Looking back while doing the latest - http://www.ronenbekerman.com/non-photorealistic-rendering-npr-approach-to-architectural-visualization/ This great article by Jeremy was a big source of inspiration!
@JeremyKay It is a wonderful tutorial! I like it very much,but one question How you can block-in color so proper? Could you tell me which tool you use to select the area? Thx
@JeremyKay ...how did you do the color wash?
Exciting and..is really nice..!!!! Ronen you are my leader. I use sketchup ,...but not so..I will follow you anywhere...see you soon :-)
Love the style and love seeing other people's workflow and process...thanks for the article.
One question @JeremyKay would you mind elaborating on how you obtain the stroke effect on the clouds? I've been trying different methods that involve selecting the edge of the cloud, but find that that there isn't enough contrast or variation between cloud brush stroke and background to adequately outline the cloud.
hi jeremy, I want to kwow how do you export only the lines from sketchup, what format do you use, because when I open the file in photoshop it isn't onliy the lines, it is a black and white picture!
Export the lines separately, "This ensures that none of your curved surfaces loose their line-weights." Arrrgh - I never thought of that - excellent idea.
Excellent post. I love your work. One quick question that I always am interested in. Do you use a Wacom Tablet for you Photoshop work or just a mouse?
Suberb work, thanks for sharing. I was wondering about how you created the hand drawn pencil lines, are these created over a print of the original, scanned and the matched again to the digital image?
In regards to Amar 77's comment: I've just finished a similar rendering to this one with some slight variations in my approach. I've gotten an affect very close to what your producing here in a short time, multiple renders for a little less than 15 hours worth of work (including modeling and rendering, budgeted 22 hours). But views can be quickly and easily changed on the fly.
With my deadlines the way they are, the end result in the least amount of time is key. My process involves a lot more work in SketchUP and a lot less work in Photoshop. Starting with the development of a fully textured model, with entourage and people in the scene. Like you said, People and trees are very time consuming. If their rendered and a filter is added in post it seems to cut down on a ton of time. A home made sketched line style is also important. Export and stacking is the same but I'm also using a photo real render in the process. Once the V-Ray render (usually 5-8 minutes) is exported its run through a water color filter software which really makes it look like a hand rendered image, then its stacked in the collection of images, PP is added and its exported ready to go. I've gotten it to sort of a plug and chug scenario.
So Jeremy, how do you feel about more time spent in the modeling end of things? I know its just a different process, but having the ability to change views and exporting with materials allows a little more flexibility in the development of multiple views for a client quickly and efficiently. While I might be sacrificing a little bit of the "hand rendered quality" I'm gaining it back with the volume I can produce in a short amount of time.
Also, thanks again for a great making of. I really love your process!
Hi! I like this example of Visualization. I know Photoshop pretty well as graphic designer but I just got started in 3d visualization. So I wonder if you could suggest books, video courses about this kind of techniques? Thanks and regards from Luxembourg. Sacha
Inspired me to try it out.
Is it possible to export out only shadows and line work in 3DS Max?
this is really great... thanks.. a real talent.. this one needs a lot of practice to get the hang of it. wll try this one
That is crazy talent right there. Incredible. Great job, and so interesting to read all the processes it takes to achieve this look. I'm in awe.
great stuff , very eye catching result,the only problem is you can only produce one image each time ...
Great read!! I've recently started doing some of these at work in an attempt to get that emotive rendering. Quite a step in a different direction than photoreal.If this is helpful to anyone, I've found this step works well for an AO pass as well: Copy the "lines only" layer from the SU exports and apply a slight gaussian blur and set to multiply. Adjust opacity to look right in the corners and paint/erase out where it's unnecessary.Great stuff, again!
@Gordon01 Thank you very much Gordon ;)
@Architect02116 You can always try adjusting the brightness/contrast of the lines, or copy and paste-in-place a time or two until the lines are as dark as you want them.
@TinchoUrtasun Try setting the layer to 'Multiply' in the Photoshop layers palette. You can then use other 'paint' layers stacked below the Linework layer and the lines will still show through.
