with the online printers and I plan to test out a much broader range of options this time around. If you missed it, here is the last post I did in 2014 on COMPARING ONLINE PRINTERS.  More on all of this later….

 

 

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Cliff Retreat: Finale Image https://visualizingarchitecture.com/cliff-retreat-finale-image/ https://visualizingarchitecture.com/cliff-retreat-finale-image/#comments Sun, 06 Mar 2016 21:38:20 +0000 https://visualizingarchitecture.com/?p=4585

I wanted to have some fun with this image and create something that conveyed the scale of this project. Sort of a grand finale image. I have already generated a lot of close-up vignettes, but nothing really showing the project its totality. I chose a view that would grab some of the horizon, but also show the cliffs crashing into the water below. Because of the parameters of the view, I didn’t have an aerial image that I could just patch my project into. I had to create something from scratch by stitching many context images together. Below is a quick break down of the illustration.

 

 

1. Sketchup Model

 

Cliff_Master_1_SuModel

Above is the Sketchup model showing the full height of the cliff to help me scale textures properly in Photoshop.

 

 

2. V-Ray Base Rendering

 

Cliff_Master_2_Vray

Above is the base rendering straight out of V-Ray. I dropped in a few omni lights to light up the interior and highlight some of the exterior facades. The final rendering had a resolution of 6,000px X 3,333px. The resolution is a little higher than I normally render because I wanted to maintain as much detail as I could with the architecture being so small in the image.

 

 

3. Context

 

Cliff_Master_3_TexturesUsed

The first step in setting up the context is collecting a ton of images. I collected about 50 images of the Iceland cliffs that covered all of the different scenarios in my scene. I spent more time looking for images than I actually did piecing them together in Photoshop.

 

 

4. Foreground Cliff

 

Cliff_Master_4_Stitch

I started with the foreground cliff since this interacts the most with the architecture and will inform how the rest of the image would be composed. The hardest part was finding an image at a high enough resolution and at the correct angle. I ended up using three different images and distorting them quite a bit to match the perspective.

 

 

5. Background Cliffs and Water

 

Cliff_Master_5_Stitch

A very important part of this image was the waves crashing at the base. Again, it was difficult finding something at the correct angle and with the right amount of wave energy the same as tadalafil effect. I combined two different images of the ocean to get the look that I wanted. I also added some background cliffs to break up the horizon line and give some depth to the illustration.

 

 

6. Grass and Sky

 

Cliff_Master_6_Stitch

The grass was added towards the end to tie all of the different cliff textures together. The grass itself was made up of three different images copied and cloned many times. A simple dusk sky was added to complete the context.

 

 

7. Darken

 

Cliff_Master_7_Darken

After completing the context, I could start adjusting the overall tones. I added a grey/blue overlay to darken everything except for the sky. I also adjusted the levels of the base rendering architecture to darken the exterior and punch up the light in the interior. A better description of this darkening technique can be found in this Post.

 

 

 

8. Details

 

Cliff_Master_8_Details

In this step, I spent some time tweaking facade tones, and manually adding in new lights. This helped to highlight slits in the ground as well as activate important spaces such as the grand stair going down to the lookout platform. I also added people, the garden on the balcony, more texture to the interior, and paths leading off into the distance. More on the technique of manually adding light can be found HERE.

 

 

9. Atmosphere and Color

 

Cliff_Master_9_0_FinalColorCorrecting

With the details in place, I experimented with different atmospheric conditions. The key here is to be subtle. It’s easy to overdo it with the fog and clouds, but with this image, I just wanted to give the hint of some fog rolling in from the ocean. I also inserted more color overlays and moved away from the purple tones to blue tones. I go into more depth with techniques of adding fog and atmosphere in my Foggy Wharf Post and my Atmospheric Fog Tutorial.

