* hours of Rhino 3D, 3DS Max, or even SketchUp modeling
* with Vray or Enscape rendering, with materials
For color changes, * then Photoshop
* Photoshop/pink lines for annotations
Using *isometric view* instead of *perspective*, including foreshortening, is one of the most significant features of this type. Like every other rendering, the rest is based on surface styles and lighting. In reality, with a little messing around, this is the sort of thing you can get from a lot of otherwise restricted rendering tools onboard 3D software.
Since I appreciate this type of material, I will try to contribute to another inspiration reference.
* hours of Rhino 3D, 3DS Max, or even SketchUp modeling
* with Vray or Enscape rendering, with materials
For color changes, * then Photoshop
* Photoshop/pink lines for annotations
He makes many diagrams like this and has a lot of tutorials. Look up Alex Hogrefe,
What is the root of the BWT?
Using *isometric view* instead of *perspective*, including foreshortening, is one of the most significant features of this type. Like every other rendering, the rest is based on surface styles and lighting. In reality, with a little messing around, this is the sort of thing you can get from a lot of otherwise restricted rendering tools onboard 3D software.