Sketchup Blog - News and Notes from the Sketchup folks
Showing posts with label Rendering. Show all posts
Showing posts with label Rendering. Show all posts

Reimagining the Veterans Memorial Tunnels

Jon Altschuld is a landscape designer for THK Associates in Aurora, Colorado. THK developed the aesthetic design for the Veterans Memorial Tunnels, a major highway infrastructure project currently being constructed along Interstate 70 near Idaho Springs, CO. (If you’ve skied in Colorado, you’ve probably driven through this stretch of highway). We talked with Jon about how SketchUp was used in this project.

One of the final renderings of the proposed tunnel design – SketchUp model rendered with Vue.


Tell us a little more about this project.

These tunnels (formally known as the Twin Tunnels) were originally built in 1961. This project focused on improving mobility within the I-70 corridor by widening both tunnels to three lanes with wider shoulders. The project also focused on addressing safety and creating unique features to serve as gateways for the area.

The previous design of the tunnel portals created a feeling of driving into a headwall, which caused motorists to brake and slow down when approaching the tunnels. The new design resolves this problem by integrating a spiraling tunnel portal that welcomes motorists into the tunnel gradually. These spiraling tunnel portals are the result of evaluating multiple design options on a variety of criteria.


Did you work with any data that was imported into SketchUp? 

Yes, most of this 3D model was based on imported data. The existing terrain information was collected in the field with LiDAR, and the LiDAR data was converted into a TIN (Triangulated Irregular Network) mesh in Microstation. Microstation was used because that’s the main software the transportation engineers use. The Microstation mesh was then exported to AutoCAD .dwg files as both a mesh and as contour lines. We were able to import the mesh file directly into SketchUp, and the contour file was used to create proposed grading files in AutoCAD. The proposed grading files, as well as the plan view geometry (road layout, tunnel layout, retaining walls, etc.) were all created in AutoCAD and the .dwg files were imported into SketchUp. Once in SketchUp, the proposed contours became meshes via the From Contours Sandbox tool, and they were then combined with the existing grade meshes.


How did SketchUp help in the decision-making process? 

This project used a Context Sensitive Solutions (CSS) approach, which involves creating and evaluating a number of options based on a variety of criteria. SketchUp was used to arrive at the final options that were evaluated in the CSS process, and for evaluation during the actual CSS process. Leading up to CSS, over a dozen different design options were created and explored in meetings. For these meetings, SketchUp was more useful than final renderings because we were able to look at any view in real time, as well as make design changes to explore additional options. During the CSS evaluation, SketchUp was used to compare four options side-by-side.

One of the west portal options in SketchUp. The pinkish area is existing terrain, and the purplish area is proposed (the big wall of purple is a large cut where rock was blasted away to create enough space for the wider tunnels).


How did you communicate or collaborate with other colleagues and consultants? 

We used one main SketchUp model with multiple groups and layers. I’m a bit of a grouping (and components) fanatic; it keeps models organized and the file size down. I mainly use layers for separating visual options, which was perfect for this project. One little trick was to place 3D text with the name of the design option in a visible place in the model (as seen in the image above) and put it on the same layer as the geometry for that layer. Whenever Option B was being shown, “Option B” text was visible; this helped reduce confusion.

I think the SketchUp images do a pretty good job of showing how we used SketchUp as a design tool, but what isn’t shown is how interactive it was for meetings. Being able to analyze and compare over a dozen options from any view, modify those options on the fly, and create new options while in meetings was invaluable. To work efficiently on the fly, the model needs to be created with that objective in mind. For example, having the different options on appropriately named layers allows you to quickly compare the options at the request of meeting attendees. Having the model neatly grouped allows you to easily modify pieces without affecting the whole model (be sure to know which pieces are groups and which are components). These in-meeting modifications to the model often are not as clean as the overall model and may require some clean up back at the office. Typically, I will save the ‘meeting’ version of the model, but only use it as a reference to make the refined edits to the final model.


Were there any SketchUp extensions that helped with this project? 

