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Sixth annual Hum3D competition for the best Car render, one of the largest awards event for the car 3D modeling and visualization industry, showcased plenty of creative designs from 3D artists around the world. Fox Renderfarm is grateful that we have a chance to interview Mr. Daniel Vesterbaek, who described a dramatic F1 story through his 3D artwork “Courage” which won the second place in the competition. Daniel Vesterbaek 3D Artist From: Denmark Courage by Daniel Vesterbaek As the challenge judge Calvin Bacon said, “A single image can tell stories and this one says it all. A great act of kindness and selflessness showcased in a beautifully composed render.” The piece tells a story about Ayrton Senna, a Brazilian racing driver, who is widely regarded as one of the greatest F1 drivers of all time. Daniel did a lot of research about the career of the legendary F1 driver and when he learned about the accident that lots of people might remember Senna for, he knew straight away that he had to make a scene illustrating it. Ayrton Senna On the challenging 1992 Belgian Grand Prix at Circuit de Spa-Francorchamps, the French F1 driver Erik Comas crashed heavily during a practice session. Comas was knocked unconscious, still holding down the throttle. As the engine was roaring at high RPMs, while more and more oil and gasoline was leaking from the car, the situation could easily have resulted in an explosion. Ayrton Senna drove by and stopped as soon as he noticed the situation and ran to Comas' car to cut off the engine. Comas believed Senna saved his life that day. The accident at 1992 Belgian Grand Prix This story had a great impact on Daniel and he thought it showed what the life behind the helmet is like. How much of a connection the drivers have - teammates and opponents alike. “The render is based on this event but is not totally true to it. In reality, the engine of Erik Comas’ car was not on fire - This is a detail I added to communicate, what the real danger of the event was,” Daniel said. Let’s learn more about Daniel’s creation process through the interview between Daniel Vesterbaek and . Fox Renderfarm: Hi, Daniel! Could you give a brief introduction of yourself？ Daniel: I am a 22-year-old guy living in Denmark working at a motion design studio in Aarhus. I have always been fascinated by film and animation and during the last 7 years have been spending a lot of time doing 3D related artworks. ‘Ready for the Apocalypse’ by Daniel Vesterbaek Fox Renderfarm: How do you feel about winning the 2nd place in the Hum3D ‘Car Render Challenge‘? Daniel: I felt very honored and happy when I saw the results. It's always awesome to get feedback from the people, who I am looking up to. Fox Renderfarm: Could you tell us the making process of the cars, especially the broken on with scratches and fragments? Daniel: For the cars, I did some very rough modeling at first and added details with booleans. I actually used this car mesh for both of the cars, but recolored it for the blue one. All the scratches and fragments were made in the shader. I also put a deform modifier on some of the objects to make them look like they were bent during the crash. The node network for the material of the blue car ended up being very complex with multiple layers of texture and painted masks for the holes in the body and all the scratches and dirt textures. Fox Renderfarm: Could you introduce the camera angle and composition design a bit? Any ideas behind that? Daniel: I wanted to create the feeling that people looking at the picture were on the track - in the action, so I put the camera pretty low. This was also the actual camera angle the crash was recorded in, in the real world. Fox Renderfarm: And at the back of the broken car, we noticed the distortion because of the heat, could you tell us how did you make it? Daniel: This was a compositing effect made inside the Blender compositor. In the file, I added an additional render layer, that had some simple planes with a color noise texture on them. At the areas with a lot of heat, I made the noise very strong and for the background, I added one big plane with a very low contrast noise. This way I could control in the 3D scene which areas would have more and less heat distortion. And because everything was set up on planes in the 3D scene, the depth would look correct as well. In the compositor, I used a displace node, that displaces the image based on a factor input. I input the noise render layer and got a very distorted look where the noise had a high contrast and a less distorted look for places with less contrasty noise. Additionally, I also made the noise render layer drive a blur node, which blurred out the areas with lots of heat. Fox Renderfarm: How long did it take to finish the artwork? Daniel: I worked on the render from day one of the competition and finished it around a week before the deadline. So about 2 months. Fox Renderfarm: What software and plugins did you use to make the artwork? Daniel: For the render, I did almost everything in Blender - Even compositing. I used photoshop right at the end to do a bit of retouching and make the final color adjustments. To simulate the clothes I used Marvelous Designer and to create the characters I used MakeHuman. Fox Renderfarm: What’s the most unforgettable experience in