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    Interview With Gary S. Kennedy, The 2nd Winner In Animation Category Of Renderosity 2018 Holiday Contest

    Interview With Gary S. Kennedy, The 2nd Winner In Animation Category Of Renderosity 2018 Holiday Contest

    2019-01-24

    CG Challenges

    Gary S. Kennedy

    Besides the 3D category, our also sponsors the animation category of Renderosity 2018 Holiday Contest. Welcome Gary to have an interview on Fox Renderfarm, the 2nd winner in the animation category, thanks so much for your time.

    Fox Renderfarm: Hi Gary, would you please give a brief introduction about yourself?

    Gary S. Kennedy:  I'm a retired chemical engineer who has used a slide rule.  My primary hobby is short computer 3D animations.

    Fox Renderfarm: So are you currently working as a CG artist?

    Gary S. Kennedy: I didn't.  Just a hobbyist.

    Fox Renderfarm: Did you still remember your first CG work, how does it look like?

    Gary S. Kennedy: Probably something in Bryce/Poser, maybe an NVIATWAS.

    Fox Renderfarm: How did you know the Renderosity Contest?

    Gary S. Kennedy: I've been a member of the Renderosity community for many years.  I'm not a modeler, I primarily purchase Poser format figures and props since they load seamlessly into Carrara Pro 8.5, my main software for animation.  Renderosity is the best source of such content, with great modelers who sell their products for very affordable prices.

    Fox Renderfarm: Haha, you are not the first one to give it a high appreciation. About your work, what inspired you to come out with the idea of making "A Christmas Caper"?

    Gary S. Kennedy: The contest was titled "The Ghosts of Christmas Past" which brought to mind the great Dickens' story "A Christmas Carol".  The animation is sort of a parody of that.

    Fox Renderfarm: As a hobbyist, did you meet any difficulties when creating this work? If yes, how did you solve it?

    Gary S. Kennedy: I participate in the 48 Hour Film contest here in Houston, which requires a 5 minute video (most are live action) in two days, starting with an assigned character (name & occupation) and prop, and a randomly drawn genre (about twenty total - comedy, western, noir, etc.)  Two days is very little time for a five-minute animation, there is no time for re-thinking or re-anything.  In this contest, I had a month or more, so the problem was not time, but discarding ideas which were too complicated, e.g. ghosts as in the Dickens' story.

    Fox Renderfarm: Yes, that’s really a great difficulty, like what to do and how to do at the begging, it is very important. Beside the Renderosity holiday contest, did you participate in any other CG competition?

    Gary S. Kennedy: Yes, as I participated in the 48 Hour Film contest in Houston I have said above.

    Fox Renderfarm:  Anything else you would like to add or say?

    Gary S. Kennedy: Computer animation is a very engrossing activity, I recommend it.  The good news is you have complete control over every detail.  The bad news is you have complete control over every detail.  Here is the animation, "A Christmas Caper".


    Interview With Brian Beaudry, The 1st Winner In Renderosity 2018 Animation Holiday Contest

    Interview With Brian Beaudry, The 1st Winner In Renderosity 2018 Animation Holiday Contest

    2019-01-25

    CG Challenges

    Brian Beaudry

    Glad to have an interview with Brian Beaudry, the 1st place winner in Renderosity 2018 Animation Holiday Contest, here is the detail we want to share for everyone, to know more about a good animation hobbyist.

    Fox Renderfarm: Hi Brian, congratulation to win the 1st place! Would you please give a brief introduction about yourself?

    Brian Beaudry: Yes,my name is Brian Beaudry and I am honored to have won the Renderosity 2018 Animation Holiday Contest.  I am a full-time Musician and work in many local bands and nursing homes entertaining people of all ages. Before music, I worked as an Airbrush Artist painting T-shirts, murals, and paintings. I started working in computer art and animation as a hobby about 20 years ago.

    Fox Renderfarm: Wow, very interesting experience. So how did you make the decision to step into the animation industry?

    Brian Beaudry: Being an Artist is relaxing and a very fulfilling hobby. I started working in still 3d pictures and worked my way into animations. Being able to bring my characters to life on screen in the comfort of my own home is Amazing. I have learned to work with many 3d software packages.