I use extensions every time I open SketchUp. Some that I use on almost every project – including this one – are Weld, Tools On Surface, Joint Push/Pull Interactive, Selection Toys, Bezier Spline, and PathCopy

The most challenging piece of the model to create was the spiraling tunnel extensions. I went through a number of trials to get the geometry correct; some of these trials used extensions such as Extrude Tools, Artisan, Curviloft, and Follow Me & Rotate. ThomThom recently released an extension called Bezier Surface that would have been really helpful had it been available when I was working on this model! 

Also, the ivy that is seen in the final Vue renderings was created in SketchUp using the SketchUp Ivy extension – this wasn’t added to the design until I was already working in Vue; that’s why the ivy doesn’t show up in the SketchUp images.

SketchUp view of the east portal exploring the spiraling hood extension at the tunnel entrance.

Tell us about the transition from SketchUp model to the final Vue renderings.

The transition from SketchUp to Vue is fairly simple. I typically change the SketchUp materials to bright solid colors so that I can easily differentiate them in Vue (unless there’s a SketchUp image texture I want to use in Vue). After cleaning up any unnecessary pieces of the model (such as unused options), I export the model to an .obj file and import that into Vue. All of the vegetation (except the ivy) is added in Vue. The boulders and talus slopes were also created in Vue. Vue recognizes objects based on material, so it is fairly easy to create and assign materials one-by-one for the model. The process typically involves a lot of quick, low quality test renders to fine tune the materials, lighting, camera, and atmospheric settings. Once these are all finalized, the high quality final renderings can be created – which can take a while. Some of the renderings for this project took 16+ hours to render! All that remains after that is post-processing work in Photoshop.

Final rendering of the east portal.


How do you go from SketchUp model to tunnel construction? 

For this project, much of the “base pieces” were already engineered and into construction documents when the SketchUp modeling began. For example, the core tunnel structure/bore, the roadway alignment, and the utilities were all pretty much set. The configuration of the tunnel extension walls, retaining walls, and proposed grading were all items that became defined by decisions from the SketchUp model. For these items, the beginnings of the construction documents were already in place from creating the linework in AutoCAD. From there, we simply had to bring these drawings to 100% construction documents and the General Contractor installed them. The General Contractor was involved in many meetings leading up to construction where we used the SketchUp model to better explain details of the design. 


Posted by Josh Reilly, SketchUp Team

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Create instant photoreal snapshots with Visualizer

Simple, fast, fun: three adjectives we often use to describe SketchUp. They also fit pretty well for Visualizer, an extension that provides instant photographic previews of SketchUp models and exports fast, clean photoreal images. You know, delicious stuff like this:

Sydney Opera House0014.jpg
3D Warehouse model of the Sydney Opera House, processed in about 60 seconds with Visualizer.


I’ve been playing around with Visualizer since 3D Basecamp 2014, so this post is a collection of my impressions to date, and a few tips I’ve picked up on.

The first time you activate Visualizer, it feels a bit like turning on a photographic assistant inside SketchUp -- someone following your modeling work, quickly re-painting your sketches into polished scenes… while you’re orbiting and sketching. For me, it was a new -- and for sure, fun -- experience to tune into this instant feedback. (Incidentally, Visualizer costs $19.99 and starts with a 7-day free trial, so in a few clicks you can download it and see for yourself).

You’ll notice right away that Visualizer makes it one-click simple to create slick photorealistic images. We’re not talking about jaw-dropping renderings that take four hours to process in a server farm. The Visualizer team hasn’t built a rendering engine here; they’ve built, well, a visualization tool.

Screen Shot 2014-10-01 at 3.25.11 PM.png
Visualizer’s controls are practical and simple. Click the lock icon at the bottom to prepare an image. Once it’s processed, click the camera icon to export. (Model: Arduino Uno by Engineer Zero)

In fact, one of Visualizer’s more interesting uses is that it offers pretty quick photoreal previews of model compositions while you’re creating them. So whether you’re exporting images directly or planning to work up a high quality render in an entirely different (and probably more expensive) application, Visualizer is definitely useful for composing the SketchUp scenes you want to use and spinning up an instant photorealistic preview that may inform choices you make later on.

Sydney Opera House0018.jpg
Colors, textures, shadows: Visualizer has a knack for making them pop. (Model: Fish Pagoda by Sprucetree.)