the production process? Daniel: There were a lot of roadblocks and also a lot of small successes in the process, so it is hard to pick out one. It was the first time I used Marvelous Designer and it was pretty easy to get into and the result was great. That was a pretty good experience. Fox Renderfarm: Have you met any difficulties? How did you solve it? Daniel: A lot! One of the biggest ones was when I realized the image was too messy. There was too much visual information fighting for attention. I tried to solve this by adding a lot of mist/fog in the scene to "gray out" the background, which is less important than the foreground. This proved to be quite effective. Fox Renderfarm: How did you come up with entering into the CG industry? Daniel: I always just did CG as a hobby, but one day I got contacted by a German company, who was starting to use Blender as their main 3D package. They wanted people who knew the software and hired me to be a part of their new team. Fox Renderfarm: Could you briefly tell us about the education and career experience along your 3D journey? Daniel: A lot of what I know came from a trial-and-error-approach. Apart from that, I learned a bunch of things from online learning platforms and video tutorials. At the two studios I have been working at, I have also learned a lot - Especially about pipelines, efficiency and about how to organize my files and time. I never went to a school specialized in 3D, but learned a lot from other people. ‘The Travel Companion’ by Daniel Vesterbaek Fox Renderfarm: Who or what project inspires you the most in the industry? Daniel: I am very inspired by the CG storytellers. I think the medium has so much to offer - Not just flashy VFX and big explosions - but a whole new way of telling stories, that could not be told with a physical video camera. Of course I am very inspired by Pixar like most other CG artists, but I am also a huge fan of the work that Unit Image in France is doing. The way they tell stories through their game trailers is amazing! Apart from that studio, I love Don'tNod, who is making video games with great storytelling as well. Fox Renderfarm: What do you do to get inspired and motivated? And how do you improve your professional skills? Daniel: Often times I try to take in all the inspiration I can from other people and artists. The more you see, the more ideas you get. However, I think the best inspiration is something from your own life - Something that is relevant to you in some way. I try to force myself to improve every single day by working on one of my own projects - at least a bit of time. Even though you won't make a masterpiece every single day, you will improve and one day you will end up with something you can be really proud of. ‘A Merry Little Christmas’ by Daniel Vesterbaek Fox Renderfarm: Any other things you wanna share with CG enthusiasts? Daniel: Hard work pays off. I know that it kind of cliché to say, but I have experienced that it is true. The road might be long and you will have to put a lot of hours into it, but even when it feels like you are getting nowhere, you are improving. That is what I am reminding myself, when I get stuck and can't find the motivation to keep working on a project. ‘The Arctic Explorer - Blender Animated short’ by Daniel Vesterbaek
Exclusive interview about 2019 ARCHITECTURAL 3D AWARDS When wandering in a gallery, you may stop by a painting that’s compelling or would also get confused about why you feel so lost in a picture. The reason lies in the composition and lighting, which determine the visual effects and the viewer’s engagement of an image. Cristina attempts to make her ArchViz image rational and focused while illustrating the contrast between strength and lightness. Let’s read the interview about how she illustrates the Guna House by Pezo von Ellrichshausen in a calm and harmonious atmosphere. - Cristina Martinez Benita - From: Madrid, Spain - Architectural Visualizer - School: School-ing LAKEHOUSE: Nominated work in Student (Image) Category of CGarchitect 2019 ARCHITECTURAL 3D AWARDS CREDITS: Adán Martín, Eduardo Rodríguez and all the schoolmates for each word of advice. Pezo von Ellrichshausen for his amazing Architecture and the fascinating house which inspires this image. Fox Renderfarm: Hi, Cristina, would you please give a brief introduction about yourself? Cristina: Hi everybody and really thanks for the opportunity to share my personal story. My name is Cris and I am an architect who has always felt a great attraction for everything visual: photography, painting... That’s why 9 months ago I decided to make a huge change to my professional life and enter School-ing, the new 3D school of Adán Martín and Eduardo Rodriguez in Madrid; an amazing experience and a total revolution of knowledge . Thanks to my time at the school today I can work doing what I like most in one of the companies I always admire, Play-Time, based in Barcelona. So I am just landed in the ArchViz community but it is my true passion. Fox Renderfarm: How do you feel about being nominated in The CGarchitect Architectural 3D Awards? Cristina: Being nominated in the CGarchtiect Architectural 3D Awards was a complete surprise. It was a mix of happiness and incredulity but of course I felt really lucky, I had no plans to take part in the competition but at the last moment (to be honest last day) I