    Fox Renderfarm: That’s awesome! Did you still remember your first work, how does it look like?

    Brian Beaudry: My first programs were Bryce and Ray Dream 3d back in 1996. I was working as an Airbrush artist at the time and made some simple still shots for a Cd cover I was working on at the time. Many years passed and about 9 years ago I started back at 3d artwork on the computer.

    Fox Renderfarm: I see, so how did you know the Renderosity's contest?

    Brian Beaudry: In 2011 I entered my first Renderosity animation contest after finding the forum page and discovering the contest. That year I took 3rd place. I entered the next 2 years taking 2nd and then finally 1st place. During my first years of the contest, I used Vue for my Animations and put the frames together in After Effects. I found Vue to be very slow for rendering and did not enter again until this year. I changed my Animation program to Iclone 7 which handles pbr rendering and improved my rendering speeds by leaps and bounds. Over the years since my last contest I learned many new tricks which helped make the Movie I made this year that won the contest. I designed the main character in Zbrush and textured him in Substance painter. I have collected some great motion captures over the years and assigned them to my character in Iclone.

    Fox Renderfarm: Sounds great! You really love animation, you worth to have the prizes. Can you show us your work that won the place in this contest?

    Brian Beaudry: I have uploaded a copy of my movie.

    Fox Renderfarm: Good for you! Therefore, what inspired you to come out the idea of making this work? Also, what software, renderers, plugins you used in this work?

    Brian Beaudry: The contest theme was the ghosts of Christmas past. My idea was to bring life to an old room using magic. My main character is the Armored Knight. The Idea was the magical Christmas Fairies would bring the old room back to life. The Fairies would come down the chimney and everything they passed would be restored. There were old lights being turned on, the once warm fireplace being re-lit, and of course the suit of armor coming to life. I also wrote the song for this animation called “Christmas Fairies” using a Yamaha Mx-61 keyboard and Sonar recording program.

    Fox Renderfarm: Fantastic idea! Did you use Fox Renderfarm service previously? If yes, would you share your ideas about us?

    Brian Beaudry: I have never used Fox Renderfarm, but now having some credits I look Forward to using it to help me in future projects.

    Fox Renderfarm: Thanks, hope our can satisfy you. Anything else you would like to add or say?

    Brian Beaudry: I hope in the near future to start work on some videos for some of my original music. Thank you for your time and I hope you enjoy my Movie ”Ghosts of Christmas Past”.

    'https://www.youtube.com/watch?v=jV0xxDGHLZY' this is my animation on youtube.

    'www.roadtripniagara.com' -my music website


    Cuteness Overload! Interview With The Champion Of The CG Boost Cute Warrior Challenge

    Cuteness Overload! Interview With The Champion Of The CG Boost Cute Warrior Challenge

    2019-07-11

    Fox Talk

    CG

    On July 3, 2019, the CG Boost Cute Warrior Challenge, which sponsored by Fox Renderfarm, announced the final list of winners. There were 128 accepted submissions and so many cute, funny and also weird characters for the Cute Warrior Challenge. Congratulations to 11 entries with the most votes by the jury. Fox Renderfarm also had an interview with the Champion, Kenji Aito, a funny and creative CG artist.

    First place: Teddy The Halberdier Bear by Kenji Aito What the jury says: Chris Plush: Extremely well executed idea in all aspects. Great armor and weapon design, and awesome attention to detail especially on the fur being worn down in some areas.

    Aidy Burrows: Nice clear and readable character! Liking the semi-realistic super clean rendering style too. Nice design on the armor – holes for the ears for example and subtle but effective details! 

    Gregory Smith: This is a great entry; it hits the topic perfectly, and the technical execution is excellent. The presentation is clear and readable, whilst the attention to detail gives it that extra visual interest.

    Ebrahim Umar-Khitab: The accuracy of that grim expression has done me in! Great work.

    Lukas Walzer: This piece stands out as being technically incredibly well done. Modeling, fur, texturing and posing are top-notch!

    Marius Iatan: his little guy checks all the boxes, down to the pin that holds the bandage. Has the right attitude, too. Very nice character!