The Visualizer window scales to any size and can quickly match SketchUp’s viewport pixel-for-pixel. It’s tricky at first to figure out the best place to situate the window relative to your SketchUp model so that it doesn’t block your workspace. Ultimately, I settled on the upper right hand of my screen. I often choose to minimize Visualizer after locking the image for processing (more on that in a bit).

Screen Shot 2014-10-01 at 3.48.10 PM.png
Visualizer can pin to the top of your desktop, so you can neatly preview your image while composing it in SketchUp. (Model: Wine rack unit by PFritz)


I can’t pretend to fully understand how Visualizer’s ray tracing technology works, but I can vouch for the nerdy brilliance of the Visualizer team. These guys are pretty much obsessed with making Visualizer as simple as possible, and I found that effort coming through while using it. (If you happen to be interested in what’s happening under Visualizer’s hood, check out this interesting post from their parent company, Imagination Technologies).

Chatting with James and Suguru from Visualizer at 3D Basecamp, I got the sense that they were inspired by the camera app on smartphones (something almost everyone already knows how to use). And it turns out, that’s pretty much how Visualizer works. A simple click on the camera icon captures whatever’s on your screen and exports to JPG or PNG (with an option for transparent background).

Side note: Generally, I have no clue where files get saved to on my computer, but right next to Visualizer’s camera icon is a quick link to the folder where my images live. It’s also easy to customize directories from there, so people like me can easily clutter up their desktops.

BMW2002_VisUI.JPG
Feeling frisky? Play around with Visualizer's auto-focus and exposure settings.


A few other tips I’ve picked up on in my adventures with Visualizer:

  • Definitely use the image lock tool... a lot. For the highest quality images, it’s best to lock an image and let Visualizer decide when your image is ready. Visualizer will notify you when the image is fully baked. On my Macbook Pro, I’ve found that most images are done in two to three minutes.

  • SketchUp’s time of day slider is a secondary control panel for Visualizer. As far as I can tell, Visualizer light simulation takes its cues entirely from SketchUp shadow settings, so a lot of the nuance and warmth that you bake in Visualizer comes from SketchUp shadow settings.

  • There's even more control over Visualizer shadows in SketchUp’s Entity Info window. There, you can toggle a group or component’s ability to cast and receive shadows, and Visualizer will respect that choice.

  • Take the time to set-up and save your desired aspect ratios. It makes managing Visualizer’s window size pretty darn easy when you can immediately resize to the image dimensions of your desire.

There’s a bit more to explore in Visualizer -- you can tinker with camera focus and exposure too -- but I found Visualizer at its best when I kept things simple. Funny, SketchUp often works that way too.


Posted by Mark Harrison, SketchUp team

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New book: Rendering in SketchUp

Several years after publishing his first book, SketchUp expert Daniel Tal has released a new title, Rendering in SketchUp, tackling the rather large topic of, well... rendering in SketchUp.

"Rendering in SketchUp: From Modeling to Presentation for Architecture, Landscape Architecture, and Interior Design." Say that three times fast.

Rendering In SketchUp has a goal of being both a starter guide and a handy reference manual on rendering. At just over 640 pages, the book is accompanied by a website and free, downloadable ‘companion chapters.’ The full package comes in at about eight hundred pages.

Who in their right mind would read so many pages (let alone write that much)? Well, rendering is a big deal to many SketchUp users, so it’s not surprising to find that some daring folks have already read through Daniel’s book in its entirety -- you can see the initial reviews on Amazon.

What these readers found was an easy-to-use, beginner manual that also serves as a detailed reference guide for rendering. As one reviewer stated, you can jump in and out of the book as needed. It’s a true reference manual on how to turn SketchUp images into beautiful renderings, so it makes sense that the book is full of beautiful images, 650 of them in fact.


Across textures, lighting methods, post production tips, specific render settings and broad concepts, Daniel's book covers all aspects of the rendering process. It even has a nifty chapter on simple but advanced detailing (don’t use that texture for the roof shingles, model them!).


Rendering is a bulky topic, so a comprehensive guide like this one could be pretty overwhelming. Daniel, however, does a wonderful job of organizing his book, taking you through each step of the process in a logical fashion. Place textures, add detail, set lighting, apply rendering values to surfaces, render, and then post process the results.