decided to submit the image encouraged for our teachers and schoolmates. Attending Viena event was an amazing experience I will always remember. Fox Renderfarm: What’s your inspiration for this amazing project? Why did you select this artwork to participate in the competition? Cristina: The image started as an educational exercise to practise several parts of the ArchViz process. We had to choose an existing architectural project and I took Guna House, an incredible house of Pezo von Ellrichshausen. I was starting with modelling so I wanted to take something really rational and focus the effort to create an atmosphere of contrast and a story around the Architecture and its location. I thought those two elements could help the image to get attention. Guna House emerges as a concrete rational sculpture in the middle of a wild surrounding nature. The contrast between strength and lightness, Human and Nature. Guna House by Pezo von Ellrichshausen Fox Renderfarm: Could you introduce the light design and the composition of this project? Cristina: Since the first sketch I was really clear about an image with a square format and a really static composition, with the house as a solid focus and many details happening around it. I was imagining an atmosphere which inspired (apparently) harmony, calm...and I got it with one of the HDRI of a 3D Collective. Then I just had to add some Vray spots to emphasise the interior of the house. The lake in the scene really helps me with reflections and shades. Fox Renderfarm: How long did it take you to finish the work? Cristina: It is difficult to say since we use the scene to practise several things along the classes, but yeah I do not want to trick anybody, for sure it takes more time than the available in the daily work ;) Fox Renderfarm: What’s the most unforgettable and interesting part of the creation process? Cristina: The most interesting part was the process itself, the constant growth of the image along the time, how the idea was taking shape and at the end, compare the initial sketch with the final result. I also enjoyed a lot creating all of the details along the lakeshore including some hidden little friends. The main idea was the image invited you to become an observer among the bushes, paying attention to small gestures. Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it? Cristina: Well when I started this image it was barely a few months since I started my relationship with 3D Max so everything in it, was a kind of challenge for me but also a great opportunity to apply all the knowledge. Thanks to each piece of advice from teachers and the support of schoolmates the journey was much more easy to live. Fox Renderfarm: How long have you been in the architectural visualization career? And how did you make the decision to step into this career? Cristina: As I mentioned in the introduction, I officially started in the architectural visualization last January but the curious and interest for this world was there since I started to work as an Architect. Especially, when I got an internship in ETB Studio a really inspirational italian studio where they had an incredible way to tell and communicate projects. The final decision was just a perfect combination of time, personal moment and great school. Fox Renderfarm: Who or what project inspires you most in this industry? Cristina: I sincerely think almost everything can inspire you in this industry. It is clear that Photography or Painting are directly influences but also travelling itself, visiting places or living landscapes and cities can improve your eyes and your visual background. About who...it is always difficult to choose someone but if I have to give names I love the works from Darcstudio in UK and SixNFive in Barcelona. ArchViz Works by Darcstudio ArchViz Works by SixNFive Fox Renderfarm: As an outstanding architectural visualization artist, what do you think are the qualities that will make a great artist greater? And what do you do to enhance your professional skills? Cristina: I believe that as in every industry, the most important thing is the passion and the non-stop wish to learn everyday, to be curious. Also, I personally like to believe that emotions and feelings are important parts of this job. I try to improve my professional skills listening to all the talented people I am surrounded and trying to learn from their experiences. I also try to exercise the way I look spending a lot of my free time reading images and watercoloring. Cristina’s artwork Fox Renderfarm: What’s your next step? Cristina: Currently I do not make many plans for the future. I am just focus on learning and improving to grow professionally. The industry is changing so who knows.... Fox Renderfarm: Any other things you want to share with CG enthusiasts? Cristina: I just want to say thanks, I feel really grateful for taking part of this industry . Hope it also encourages more women to begin in this inspirational world. *For more artwroks* *Cristina’s Instagram:* https://www.instagram.com/soyeme/ *Behance:* https://www.behance.net/cmb1 *Play-Time’s Instagram:* https://www.instagram.com/playtime.barcelona/
