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Interview
with Jonathan Kletzien of Advanced Media Design Inc.
Since
its inception in 1992, Advanced Media Design's founding partners have
dedicated their digital studio to the art of architectural rendering.
A firm committed to professional excellence, AMD's partners and staff
devote focused attention to the unique attention to the unique demands
and opportunities of each project.
CGA: Could you introduce yourself?
Jon Kletzien, I am one of the partners of advanced media design.
CGA: Tell us about your background and how you originally
became involved with computer graphics and the architectural industry?
We're all people with an Architectural education who decided we really
liked the city of Providence. Most of us got into computers in college
but a couple of us have been pretty hard-core technology aficionados
all through life.
CGA: Can you tell us a little bit about AMD Rendering and
how it was started?
First thing, actually amdrendering.com
is our web site but officially we're advanced media design, inc. and
that is where you'll find us in the phonebook. AMD is a boutique architectural
rendering studio located in an old knife manufacturing building (in
downtown Providence). There are seven of us and we range in age from
45 to 25, and we pretty much listen to NPR almost all the time though
there is majority headphone contingent as well. The office culture
itself is pretty much as informal as it gets (wardrobe and hours),
but we do take the work very seriously.
We originally started in 1992 upon Richard and my graduating college,
and while we did identify that computer graphics were the way of the
future and we needed to get into it, truly another great motivation
was that there were no jobs in architecture proper. Initially we anticipated
that there would be a AutoLISP programming as well as a AutoCAD drafting
component to the business, but soon realized that rendering would
be a better way to position ourselves as we had both computer knowledge
as well as a strong art/architecture background.
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Architect:
Diamond Schmitt Architects Project: Esplanade arts and heritage
center. Medicine Hat, Alberta
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Architect:
Pei Cobb Freed and Partners Project:Silvercrown Tower Lobby.
Shanghai, China
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Architect:
Perkins and Will Project:University of Chicago Business school-competition
entry. Chicago, Illinois
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CGA: Can you tell us about your team, how you divide projects
amongst the team and the different strengths that everyone brings
to the table?
The production staff consists of six of us and is loosely thought
of as three teams of two (each consisting of a modeller and a renderer).
So for smaller or long term jobs typically only two people will get
involved with it and it will progress linearly.
However when a project is large, or a rush we will involve four, five,
or even all of us. Each of us,(Jewels, Christian, Jayson, James, Richard
and Jon) have our place in the production line, and additionally each
of us has at least one interest or skill that is employed to further
the business. For instance Jayson handles the webpage, James is responsible
for office supplies and incorporating new technology, Jon does the
books and educational efforts, Richard works with Andrea developing
the marketing and schedules the office, and Jewels does the internal
computer maintenance.
CGA: I understand you have an ongoing debate in your office
about photorealism and its place in the architectural CG world. Can
you elaborate?
There is no doubt in anyone's mind here that for rendering programs
to get better they have to be developed along the lines of mimicking
physical reality. That said, none of us really understand what the
point is of illustrators pursuing the same aim, and we say that for
two reasons.
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Architect:James
Stewart Polshek and partners Project: Mercersburg academy Performing
arts center. Mercersburg, Pennsylvania
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Architect:James
Stewart Polshek and partners Project: Mercersburg academy Performing
arts center. Mercersburg, Pennsylvania
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Architect:Skidmore
Owings and Merrill Project: Seven World Trade Center. New York,
NY
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First, as we understand the role of illustrator, it is similar to
the architectural photographer. In some ways you are in fact providing
a document of the building, but you are looking to document it in
the most complimentary or architecturally illuminative light. In this
pursuit, photographers consistently introduce their own lighting,
move furniture, take pictures from impossible views, expose for different
lengths of time, change types of film, not to mention cropping, dodging
and burning in the darkroom. In other words, in the pursuit of making
the architectural concept graphically explicit they will alter either
the physical reality, or the tools they're using to capture it. We're
down with photorealism, but advocate looking at the great photographers
(Like Shulman, Stoller, Hedrich, Steichen or Rosenthal), and understanding
that there is craft and authorship in what they do, not just dumb
luck.
Second, even if you disagree with the premise above, and truly conceive
your job as a way to previsualize a future reality, what will be your
role when computers can do all this by themselves? If you're aim is
nothing more than what math provides how are you relevant when the
architectural software can take the model and lighting the architects
have made and have the renderings solved? By introducing a graphic
sensibility or authorship in the representation, you are starting
to protect yourself from obsolescence. In the grand scheme of things,
if there is only one solution to a problem then eventually computers
will be able to do it by themselves, if there are many, there will
always be a role for artists.
CGA: The architectural CG world has obviously evolved from
more traditional mediums, namely photography and traditional illustration.
What are you thoughts on the evolution that this industry has taken
over the past decade?
Truly astounding though I don’t think the end users are quite
keeping pace with the software manufacturers because a lot of people’s
renderings look the same. Right now the industry does not support
the breadth of styles that traditional media or photography supports.
There are a few people out there that are doing something different
(ie Andy Hickes, Lee Dunnette, Robert Frank, or Ernest Burden III)
but most digital artistry looks a lot alike.
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Architect:Skidmore
Owings and Merrill Project: Seven World Trade Center. New York,
NY
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Architect:Friedrich
St. Florian architect Project: Oslo Opera house competition
entry. Oslo, Norway
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Architect:Zeidler
Roberts Grinnel Project: Tower 24-competition entry. Frankfurt,
Germany
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CGA: Your studio has a very extensive portfolio of fairly
large-scale projects. How have you been able to attract such large
projects?