Does the book cover all of the rendering applications for SketchUp floating around the universe? If it did, the book would probably jump from weighing 2.8 pounds to 20. (As it is, you might find it handy to check out the Kindle edition).

Instead, Rendering in SketchUp provides a universal approach that works with most (if not all) rendering programs. The book focuses on integrated rendering programs: rendering software that works within SketchUp. Daniel also provides provides specific chapters, overviews and settings for Shaderlight and Twilight Rendering software with a detailed inclusion of SU Podium. With this approach, you can apply Daniel’s methods across a healthy spread of rendering choices.


So this book has it all, right? Well, rendering is a huge topic. Daniel is one of many experts with his own approach and opinion. But if the task of turning SketchUp models into high quality images has always intimidated you, Rendering In SketchUp is not only a great starting point, but also a smart path to mastery.

Learn more about Daniel’s universal approach to rendering in this in-depth webinar.

Posted by Chris Dizon, SketchUp Sales

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New Book: Architectural Design with SketchUp

Back in March of 2011, when Wiley (a publisher of many books about SketchUp, including my own) asked me to review Alex Schreyer's proposal for a new title, I jumped at the chance. Alex's outline was mouth-wateringly full of promise; aimed squarely at architects and other designers, he promised not to spend hundreds of pages teaching the basics. Instead, he focused on aspects of SketchUp that were a) not well covered by existing books and b) very, very interesting to millions of experienced SketchUp modelers everywhere.


The completed volume does a beautiful job of presenting material that devoted SketchUppers badly want to learn, but which isn't very easy to explain. Put it this way: I'm pretty good at SketchUp, and in the hour or so I've been thumbing through Alex's book, I've learned about 50 things. I can't wait to read the thing from cover to cover.

Architectural Design with Sketchup is organized into four main sections—these are actually listed in the book's subtitle: component-based modeling, plugins, rendering and Ruby scripting. I'll talk about each in turn.

Component-based modeling

This section of Alex's book is a great primer for using groups and components to build assemblies of objects. The thinking here is that by modeling every element of a complex construction—the example he uses is a foundation/floor detail—you're effectively "building" your design before you actually build it. You save time and money and therapy sessions by making your mistakes digitally, and you end up with a better design. This isn't exactly a new concept, but Alex does a terrific job of providing concrete guidance for how to do this kind of modeling; it's the detailed how that's missing from most other resources. Other aspects of component-based modeling that Alex fails to shy away from: building dynamic components, applying materials and generating reports that list every part in your design with SketchUp Pro.

Using plugins effectively

One place where even accomplished SketchUp modelers stumble is in identifying the plugins that might help them do their work. There are zillions of plugins out there, but before this book, no one had assembled a comprehensive, alphabetical listing of dozens of the most popular, most useful extensions. Not only does Alex list them; he also provides a good, brief description of what each is for. This is the section of Alex's book that I'll study most carefully—it might even be the source of inspiration for a few posts on this blog.

Photo-realistic rendering

Admit it: If you're not already an avid renderer, you've at least thought about how nice it would be to master that particular skill. But where to start? There's never been more choice in renderers, and everyone knows that rendering is a lot more complicated than just clicking a button and waiting a few hours. The settings, presets, lighting environments and other widgets that go along with making a halfway decent rendering require an indecent amount of background knowledge. It's half science and half craft. With Alex's book in hand, I think we all might finally have a shot at learning this stuff.

Another thing I should mention: This book is 100% in color. If you think that makes a big difference when you're trying to learn about rendering, you'd be 100% correct. I wish my book was in color...

Scripting

Here's where things get a little wacky. When I saw in Alex's proposal that he intended to include an entire section on scripting, I thought, "Ruby for designers? Did Alex mix up his medications?" I was pretty dismissive about the whole idea in my feedback to Wiley.

Well, it's a good thing I was wrong. Twenty months later, it's a different world, and being able to read and write simple code has never been more important. In teaching the fundamentals of Ruby scripting, Alex intelligently focuses on using scripts to generate forms that are otherwise arduous or impossible to model in SketchUp. He doesn't assume you want to create entire standalone plugins; this is really just about using the power of algorithms to make stuff when you can't think of any other way to do it. The material is by no means easy, but Alex deserves a world of credit for making it as easy as possible.