    Julien Kaspar: There clearly has been a lot of focus on polishing the character itself. This is the one I found myself looking at the most, looking at the details as well as the broader decisions of for the character model. Also, really great grooming and materials throughout!

    Zacharias Reinhardt: This plushy character has probably the best technical execution I saw in this challenge. From the great looking metal, the perfect looking fur with the worn out spots, down to all the fine details, everything very well executed. A good dynamic pose and a proper lighting shows the character in fully glory. The only thing I wished here, would have been to see this little guy in an environment with a bit more storytelling context.

    Here’s the interview between Fox Renderfarm and Kenji Aito. Fox Renderfarm: Hi Kenji Aito, would you please give a brief introduction about yourself?

    Kenji Aito: Hi, I'm Kenji from Japan (but I'm from France originally). I started to study CG seriously one year ago during my spare time with Blender, that I fell in love with. I still have much to learn and I think it is necessary to keep learning forever in CG (because software evolution is FAST! and so much more accessible than 10 years ago!) Now I wish I can work in the CG industry and well. I'm potentially open to opportunities! Meanwhile, I will keep improving both the technical and artistic sides of CG!

    Fox Renderfarm: What inspired you to come out the idea of making the work "Teddy The Halberdier Bear"?

    Kenji Aito: Well.. all right... First I was re-watching from scratch Game of Thrones... preparing myself for the LAST season. So, I could see all those nice armors, helmets.. pike axes.. halberd... Then the CGBoost challenge "cute warrior" came up and I was not even sure I will try something (I also join the challenge just before this one but ended up 4th). I gave some consideration to it and... I just thought "Halberdier bear"; sounds funny... and that was it! I was on! Honestly, I was not even sure I will have time to finish my artwork!

    Fox Renderfarm: How long did it take you to finish the work? And which part took the most time? Why?

    Kenji Aito: Approximately half a day to a day... but it's hard to keep count. Since I have a job I can only work on CG at night, and as I said, I was watching Game of Thrones too! So I think I worked 1.5 hours per day on average, for a bunch of days. The part that took the most time is certainly the fur... I was really not sure what kind of fur will look cool. And since I wanted to be sure, I was doing test renders often... Also, I did not optimize the particles systems at first, so my GPU was too short on memory, and I was rendering on the CPU. So the whole tweaking process took time. As the armor it was fast: for example, the weapon was modeled in 15 min, and shading took something like 20 min.

    Fox Renderfarm: What software, renderers, plugins did you use in this work?

    Kenji Aito: Blender 3D as my main 3D package! The character was modeling with Blender sculpting mode.. retopology with Instant Meshes! Cycles as render. Everything was made without plugins in Blender actually. But for the armor shaders, I used Substance Painter.

    Work-In-Progress

    Fox Renderfarm: The jury praises your "awesome attention to detail" in this work, how did you deal with the details?

    Kenji Aito: With love! Always... I think I'm addicted to details. Maybe it's a good thing, but it could be a bad thing too... because when I focus too many details I might forget the "big picture", such as storytelling, the overall balance of shapes and color, proportions... Though, I always try to start with simple shapes down to smaller ones... My workflow is very iterative, and feels like going through the history of CGs: decades ago everything was made a few polys but people were already trying to make attractive shapes, profiles, and silhouettes. Then, as software and hardware got better, the same base ideas with more details came to life. The only issue is that it's time-consuming, so you'd better find a "smart/lazy" workflow to quickly add all those yummy details. But also, one must be careful not to saturate with extra small details, otherwise, the audience will be lost. And that, I have to work on it... I guess.

    Fox Renderfarm: What has satisfied you most about this work?

    Kenji Aito: Well, it was my first 3D character! so I was happy with the result. I don't think I have many skills for characters design... because I should learn to sketch/draw properly for that, study anatomy and all that... But anyway, I think I was happy with the workflow because even though it was my first character, I did not have to check online what to do... It was only me, my Blender and my Pureref (to organize my references)

    Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?