In all truth, we’ve been very fortunate that our clients have
expressed so much confidence in us. But after ten years, we are some
of the older guys in the industry and we know how to manage projects
of various sizes. We’re pretty easy to work with as far as not
taking ourselves too seriously. And last but not least, we don’t
have a NYC or other major metropolitan center overhead, so our prices
have always been pretty reasonable.
CGA: You have won many prestigious awards for your imagery,
which one stands out the most and for what project did you win the
award?
Certainly the Hugh Ferriss Prize for the National World War II memorial,
and for a couple of reasons. First, our client (Friedrich St. Florian)
had won the architectural competition for the commission. And second,
it was the first digital and first team created image to win the prize.
The prize is sponsored by the American Society of Architectural Illustrators
(www.asai.ws) and
is the preeminent prize within the illustration industry. To have
AMD in the same role call as past winners Tom Schaller, Lee Dunnette,
and Steve Oles is quite an honor.
CGA: How are you pushing the envelope? What techniques, methods,
process are you using to separate yourselves from your competition?
I am not so sure we push the envelope in any way, in fact I think
if anything we are wary of new fangled things, and wait until the
new technology stabilizes until we get something new on board.
There are at least four reasons for this. First, cost of new software.
Second, new software is an untried/unknowable entity and trying to
incorporate it within the extremely tight timeframes of most of our
projects is risky. Third, more often than not the effects that new
software provide quickly seem to devolve into cliché ( Morphing,
imagecels people, raytraced shadows etc…). And fourth, anticipating
and learning every new bit of software conditions you to think about
your job as a computer operator, and not an illustrator.
If we can indeed be separated from the rest of the pack (this is in
the eye of the beholder and I don’t know if we do) it is the
mindset here, we are illustrators first and digitally based as a matter
of necessity.
CGA: Who or what has influenced the style of your renderings
the most?
I think traditional illustrators have influenced us more than anything.
Even if our stuff doesn’t look like theirs, Paul Stevenson Oles,
Tom Schaller, Hugh Ferriss, Jules Guerrin are real inspirations.
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Architect:Zeidler
Roberts Grinnel Project: Tower 24-competition entry. Frankfurt,
Germany
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CGA: What are your thoughts on the future of architectural
rendering? Do you see a particular style or trend becoming more popular?
Clearly radiosity is the rage right now, though we can’t seem
to figure out how people can do those renderings in the amount of
time we’re usually given. The problem of course is that straight
radiosity (lightscape/3dsViz4) still seems incapable of grappling
with the detail and size of files we’re working with, independent
of the geometry changes that always come the illustrator’s way.
I think as we see a lot of firms converge towards similar solutions,
there will inevitably be a backlash towards traditional media (in
fact I think it has already started). But eventually as our eyes catch
up to the limits of the radiosity aesthetic, there will be a place
for all of us within the field.
CGA: Can you tell us about how AMD rendering manages a typical
project? Can you walk us through the process?
It really depends on the project, sometimes we have a model but more
often we build it, sometimes we have construction documents to work
from, sometimes we have sketches and precedent photos. Sometimes we
have weeks and sometimes we have days, we just find the best fit and
try to turn it around.
The ideal project has probably two views and would take place over
a week and a half. There would be three days of modeling that would
probably involve two hardcore modelers and one renderer. There would
be another three days of rendering where each view was placed in the
hands of one of the renderers. We try very hard to devote one day
of painting to every view to massage the straight rendering and then
on day eight we would print the images out.
CGA: What do you feel is the most important aspect of a project
that ensures a successful image?
Having a clear vision as to where you want to take an image before
you start rendering.
CGA: What software and hardware are you using, and why have
you made those choices?
We use PC’s and we’re on Dell Pentium 4’s. On them
we are running AutoCAD 2002, 3D Studio Viz 4.2, and Ron Scott’s
Hi-res QFX 8. We use this combo because we started with these or their
precedents 10 years ago and now this is now how we think. We know
what the programs can do, how to fake what we need to and how to paint
anything else.
We initially made the choices of AutoCAD and 3Dstudio because that
is what we used in school and they seemed to be the best choice for
compatibility with our clients. We got Hi-Res QFX (www.qfx.com)
because in 1992 it was the only 24 bit image editing program for DOS
and even on Windows 2000 we still think QFX is much faster, cleaner,
and more logical than Photoshop.
CGA: What type of project would you like to work on, but have
not yet tackled? Why?
Doing an environment for gaming or educational purposes does intrigue
us, but it isn’t something we have pursued both because of our
size, and lack of that particular technical expertise. I think it
interests us because it seems to present more aesthetic latitude,
longer timeframes, and probably more profit. CGA:
What is in the future for AMD rendering?
More animations and panoramic VR. We would also like to be one of
the first electronic architecture firms, designing three dimensional
environments for clients, but that is a long way off and in fact
may not be our place when the technology has ripened.
CGA: What tip(s) can you give our readers to improve their
architectural renderings?
Two point perspectives (verticals remain vertical), much easier
now in 3dsmax 4.0, but always crucial to posit the architectural
object as stable.
CGA: What do you feel is the most important aspect of the
rendering process or project workflow that ensures a successful
rendering?
Communication between the client, the modeler, and the renderer.
CGA: What do you not like to see in computer generated architectural
work?
Images made without any thought of their composition or value hierarchies.
CGA: What is your favorite link to visit on the web?
www.providenceri.com
www.oso.com
www.risd.edu
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