I recommend this book without hesitation to anyone who really wants to be able to make SketchUp do everything it's capable of doing. It's clearly written, well-illustrated and comprehensive. And the icing on the cake: There's a companion website where you'll find sample files and a direct line of communication with the author. Buy this book and take the first step toward becoming a more useful person.

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A recap of SketchUp 3D Basecamp 2012

Almost two months ago, hundreds of the world's most dedicated SketchUp aficionados descended upon our hometown for 3D Basecamp 2012. On the first day, we packed into the Boulder Theater for presentations from the SketchUp management team, several plugin developers and a keynote by Bre Pettis of MakerBot.

The first day of Basecamp took place at the historic Boulder Theater.

 
Leaders from SketchUp and Trimble talk about what's in store for our product. They address such questions as "What's next for SketchUp?" and "Why did Trimble buy SketchUp?". (46:14)

 
The SketchUp leadership team takes questions from the 3D Basecamp audience. (17:06)

 
Representatives from seven SketchUp photo-realistic rendering plugins outline their product offerings in rapid succession. (17:07)

 
Four very different companies present their SketchUp-related technologies: BuildEdge, Sunglass, Product Connect and 4D Virtual Builder. (56:57)

 
 MakerBot Industries co-founder Bre Pettis delivers a terrific keynote presentation about 3D printing. (31:35)

That night, we gathered at a local spot for a party, where the highlight was undoubtedly the SketchUp ShootOut: two heroes competing to make the audience guess a mystery word by modeling on side-side computers. Bulldozer! Cabin! Bubble tea! Melancholy! The winning guesser and the winning modeler both won free drinks, but everyone seemed to be having a blast. Note: I beat John in a best-of-five match with "glove", "foyer" and "cook". It may be the proudest I've been all year.

Hotshot modelers squared off against each other in the first-ever SketchUp ShootOut.

Tuesday's proceedings moved to yet another venue for a full day of barely-contained mayhem. The morning's three blocks of unconference sessions coincided with three hours of beginner Ruby training. After lunch, we squeezed together to watch scheduled presentations by the likes of Daniel Tal, Nick Sonder, Mark Carvalho, and teams from 3skeng, ARmedia and SightSpace 3D. Three more hours of unconference sessions and a repeat of the morning's Ruby 101 class followed, then everyone went straight to bed. I assume.

 
Landscape architect and author Daniel Tal presents a wide-ranging set of tips, tricks and best practices for modeling everything from terrain to site design. (40:31)

 
Architect and video tutorial star Nick Sonder outlines his process for using SketchUp Pro and LayOut to create complete sets of construction documents for his projects. Note: We subsequently made a set of six videos with Nick that describe his process in detail. They're easier to watch and understand than this recording—just an FYI. (52:06)

We planned a Design Charrette for Day 3; participants split up into teams to tackle a challenge that we created in collaboration with Impact on Education, a local non-profit that acts as a kind of R&D department for the Boulder Valley School District. The design brief involved re-imagining a classroom to take into account the way teaching and learning have evolved with the introduction of mobile technology. At the end of the two-and-a-half hour charrette, a dozen teams presented their designs (in SketchUp and LayOut, of course), after which an illustrious panel of judges from IoE picked their favorite projects. The winning team members then squared off against each other for several rounds of SketchUp trivia. The victorious Michaels (Tadros and Brightman) each won a Replicator 3D printer, generously donated by our friends at MakerBot Industries.

While the designer-types did their thing, about twenty plugin authors spent Day 3 across the street at our first-ever Ruby Developers' Conference. They huddled and schemed and plotted the future of our API (application programming interface). They even held a competition of their own: Dale Martens, a.k.a. "Whaat" and the creator of the Artisan organic modeling tool set, won the hackathon by coding a working first-person shooter game that runs inside SketchUp—in a couple of hours. Needless to say, Dale got a MakerBot, too.

Participants in Wednesday's Ruby Developer Conference posing as if they're a sports team.