    Kenji Aito: Honestly, not really. And I was happy about that. Everything went smooth and only the tweaking of the fur was time-consuming. I should have probably tweaked all that in a separated scene with less fur and smaller geometry.

    Fox Renderfarm: Did you use Fox Renderfarm service previously? If yes, would you share your ideas about us?

    Kenji Aito: No! not yet. But I was thinking about turntables renders in the near future. For my next personal project, I want to make very photorealistic stuff... and a turntable with Cycles would be great. I know, everyone will say " why not EEVEE?!" but well, I want to try your services and I do love raytracing!!

    Fox Renderfarm: How long have you been in the CG industry? Do you have any recommendable learning methods to improve professional skills?

    Kenji Aito: Well, I'm not a professional but I wish to become one! and make my living with it! Learning methods: well, Blender is awesome and the community is top notch. so many resources are free and of quality... I was really surprised. There are some people making real art with Blender and I think it's great to learn from them. Also, it's always good to look at more classic art: I am very interested into painting theory.. lightning... and all those things that bring life to a piece of paper (or screen!). So I recommend to everyone not to just focus on the theory of 3D, but also go out and learn about art in general: "how to make a good composition" "the art of color matching" and so on... It takes time but I think it's worth it. If I can become a CG professional I will definitely find the time to study all that and I hope I can show it makes a real difference.

    Fox Renderfarm: Anything else you would like to share with CG enthusiasts?

    Kenji Aito: Contact me if you want to work with me :) My motivation is burning! Now that I start to have some tools at my disposal and know how to use them... I have so many ideas I don't know where to start!!!

    You can visit Kenji Aito’s Artstation here. (https://www.artstation.com/kenji-art )

    To see more entries of Cute Warrior Challenge, please check here. (https://cgboost.com/cute-warrior-challenge-winners/?tdsourcetag=s_pcqq_aiomsg)


    Interview with Le Anh Nhan: The 2nd Winner of Evermotion Challenge 2017

    Interview with Le Anh Nhan: The 2nd Winner of Evermotion Challenge 2017

    2018-03-07

    CG Challenges

    Evermotion

    As one of the sponsors of Evermotion challenge 2017, we are so glad to have the honor and opportunity to have an interview with Le Anh Nhan, the 2nd winner of last year's competition. His work Hello_MD-2027 is highly praised by the three judges. Here are the detail interview as below:

    Fox Renderfarm: Hi Le Anh Nhan, would you please give a brief introduction about yourself?

    Le Anh Nhan: Hello Fox Renderfarm! My name is Le Anh Nhan, I am Vietnamese. I am studied 5 years in the university of architectural design,, but I do not want to become an architect, currently I am an architectural painting artist.

    Fox Renderfarm: You definitely chose the right career for yourself : ) So how did you get into the CG industry?

    Le Anh Nhan: When I was attending college, I used 3dsmax software for the project, and until the 4th year of college I learned V-Ray, I was attracted to the world of CG since then. And when I graduated with a degree in architecture I decided to become a 3d artist instead of being an architect.

    Fox Renderfarm: Good for you, are there any artists that inspire you? Who inspires you the most?

    Le Anh Nhan: Oh! When thinking about who inspires me, I remember the days I first came to CG. There are two major influences on my inspiration: Marek Denko and Alex Roman. I like the full 3D scene and these two artists make me happy to see their work, from the mood and technique. At this point, I like to watch matte paint, some of the artists I often watch every day are Allen Wei, JC Park, Mark Li ... They really have a myriad of color ideas and stories. It's hard to say who inspired me the most, because I was so adventurous and wanted to learn a lot of talented artists.

    Fox Renderfarm: So glad that you had so many teachers lead you to move forward. How did you know the Evermotion 2017 challenge and why joined it?

    Le Anh Nhan: A friend of mine texted me when he saw the Evermotion 2017 challenge on Facebook, He is an old colleague of mine.

    Fox Renderfarm: Haha, good friend alway do help us. OK, so how did you get the idea to make this work? Anything inspired you?

