Minnesota Bank Rendering

Here is a 3D architectural rendering of a bank.  The image was requested for a road side contruction sign, and will be printed, and mounted, on a 24" x 36" board.

Frames within Frames

One of the most anticipated successful of all renderings is an internal frames. As with any established rendering formulas, it contains real risks of overuse, and has the making of a cliche', but these dangers are the only evidence of the fact that it does work. It simply needs a little more care and imagination when it is being applied. The appeal of frames within frames is partly to do compositions, but a deeper level it relates to perception. Frames within the render have the effect of puling the viewer through; in other words, they are a kind of window.

On a purely graphics level, frames focus the attention of the viewer because they establish a diminishing direction from the outer render.

Motion Blur

If the subject is oviously in motion, and its direction is plain, then the natural tendency is to have it entering the frame rather than leaving it.

One-Point Perspective

Here, is an interior 3D architectural rendering have been working on. I was at church yesterday, took a photo of a QR code I had on the over-head screen (to see if it worked), and I was inspired by the lens effect I got from my smart phone's camera. I tried to reproduce the lens effect I got. I also wanted a one-point perspective, which I rarely see done. Either I nailed it, or I failed miserably, regardless, it was fun.  

 

 

Filling the view

The most straightforward rendering environment is one single, clear subject filling your view port. Before you fill your view port, with one single image, you should consider if the surroundings are critical to the view, or its design. If you need to fill your frame right up to the border, with a single subject, you might run the risk that the eye may feel uncomfortable concentrating on points falling particularly near the edge of the render. If often needs - or at least benefits from - a little free area around a subject to be able to move without feeling constricted.

The Ames Room

The Ames RoomThis room was devised by the artist Adelbert Ames, Jr., to show just how deceptive the geometry of three-dimensional objects can be. We think that we see a rectangular room inhabited by two abnormal people; but the room is not rectangular, and its planes - walls, floor, and ceiling - are not set at right angles to each other. It is actually a six-sided irregular construction with sloped floor, ceiling, and rear wall, inhabited by people of normal size.

Frame Shape

Our binocular vision means that we see horizontally. Fatter frames are the most natural image format. In other words, they are the least intrusive and most accommodating to the eye. The naturalness of horizontal vision reinforces the eye's desire to scan from side to side, and a corresponding reluctance to scan up and down. There is an assumption that the bottom of the picture is a base; a level surface on which other things can rest. Most things are longer in one direction than in another, and it is natural to align the main axis of an image with the longer sides of the rectangular frame.

A square format render often suffer from lack of direction. Patters and other formless arrangements fit well into a square frame because the frame has no directional emphasis - very few renders lend themselves well to square compositos.

The question of which aspect ratios are perceived as the most comfortable is a study in its own right, but in principle, there seems to be a tendency towards longer horizontally, but less elongated for vertically composed images. The most common render is the proportions 3:2, but it does depend on the subject you are rendering.

 

Photo References

Artist's look at the world in a different way, at least I do, and so should you. We tend to observe every thing we see, make mental notes for reference, and use what we take for guidance on our next project. Although not as good as our minds eye, here are some links to resources I sometimes use for reference, and I would like to share with you. 3D.SK

Googe Images

Stock.xchng

Bing Images

Taking your own photographs is the easiest way to get references of a subject. They're also essential if it's a subject you're not going to encounter again easily.

 

Take at least half-a-dozen photographs, none of which need be the perfect. You'll use these together to reconstruct the element in your mind's eye. On any given project I may use hundreds, if not thousands, of reference photos. With today's drive capacity you shouldn't have a problem building up a very robust library of custom reference photos.

Succeeding with Digital Drawing

When it comes to succeeding with digital drawing, passion for drawing is actually more important than computer knowhow.  In fact, an artist who has a passion for drawing will master the art of drawing on the computer more quickly than a computer expert who isn't interesting in drawings. After all technology is getting more advanced, computer art programs are getting easier to use, and drawing programs are getting btter and better at mimicking the natural feel of drawing or painting.