All in all, we're pretty proud of how well our first Basecamp at Trimble went, considering how quickly we planned it and that Dusty (our Event Manager extraordinaire) isn't on the SketchUp team anymore. The space was at times tight and A/V and internet access are forever thorns in my side, but the vast majority of attendees we surveyed said they enjoyed themselves, learned some things, met cool people and (most tellingly) would happily join us at another 3D Basecamp.

Which brings me to my last point: When's the next Basecamp? Good question. We don't know right now, but given that our plan is to move to an annual release cycle starting next year, and that conferences are a great way to celebrate product launches, we'll do our best to make sure there's a 3D Basecamp in 2013. If you'd like to be one of the first to know when we announce it, you can add your name to our Next Basecamp Notification List.

Feel like looking at lots of pictures from the event? This album should do the trick.


Posted by Aidan Chopra, SketchUp Evangelist

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SketchUp Pro Case Study: Alexander James International

We recently came across some marvelous work from Alexander James International (AJI), an interior design firm in the UK that specializes in the Hotel & Leisure market. Michael Reekie, Senior Interior Designer for AJI, was good enough to provide some insight into how they use SketchUp Pro.

I started using SketchUp Pro about five years ago. At that time we considered it a tool to help produce quick 3D line drawings of small areas. Gradually, its value has become more apparent and with the recent addition of Shaderlight, it is now considered to be an invaluable tool by the whole design team.

At the earliest stages of the design concept, I import a CAD plan of the project into SketchUp from which I build a model. It gives us a three dimensional awareness and makes space planning both easier and more accurate.

The SketchUp model offers better awareness of space which aids in the design and in space planning.

I continue to use SketchUp Pro throughout the design process, periodically using a fast, low resolution Shaderlight render to check the progress of lighting levels, features, furniture, and finishes.

SketchUp model with entourage and Shaderlight lighting elements, when rendered, will help validate the design, look and feel.

When I am sure that no other changes are necessary I produce a high resolution rendering which is imported into Photoshop. I can then make any small changes to colours or light levels and add people or anything else that I feel would enhance the final visual.

Final Render: SketchUp Pro + Shaderlight + Photoshop

Before using SketchUp I produced hand-rendered visuals. The uncomplicated nature of the program has made the transition easy and very effective. SketchUp has become an invaluable tool for the whole design team.

A big thanks to Michael Reekie (michael@aji.co.uk) and the whole AJI team for providing this snapshot into their SketchUp workflow. Great work!

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A conversation with Allied Works

Allied Works is an interdisciplinary architecture and design practice that operates from offices in New York City and Portland, Oregon. Founded by Brad Cloepfil in 1994, the practice has been defined by a deep concern for the landscape, human experience, and craft, as well as the preservation and enhancement of the public realm.The firm drew widespread acclaim for its groundbreaking design for Wieden+Kennedy's world headquarters in Portland's Pearl District in 2000. The firm continues to draw in big-name clients, having most recently completed a new feature animation facility for one of the country's leading moviemakers and the much-anticipated Clyfford Still Museum in Denver, Colorado. We spoke at length with Brent Linden, the Director of Allied Works’ NYC office, about the firm’s work, its creative process, and its use of SketchUp Pro.

concrete and light in three dimensions; construction photo

intersection of earth and sky; physical model, charcoal and resin

What kind of projects does Allied Works take on?

Allied Works can design anything, but in our history, we’ve mostly focused on museums, gallery spaces, creative work spaces, and creative educational spaces. We seek those out, but we’re also actively pursuing a lot of different programs as well.

My impression of Allied Works' design workflow has always gone something like this: Brad Cloepfil (the firm's Founding Principal) sits down with an enormous pad of paper and a lump of charcoal. He proceeds to make huge, gestural drawings that are equal parts light study, parti diagram and abstract rendering. A few years later, the building opens. What happens in between?

Let’s talk about the Clyfford Still Museum, given that it’s at the end of its cycle in terms of design and construction. It was a competition. Brad did have a stroke of insight, much like you were saying. Charcoal and pastel are his main generative tools. The project is really about the earth and about the light, so charcoal happened to be perfect. When he came into the office, he had a sketch which was about the intersection of those two things.

darkness, light, earth and sky; concept sketch, charcoal and pastel on paper

Then we have our design team, which sometimes includes people from outside of our office—collaborators like structural engineers and landscape architects. We spend time figuring out what all the parameters are, all the forces that are involved: cultural, civic, economic, experiential (which is huge) and structural. And then the form is derived from the mixture of all of these design elements. We do heavy investigations with material models; we do a lot of concept models to try to tease out the main essence.