 

Cliff_Master_9_2_Closeup

Cliff_Master_9_1_Closeup

 

 

 

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Cliff Retreat Interiors https://visualizingarchitecture.com/cliff-retreat-interiors/ https://visualizingarchitecture.com/cliff-retreat-interiors/#comments Fri, 12 Feb 2016 02:00:14 +0000 https://visualizingarchitecture.com/?p=4541 I was finally able to setup some interior scenes for the cliff retreat design. I decided to go black and white with these images to relate back to the black and white exterior images generated a few posts ago. However, the desaturated colors will also help play up the light and shadow of the interior views and highlight the concrete textures that dominate the space.

Below is a quick break down of one of the interior images

 

 

1. Sketchup Model

 

cliff_interior_1_sketchup_hiddenline

Above is a hidden line view of the Sketchup model. The 3d  model remained relatively simple with a Kahn like waffle slab to help break up the large concrete ceiling plane. All furniture was found in Sketchup 3D Warehouse.

 

 

cliff_interior_2_sketchup_Materials

Above is the Sketchup model with materials turned on. A lot of my time was spent experimenting with concrete textures and honing in on the right amount of bump and reflection. While I like to photoshop textures on exterior views like these images, it is too difficult to manually texture in interior scenes. Interior views often have too much geometry and detail to mask around and too many reflective surfaces to deal with.

 

 

2. V-Ray Base Rendering

 

cliff_interior_3_vray_base

Above shows the V-Ray base rendering. Along with the concrete texture, I also setup a gloss white acrylic for the Saarinen Tulip furniture, chrome materials for the Arco floor lamp and Barcelona chairs, and a simple wood material for the millwork on the left.

 

 

3. Photoshop

 

cliff_interior_4_pshop_bw2

 

Once in Photoshop, I started setting up masks and desaturated the color taking everything to a simple black and white image.

 

 

4. Adjust the Levels

 

 

cliff_interior_5_pshop_bw_levels2

The image is lacking some contrast so I adjusted the levels to deepen the darks and punch up the highlights. I also added some vignetting (shadow around the edges of the image) to help draw the eye to the center of the composition. Finally, I added a slight haze to give some depth as well as lit up the left wall to help articulate the shift in wall plane from the dining room to seating area in the back.

 

 

5. Room Accents

 

cliff_interior_6_pshop_Final

Some vegetation was added to the outdoor terrace to better visually separate interior from exterior. Other elements like the dining room pendant light, ceiling spot lights,  and paintings were added in Photoshop instead of modeled in 3d because I find it easier and faster to iterate and test out ideas in this environment rather than waiting for test renderings to kick out. The paintings especially changed quite a bit once desaturated, requiring a lot of experimenting to find the right tones. Finally, some people were placed in the back to avoid drawing too much attention while still adding scale and activity to the space.

 

 

Final Images

 

cliff_interior_9_pshop_View3_Crop

cliff_interior_7_pshop_View2_Final

cliff_interior_6_pshop_Final

cliff_interior_8_pshop_View3_Final

 

 

 

 

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Cliff Retreat Section Spread https://visualizingarchitecture.com/cliff-retreat-section-spread/ https://visualizingarchitecture.com/cliff-retreat-section-spread/#comments Sun, 24 Jan 2016 19:39:32 +0000 https://visualizingarchitecture.com/?p=4525 For the past few weeks, I have been producing section illustrations of my cliff retreat design. As is often the case, the final result took a complete detour from what I originally set out to produce. I began the spreads rendering out two large detail perspectives with the intention of placing one on each side of the spread. However, as the work progressed, I realized more emphasis needed to be placed on the scale of the cliff. Once I started going in this direction, the building sections themselves scaled down and more real estate was given to the site cliff section. The aesthetics of the spreads also shifted from clean and detailed image to a loose and sketchy style. At a certain point, I  just started experimenting and iterating like crazy to arrive at the final design. Below is a very quick breakdown of the image.

 

 

1. Base Renderings

 

cliff_retreat_Sections_4_Start_alexhogrefe

 

I started out by cutting sections in my Sketchup model and then rendering in V-Ray. The V-Ray renderings required quite a bit of cleanup in Photoshop to hide mistakes in the model. I also added some concrete textures and colors to designate materiality.

