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The Principles Of Architectural Visualization


szaryk
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Every one knows (or very well should be aware of) the basic principles of art & design: rhythm; balance; proportion; emphasis; and, unity, colour, texture, shape, unity.

But what do you think are the principles of architectural illustration? What makes a pleasing image? Are there any standards one shall abide by? Is there a guide for starter's out there?

Post your thoughts, and the process in which you go through to make a pleasing image.

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you sound like a university teacher. i'm sure there are principles, but everything i do comes perfectly natural. i dont think i've ever once thought about them. i just draw.

 

i certainly wouldn't teach them. for me, it's an ability one must already posses.

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There are so many different styles and types of representation and goals your representation could have, I think the only principles that are generally applicable (and I bet I could find people who would disagree even on these) are composition and quality of the application of whatever technique you're using.

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agree with first couple of comments..

 

composition, natural artistic talent and software ability would have to be the main factors, but personally i think composition is the key.

 

as an example, you see a lot of chinese artists producing beautiful images yet they don't even touch GI.

 

what i see as a problem with the quality of most of the work posted on this site (no offense to members) is that the images just look like 3d renders as opposed to beautiful images. when you see an arch viz image that really blows u away, it's usually a combination of 3d and 2d.

 

if u were to study anything to become a good arch viz artist, rather than focus on 'vray settings' i would study the work and techniques of some great digital matte artists.

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For me the single most important thing is to have some artistic intent, be creative in some way take some liberty and exagerate things like a artist would when doing watercolours for example.

 

Dont get caught up in the technical crap.

 

Be original and inventive, it will make you stick out better than having perfect command of Hpsh Subdivs and QMC sampler ever will.

 

(sorry steve just read yours pretty much the same as what i think!)

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that sounds awfully like Beaux Art. While im sure something with the above qualities(subjective matter in itself) will look nice btu i dont think architectural visualisation necessarily needs them to be good.

 

The most important thing for me is SPACE. Spatial principals are what i look for in architectural visualisation. The rest is icing on the cake. Too much icing spoils the cake though.

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man there are some skips on this site now.

 

I'm not sure I completely agree with the aforementioned comments about how it comes completely naturally and should require very little concious adherence to design principles. My first work was crap for so many reasons but as time went on I learned more about design (particularly for interiors) and I gradually improved. This was through working hard and concentrating on harmony of colour and shape and also through improving my technical abilities. I like to think that I worked at it and am still working and improving. I agree that some things are natural (colour sense, eye for detail etc) but who here can honestly say that their first work is as good as their most recent in any way......technologically or from a design standpoint. We are all working on improving our work through design principles whether we do it conciously or not.

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And to add another one:p

 

Study the old master painters on how they delt with composistion, light and colour and subject. Those same principals apply to rendering, the only difference is the is no paint to dry.

 

Do a simple exercise of rendering a sphere on an flat plane. Play with the lighting and camera to find out how many ways you can make that scene different. Its simple and fun but also very intuitive.

 

JHV

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Learning the correct use of light, colour space etc can be done and is very important, but I think the person learning also needs to have a natural gift for art and design or at least a very keen interest.

 

he he didn't realise there were so many ozzy artists on here:)

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Totally agree, alot of it can be learnt but having real talent makes alot of difference. Most people stop learning how to draw at the age of 6 and then go on for the rest of their lives drawing what they know rather than what the see. This can be seen in portaits done by the average person. The eyes are always drawn staight on regardless of the angle of the head.

 

Talent is good. Developing that talent is essential. Even the masters never stopped learning

 

JHV

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wow, there are tonnes of aussies on here, cool. :p

 

i cant really say anything new to whats already been said, but i totally agree with the point that everyone is always going to be learning and evolving their work as they go thru life. having a creative flair isnt something that can be taught, but it is something that can be nutured and helped to improve along the way.

 

thats what i think anyway, but im only a young artist still trying to get into the 3d world, so each to their own veiw.

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Ah, finally found a hang out place for oz mates. Got a VB, fellas?

 

back in the traditional rendering times, there were several books on how to draw perspectives, or watercolor techniques in architecture perspectives.

those books are really useful as they cover the fundamentals on composition, framing, point of view etc.

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not sure where This falls into The over-all arch viz Tech skills skill-set

but what about 'Listening' To The client and after They get done Talking

 

Then Translating That into what It Is That They really want you To do

psychic mind-reader in Training, is a good Talent To have To do arch Viz

 

just an Idea

 

Randy

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Keep the Tooheys new, have you had a Tooheys Pills?

 

Ian as it turns out my cousin is in the UK do you know her?

 

Observation of everything around you. Seeing how its done in the movies and reading lots of different types of books, and of cause draw, draw and draw.

 

JHV

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