Sketching is still the fastest way to think. The problem has always been the gap between the sketch and the thing a client can respond to — because most clients cannot read a sketch, they can only be polite about one.
Closing that gap used to mean modelling. Now it means describing.
What to draw
The model reads structure, so draw structure.
- Hold the perspective. One consistent vanishing point beats beautiful line work with a broken horizon. If the perspective contradicts itself, the render contradicts itself.
- Close the corners. Where two surfaces meet, let the lines actually meet. Open corners get read as openings.
- Indicate depth. A heavier line on the foreground edges tells the model what is in front of what.
- Include something for scale. A chair, a door, a figure. Without one, a room can come back at completely the wrong size.
- Leave the notes out. Arrows, dimensions and handwriting all get rendered as objects. Crop them off or redraw clean.

What to write
The sketch gives geometry. You supply everything else, and if you do not, the model will.
Name the materials surface by surface: floor, walls, ceiling, joinery, worktops, frames. Name the light: the time of day, the direction, whether it is overcast or hard sun, whether the lamps are on. Name the mood in plain words rather than style labels — "quiet, warm, lived-in" is more useful than "Scandi".
Then name what you do not want. No plants on every surface, no rug if there is no rug, no fireplace. Left unsaid, the model fills space with the average of everything it has seen, and the average interior is cluttered.

Where it will let you down
A sketch is a loose input, and a loose input produces a loose output. Expect the render to straighten things you drew crooked, regularise what you left vague, and make confident decisions in the places you were still undecided. That is fine — often helpful — right up until someone measures it.
So use it to make a concept discussable, not to make a concept decided. When the layout firms up, move to a drawing or a model, where the geometry is yours rather than interpreted.
What it costs
A photoreal image is 4 credits ($0.35), and new accounts get 14 free credits with no card. That is enough to put three or four variations of the same sketch in front of a client, which is usually a better conversation than one perfect image.
Common questions
How rough can the sketch be?
Rougher than you think, as long as the perspective holds together. Ambiguity about where surfaces meet is what kills a conversion, not line quality.
Can I photograph a sketch from my notebook?
Yes — flat, in even light, square to the page, cropped to the drawing.
Will it keep my proportions?
Broadly, not exactly. It straightens what you drew crooked and regularises what you left vague.
What does it cost?
4 credits ($0.35) for a photoreal image.
Turn a sketch into a render: Sketch to Render.