Hum3D ‘Car Render Challenge’ is one of the fantastic render challenges that artists who are passionate about both 3D creation and cars should not miss! As the sponsor for the challenge, is amazed by the numerous submitted artworks, not only for the exquisite images but also the fun and the storytelling mindset behind the creations. We are so glad to have an interview with the first prize winner -- Mr. Ehsan Darvishi, who created the Chevrolet Corvette 1960 with the overwhelmingly beautiful details and lighting. He revealed the production process and share his industry experience. Please check out our interview for more. Ehsan Darvishi3D Artist, Qoo Studio From: Iran Chevrolet Corvette 1960 by Ehsan Darvishi Fox Renderfarm: Hi, Ehsan! Thank you for accepting our interview! Could you give us a brief introduction of yourself? Ehsan: Hi. Thanks for this interview. I’m Ehsan Darvishi, from Isfahan province, Iran. I’m 31 years old and I got into the CG industry from the age of 15. I’ve been as 3D artist in the animation studio for 7 years. During this time, two cinematic animations and three short animations were produced. Currently, I work remotely for Qoo Studio in Toronto, Canada, and also working as a freelancer. Fox Renderfarm: How do you feel about winning the 1st Place in the Hum3D ‘Car Render Challenge’? Ehsan: I’m so happy. I’m glad for achieving the first place. Thanks to Hum3D and Serhii Antonov for this competition, also the jury and all sponsors. Fox Renderfarm: What’s your inspiration for Chevrolet Corvette 1960? Ehsan: The Corvette always makes me feel good especially old models. Of course, I'm sorry I can't drive with them. Unfortunately, there are no American cars in Iran. The real Chevrolet Corvette 1960 in Photo. Source from Google Search Fox Renderfarm: The car in the picture is so well-made, especially the reflection on the surface and the windshield, could you tell us the process you made the car? Ehsan: In fact, reflections are created from a HDRI light with a proper image. I tried to select a picture that caused well reflections on the car’s body, windshield and metallic part. I changed the HDRI a lot for achieving the best result. Fox Renderfarm: The diner behind is rich with details, and the lighting design is sophisticated, how did you design and make the lighting? Ehsan: There were three types of lights in the dining room. First, the skylight and the ambient light coming through the windows. Then, yellow lights from big lamps in the roof and next, two sources of white lights above cubic glass. The blend of these lights created this light effect. In fact, I was inspired by an old photo for modeling and lighting the environment. Draft render of Chevrolet Corvette 1960 by Ehsan Darvishi Fox Renderfarm: And regarding the environment, how did you achieve the fine texture of the bushes and floor respectively? Ehsan: I tried to show an early fall season. There is a tree without leaves in the back of the building, and the color of the plants is a little green. I wanted to show that sidewalk and asphalt weren't smooth like reality. Fox Renderfarm: How long did it take to finish the artwork? Ehsan: When I decided to take part in the competition, I had just 10 days chance. I started very fast and was able to send it one day before the time finished. I worked for that 9 days (12 to 14 hours a day). Fox Renderfarm: What software and plugins did you use to make the artwork? Ehsan: I used Autodesk 3ds Max, Substance Painter, Corona renderer and Photoshop. Fox Renderfarm: What’s the most unforgettable experience in the production process? Ehsan: In my idea, the best-producing stage or process is the time when it's completed. A final artwork involves several stages. The combination of these steps can be seen in the final work. Fox Renderfarm: Have you met any difficulties? How did you solve it? Ehsan: Not having enough time and weak hardware especially for rendering. You can see some part is noisy, and there was no way for me to remove it. Fox Renderfarm: How did you come up with entering into the CG industry? Ehsan: My interest in CG industry began when computer games turned from 2D into 3D. Also, sci-fi films at that time helped my interest in CG. I was fifteen at the time, and I decided to start learning 3d software. At first, learning was difficult for me because there were limited educational resources. Artwork by Ehsan Fox Renderfarm: Could you briefly tell us about the education and career experience along your 3D journey? Ehsan: I graduated in computer software major. At first, I didn’t like it. Anyway, I started my education because there was no major in the CG field. I faced lots of problems for 15 years but they were sweet and useful because I could learn a new experience. The best time in my life and job was working for an animation studio as a 3D artist. I gained many useful experiences there, and the type of work was very attractive. Artworks by Ehsan Fox Renderfarm: Who or what project inspires you the most in the industry? Ehsan: I always follow the works of 3D artists. I also see a lot of Sci-Fi Films. Video games are always my favorite and besides enjoying them, I pay attention to modeling, texturing and making them. Fox Renderfarm: What do you do to get inspired and motivated? And how do you improve your professional skills? Ehsan: Sci-fi Films, video games, and 3D artwork motivate me, and I always follow them. Fox Renderfarm: Any other things you wanna share with CG enthusiasts? Ehsan: I believe that practice and learning are very important for being successful and should never be forgotten.