@TinchoUrtasun I'm not sure of Jeremy's exact process but I know the process I use gives a similar effect. Export the image as a high res jpeg. I go for about 4000px wide. When it exports it does export with a white background, but when you bring it into photoshop you can over lay it and set the layer to Multiply. That will get rid of the white background and leave you with only the line work. The other way is to export just the autocad 2D line work and edit the line weights in illustrator then bring them into photoshop just as line work. It's a little longer process if you use the autocad export but you can have more control over the line weights.
@LesMoore Yes - keep profiles at '1' in sketch up when you export line-work, but model with that option unchecked. If you leave profiles on, it'll chew up RAM and make modeling go slower...
@diacovoni I use a medium size Wacom Intuos 3 and am looking at upgrading soon. Besides my computer, the Wacom is my most used piece of equipment!
@ggorski Linework can be created, all digitally, in one of two ways. Either by using the line tool and setting your lines to Multiply, or by using a very small paintbrush, like 2px, picking a point by clicking once - then holding the SHIFT key - pick your second point by clicking a second time and Photoshop will strike a straight line between the two points. By setting the line-work to multiply and adjusting the opacity, the paper texture shows through a bit and makes it look exceedingly 'natural'. I typically use about a 60-70% grey color as well. Hope this helps!
@TedVitale Great insight, Ted. I've just recently been experimenting with maxwell for sketchup as an underlay (mainly for light quality and textures) and the results are pretty interesting. I'll make sure to share when I can.
Someone once told me that 'lines are so friggin' important' with regards to an illustration. Because sketchUp line-work is now THE line-work, I do like to spend extra time in the modeling stage of a project to make sure the lines can really work for the view. I still feel like I gain more flexibility by texturing in photoshop, mainly due to the fact that I may need to change materials or colors, but completely understand why you would prefer to do so in the model. I'd chalk this one up to a 'push' or fair trade-off either way, wouldn't you?
@Sacha Heck Sacha, there really is a wealth of knowledge out there regarding digital painting. Believe it or not, I actually draw a lot of inspiration from video game and movie concept artists. Check out the likes of Feng Zhu, Ryan Church and a bunch of other guys over at the gnomon workshop. (http://www.thegnomonworkshop.com/) What they do isn't an exact match to what we do (we're tied down by reality), but their methods and techniques are superb and something to aspire to.
Also, it's always important to have a good, solid understanding of traditional rendering methods if you're aiming for the hybrid or painterly effect. I was fortunate enough to work with Michael Doyle, the 'godfather' of colored pencil and marker drawing (http://www.amazon.com/Color-Drawing-Techniques-Architects-Landscape/dp/0471292451) and he taught me much of what I still use today in digital illustration. Thomas Schaller (http://www.twschaller.com/) is also someone to really look at - especially if you like the watercolor look.
In the end, it's about finding your 'voice' and separating your work from the crowd. Best of luck in your new endeavor! Feel free to ask any more questions.
@Amar 77 It's an interesting dilemma, as yes, I typically only work on one image at a time, but I'd be interested to know how long it would take to texture/render/post-process a 'batch' of renders?
@Amar 77 If you can output an image like the one above in 1-2 days than it is not such a big of an issue... right?
@ferrarod1 I would add a Z-Depth pass sometimes to help with the depth definition of the visual... with gentle fog and controlling color shifts... mostly adding blue haze at the back.
@ferrarod1 Yep, Pretty cool method of doing this! ;)
@ferrarod1 Great tip. I find myself blurring the sketch up lines all the time - but never thought of using them as an AO pass. Thanks!
@chapter7design Sure does! it works well and probably better in early design stages, conceptual work... I find people connect with this more
@JeremyKay amazing stuff and thanks for sharing! i've been out of the arch illustration world for 7 years and now might get back into it: this is the NOW, computers are the medium, but this style still has an artistic edge to it! its not how we do it, its that we do it at all! i'm inspired!
@JeremyKay Hi Jeremy! Ok cool, thank you very much for your tips and links :-) I'll check this out.
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