 

 

2. Poche and Site Plans

 

cliff_retreat_Sections_5_Poche_alexhogrefe

 

One thing I like to do with my sections is poche the cut with a bold color to help clarify the reading. The red also becomes a graphical move that encourages eye movement around the page and make connections to more information. In this case, I added a site plan of the design to inform where the cuts are taking place. All of this is kept somewhat abstract to help fade into the background and not draw attention away from the main site section.

 

 

3. Textures

 

cliff_retreat_Sections_6_Textures_alexhogrefe

cliff_retreat_Sections_7_TexturesCombined_alexhogrefe

 

At a certain point, I quite methodically planning every move, relaxed a little, and let my right brain take over. I started exploring with texture and color to give this image some grit. While the step-by-step breakdown of this image is very linear, in actuality, I iterated and tested out a lot of different layout designs, colors, and textures before arriving to the final image style.

 

 

4. Background Color

 

cliff_retreat_Sections_8_vertical_color_alexhogrefe

cliff_retreat_Sections_9_vertical_Combined_alexhogrefe

 

I added background tones to clarify the hierarchy of the spread and help organize the information. The red on the right was used to better define the sky from the cliff as well as visually separate the building sections from the site section on the left.

 

 

5. Annotation

 

cliff_retreat_Sections_10_annotation_alexhogrefe

 

Finally, annotations and scale figures were added. I always try to put just as much time into the design of the text and annotations as with any other graphical information. Often, I see this stuff added at the very end in a way that disrupts the flow of the spread and distracts from the illustrations. However, I typically work this stuff in as I am developing the spread which can add another layer of texture to the composition and be used to strengthen the hierarchy of the spread. With that said, it is a fine balance between maintaining readability and not stealing too much attention.

 

cliff_retreat_Sections_11_Final_alexhogrefe

cliff_retreat_Sections_13_Cropped_alexhogrefe

cliff_retreat_Sections_12_Cropped_alexhogrefe

 

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Cliff Retreat Moments: Part 2: Material ID and Masks https://visualizingarchitecture.com/moments-study-material-id/ https://visualizingarchitecture.com/moments-study-material-id/#comments Sun, 03 Jan 2016 22:47:50 +0000 https://visualizingarchitecture.com/?p=4475 Cliff_Moments_3_m3_alexhogrefe

 

In part one, I discussed some quick study vignettes of the cliff retreat design. For part two, I want to go into more depth about how I used a Material ID render channel to speed up my material selections and generate these illustrations in a relatively short amount of time. This not only streamlines my Photoshop workflow, but also allows me to make quick updates to my Photoshop files later if my design changes. By utilizing Material ID channels and masked groups, I can simply render out a new ID every time I make a change to my design, update the ID layer in my Photoshop file, and then use that new ID to update my masks as needed.  Below is a quick explanation of how I do that.

 

 

1. TURN ON MATERIAL ID CHANNEL

 

Cliff_Moments_7_MaterialID_alexhogrefe

 

In this tutorial, I am using V-Ray for Sketchup which automatically generates colors for each texture used in the model. Above is the what the Material ID channel looked like for my view. Most rendering programs like V-Ray offer the ability to create a Material ID channel.

 

 

Cliff_Moments_8_Settings_alexhogrefe

 

To turn on the Material ID channel, open the V-Ray Option Editor dialogue box, and go to the “VFB Channels” tab. In that tab, find “Material ID” in the Standard Channels list and select it. Now that it is selected, V-Ray will generate this channel when you render the image.

 

 

2. SAVE MATERIAL ID CHANNEL

 

Cliff_Moments_9_Buffer_alexhogrefe

 

After rendering the view, you can find the Material ID channel in the upper left side of the frame buffer window in the drop down menu. You can save the image from the frame buffer window but I typically have V-Ray save all of my channels automatically by checking the “Save Output” box in the “Output” tab of the V-Ray Option Editor.

 

 

3. BRING IN MATERIAL ID CHANNEL INTO PHOTOSHOP

 

Cliff_Moments_10_PSHOP_NOGRASS2

 

I like to keep my Material ID layer at the top of the layers palette. This allows me to turn it off and on easily to make selections without any other layers getting in the way.