Are those physical models or digital models?

In this case, they were physical models. We were trying to understand, through material manipulation and assembly, more about the experience and the form and the message of the project. "Message" is really the only word I can come up with. How is it “of the place"? How does the material itself communicate something about the experience?

spatial and structural orders; model study

Our design work strives towards a unity of space and form—the form itself trying to be a single body that’s understandable as a single body. With the Clyfford Still Museum, this was especially true. It’s kind of an unfolded plane that’s folding back on itself. It’s solid from the outside, but the space writhes and weaves together on the inside. It’s like a nine-square cube; some planes are subtracted, and some planes are moved around, with the goal of making a space that feels continuous.

The way we work on this kind of project is with physical models, which you can see in front of you and turn around, or to work in a digital 3D space that you can work on quickly. The Clyfford Still Museum was the first project where we explored the interior of the building through a digital 3D model study. We primarily used SketchUp Pro, probably because it's so FAST. And everyone participated—from the people who were actually modeling (I was one of those people), to Brad himself looking at the screen and saying Why don’t we just move this here? Let’s look at it from this other position. Let’s move this wall here, etc.

spatial figures; section sketch, charcoal on paper

spatial figures; 3D model sections, SketchUp

He learned how to navigate the 3D space, and by the end of the project, a lot of our design meetings were just moving through 3D models to make sure that the understanding of the space that we were going for was being supported by all the different orders that were happening in the building: the structural concrete wall order, the order of moveable art partitions, and others. We made sure that we could see through the building the way we wanted to, that everything was supporting the experience we were after.

Would you say that you typically design from the inside out, or is there an idea for an exterior form?

It’s a dialog between the two, but I think the idea for the structure, the idea for the landscape, and the idea for the experience all happen at the same time. In a lot of projects, that ends up feeling like it’s from the inside out. We’re less concerned about the facades than we are about the experience of moving through the building.

space, tangent, and corner study; paper models, SketchUp

3D investigation, representation, and result; SketchUp (top), Maxwell Render (center), and photograph (photo credit: Jeremy Bitterman)

Can you talk a little more about SketchUp's role in Allied Works’ design process?

SketchUp is a tool that we use for design studies and for visualization purposes; also, for making models that end up becoming renderings, or even drawings. We export vector lines and make them into plans or elevations or sections. Sometimes we use it for making diagrams—actually, it’s pretty useful for making diagrams, especially in concept phases or competitions, where you need either a 3D axonometric, or a section cut perspective. I know we used SketchUp to make the model for the animation for the National Music Centre project, and for some extensive renderings that were done for marketing purposes.

ceiling construction diagram; SketchUp

ceiling design light study; SketchUp, Maxwell Render

National Music Centre, early design study; SketchUp

You talk a lot about things like light and materials and the way spaces make people feel—I think I’ve even heard the word “phenomenology” used to refer to how your firm thinks about architecture. Is there anything about SketchUp in particular that makes it useful to you, given the way Allied Works operates?

We’d want any tool we use to help us realize our vision for what the space is going to be like, in terms of its experience. I’d say that materials are key, light is key and the order of the space is key. Of those three, the last one is where SketchUp helps us work. Iterative physical models just seem to take too long to build now that we have a tool that’s much faster.

Another way to think about spatial orders is to think about sculpting space. If you’re sitting inside a network of physical planes that end up making a space, and you can see from where you are to some kernel of space that’s three floors up—and you’re seeing it through an atrium, or a matrix of walls, or something—it can only be done by building a physical model or by using 3D software.

interior spatial study; pencil on paper and 3D section model, SketchUp

The reason we use SketchUp is because we can do so many iterations so quickly. Our design process is very iteration-heavy. On the CSM, we iterated through the configuration of the walls and floor planes and roof plane to make it feel, at the same time, like a complex spatial organism and a single body. Getting those two things to come together is quite difficult. We probably made a thousand models of basically the same thing.