 

 

4. MAKE SELECTION

 

Cliff_Moments_11A_Selection

 

To make a selection, select and turn on the Material ID Layer.  Then, Choose “Select>Color Range”.

 

 

Cliff_Moments_11B_Selection

 

When the Color Range dialogue box appears, set the “Fuzziness” slider to somewhere around 50. This may need to be adjusted depending on the color and amount of detail that is being selected.  Next, pick the color that you want selected  and then choose “OK”.

 

 

5. SETUP GROUP AND MASK

 

Cliff_Moments_12_GroupMask2

 

 

I could end this tutorial here since we have completed the task of using the Material ID to make a selection, but I want take it one step further and turn that selection into a mask on a group. This allows me to use one mask for many textures instead of applying the same mask to each individual layer.  First, create a new group by clicking the “Create a New Group” icon at the bottom of the layers palette. With the selection from the material ID still active, select the “Create New Mask” icon at the bottom of the layers palette. This will apply a mask to the group just created. For more info using masks, check out this post: Hatch Patterns

 

 

 

Cliff_Moments_13_WITHGRASS2

 

 

I now can drag my grass textures into that group just created and not have to worry about masking each individual grass texture. This is especially useful if I make changes to the railing or wall, I don’t need to update all of the individual grass texture masks. Instead, I only need to update the group mask and all of my grass textures inside will be updated too.

By rendering out the Material ID with each new rendering, I can make selection fast and accurately. By applying masks to groups instead of each individual layer, I  maintain a clean and organized Photoshop file with minimal masks. This workflow allows me to easily update my Photoshop files as I continue to design and refine my project.

 

 

 

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Cliff Retreat Moments: Part 1 https://visualizingarchitecture.com/cliff-retreat-moments-part-1/ https://visualizingarchitecture.com/cliff-retreat-moments-part-1/#comments Sun, 13 Dec 2015 19:40:52 +0000 https://visualizingarchitecture.com/?p=4497 Cliff_Moments_1_m1_alexhogrefe

 

Cliff_Moments_3_m3_alexhogrefe

 

Cliff_Moments_4_m4_alexhogrefe

 

The cliff retreat has been a fun project to design and I find myself constantly jumping back and forth between the macro and micro scales of the design. For the micro scale, the lack of detail in the model can make it difficult to visualize some of the design ideas. Therefore, I looked to Photoshop to quickly add some missing information and to help me study these different moments by exploring  textures, scale and light. Below is a quick break down of one of the images.

 

Cliff_Moments_5_Sketchup_alexhogrefe

View of Sketchup Model

 

Cliff_Moments_6_Vray_alexhogrefe

V-Ray Base Rendering

 

Cliff_Moments_7_MaterialID_alexhogrefe

V-Ray Material ID Channel

 

The 3D model is still lacking materials and detail, so I had to do my due diligence to find good textures to overlay on top of the clay model. The geometry itself is simple in many of the views, so the Photoshop post processing took little time compared to other images. I probably averaged two hours of post processing per image. The secret was having a good Material ID channel to help me make selections. Material ID is something that I haven’t talked about much on this site, but is crucial for fast and clean Photoshop post processing. I will follow up this post with a part 2 tutorial describing how I create and integrate the Material ID channel into my workflow.

 

Cliff_Moments_8_SomeTextures_alexhogrefe

 

I grouped the layers in Photoshop by texture and then masked off the groups instead of each individual texture. This made for clean photoshop files and will allow for simple edits if the design changes later. This concept will also be covered more in depth in part 2 of this post.

 

Cliff_Moments_9_SomeMoreTextures_alexhogrefe

 

For the final image, I converted to black and white to downplay the strong green vegetation and shift focus back to the textures and light. There was a little more to the black and white conversion than just desaturating the image. I increased the contrast by duplicating the image and setting the layer blend mode to “Overlay”. I also ran some Topaz filters to sharpen the image and enhance the details.

 

Cliff_Moments_3_m3_alexhogrefe

 

Cliff_Moments_1_m1_alexhogrefe

 

Cliff_Moments_2_m2_alexhogrefe

 

Cliff_Moments_4_m4_alexhogrefe

 

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