Are you serious? A thousand?

Yeah, but not full-fledged models—study models. We also use the Scenes feature to orchestrate animations of moving through the space. Because it’s not actually about single points of perspective; it’s about the experience of actually moving through the space — people don’t just stand still. I’ll click from scene to scene and we’ll review how the space unfolds as you’re moving through it. It’s like having a small physical model and turning it around in your hands, but with SketchUp, you actually get to be inside the thing.



iterative structural and spatial order study; SketchUp

ceiling / light baffle study; SketchUp, Maxwell Render

What other design tools do you use? How does SketchUp Pro interact with the rest of your toolkit, and how does that interaction support your design process?

Extensive hand drawing, hand sketching, just to get details out. A lot of photo collage, primarily in Photoshop. A lot of concept modeling, which is different from spatial modeling. Our concept models are not white foamcore models; they’re the kind of models that you can only make in a wood shop, or through metal casting, concrete casting, or glass casting. We had a guy make a model where he hammered spikes of glass into this huge chunk of wood. He actually figured out how to do it without breaking the glass, which was ridiculous. Those are the tools we use at the beginning of our process.

concept model study; wood and glass

carving landscape and earth; concept model, wood

Then we use Vectorworks, our drafting software, and Illustrator, and Photoshop, and SketchUp Pro to do diagramming and planning work in our programming and planning phases. When we get into schematic design, it’s basically the same toolset, and even on into design development. We end up doing generative design all the way through the end of CDs.

In some cases, we build concept models even for details. We use SketchUp Pro and Maxwell to visualize how details will look in the space, and how lighting will work. We work extensively—especially on our museum projects—with lighting designers. We’ve worked a lot with Arup Lighting Design. In the past, we’ve built 1 inch = 1 foot physical models that Arup would use for lighting analysis. These days, we’re more likely to build 3D models in SketchUp Pro to give them. They give us back rainbow-colored model renderings that tells us where the light is going to be hot and where it’s not.

gallery view; SketchUp, Maxwell Render

daylight study; physical model

daylight study; physical model

daylight study; SketchUp, analysis software (image credit: ARUP lighting)

What’s your workflow from SketchUp to Vectorworks look like?

Depending on the project, we export vector graphics from SketchUp Pro and import them into VW to use as a baseline for the drawings. With the CSM, we had a model that was 100% accurate to the drawings. People on the team ended up using the model to design the details before they did the drawings.

So your SketchUp model reflects what was actually built?

Almost. I think that during the construction administration phase, they didn’t keep it up—as always, there were some slight modifications made during construction. We used the 100% CD model for coordination with the mechanical engineers. I don’t know if they used SketchUp themselves or converted the model into something else, but I know it was very helpful for them. Like in a lot of our projects, the mechanical space is really tight, so coordination was tough. Having a 3D model was key.


1st floor plan, gallery floor plan, section; Vectorworks


Is there a feature specific to the Pro version of SketchUp that you find particularly valuable?

Going through the list of Pro features, it’s obvious to me that we couldn’t make do with just the free version—primarily for the communication between different software packages. We’re always moving back and forth between SketchUp Pro and Vectorworks using DXFs or DWGs; going back and forth between SketchUp Pro and Rhino using 3DS, and sending MXS files to Maxwell Render Suite.

We also love the Solid modeling in SketchUp Pro 8. We’re doing a lot of furniture work now, and we use SketchUp Pro to do that modeling. For the current version of the furniture we’re working on, it has a lot to do with the idea of carving out of a solid body. So we model the solid body, we model the shape of the “carve”, and we subtract one from the other. Before the Solid tools in SketchUp Pro 8, we would have had to make both of those forms, intersect the two to generate the necessary edges, and delete the extraneous faces. Now I don’t have to do all that. Solid tools are definitely a big thumbs-up for me.

Clyfford Still Museum furniture studies; SketchUp, Maxwell Render

If we told you tomorrow that you couldn’t use SketchUp, what would happen to your design process? How would you work?

I guess someone would just have to get a lot faster on some other kind of software. None of the other programs we use are as fast; we’d be taking a step backward in terms of the speed at which we can produce design iterations and models for visualizations. It would be tough. Please don’t do that.

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