    Le Anh Nhan: At the time I received a message from that friend, which coincided with the time when I was struggling to find ideas to make a artwork for his son, and the theme of the challenge gave me an idea, which is The Perfect Getaway. But my friend's message was quite late compared to the competition, around the end of November, I was racing with time, because I had to work, I only had 2 hours of free time a day for the contest, while the workload is quite large. Luckily I finished it in 2 months, earlier than expected

    Fox Renderfarm: That's definitely an encouraging story. You are awesome! Would you please share your feeling and idea for winning the 2nd prize in this challenge

    Le Anh Nhan: Knowing the outcome of the challenge, I was very excited and happy. In the process of making artwork, I always followed the theme of the competition, but with comfortable psychology, I did not put much emphasis on examinations, I just painted with emotion and the main purpose was to give my son.

    Fox Renderfarm: Your hardworking is finally rewarded! Emmm, Did you ever used Fox Renderfarm? If yes, could you share your ideas about us

    Le Anh Nhan: I do not have the opportunity to use Fox Renderfarm, but in the near future, with the big scenes I will use : )

    Fox Renderfarm: Great, hope we can help you achieve greater awards. Anything else you would like to say or add?

    Le Anh Nhan: Thank you Fox Renderfarm for giving me the opportunity to share the information around my work, hopefully that information will help something for everyone, thank you for reading this interview and good luck!

    Fox Renderfarm: Thanks so much for sharing your time for this interview, hope we can have more cooperations in the near future.


    Interview With Yi Sun, The 1st Winner In Hum3D’s Three D Gun 2 Competitio

    Interview With Yi Sun, The 1st Winner In Hum3D’s Three D Gun 2 Competitio

    2019-06-17

    Top News

    hum3d contest

    It is our honor to have an interview with Yi Sun, the first place winner in Hum3D’s Three D Gun 2 Competition, which is also sponsored by Fox Renderfarm, a leading service provider in CG industry. Share this interview with everyone, here are the dialogue between Fox Renderfarm and Yi Sun.

    Fox Renderfarm: Hi, Yi Sun, congratulations to winning the 1st place in this contest, thanks so much for taking your time to have the interview with us. Firstly, would you please give a brief introduction about yourself?

    Yi Sun: Yes, my name is Yi Sun, 25 years old, from China, I had a bachelor degree in 3d animation and I’m currently studying Master of Design in Sydney.

    Fox Renderfarm: How long have you been in the CG industry? And how did you make the decision to get into the CG industry?

    Yi Sun: I haven't found a job in the CG industry yet, but I've been teaching myself 3D for 5 years now. I started doing silly short videos when I was a kid. back then I discovered I can make some visual effects for videos in After Effects, but soon, I realized the 2D visual effects is very limited, I want to make more sophisticated effects, especially 3D effects. so I started learning 3D software. At that time I just thought it was cool, I never thought about doing this for a career, until I visited the universal studio in Los Angles. I got a chance to listen to the Hollywood VFX artists talks about the VFX production of the blockbuster movies and it blew my mind. I've been dreaming to work on a blockbuster movie ever since that talk and I've been working very hard trying to put my first step in the CG industry. I hope my dream will come true soon.

    Fox Renderfarm: It is a great experience. Wish your dream come true. About the work "Porcelain 1911", what inspired you to come out the idea of making it?

    Yi Sun: The idea is very simple, combining two completely different objects together. I used to do this kind of design practice a lot when I was learning character design in 3D animation. In "Porcelain 1911", I try to combine the porcelain element I familiar with and a gun which I'm not quite familiar with. I think as a 3d artist, the biggest advantage I had is my cultural background.  I've seen a lot of Chinese porcelain as I grow up, I found them very beautiful, so I feel very comfortable to work with porcelain element in my design. if this competition is about design a realistic and futuristic sci-fi gun, I believe there are millions of 3d artist who can design better sci-fi gun than me, because I never have seen or touch a real gun.

    Fox Renderfarm: It is an interesting idea. How long did it take you to finish the work?

    Yi Sun: I was doing a master degree while working on the "Porcelain 1911", I had 3 assignments from Uni so I barely had time to work on it, sometimes I only have 15 minutes before I got to go to sleep. It took me about 2 months, but I think the actual time I spent on it is only about 120 hours. Now I look at it, I think it could be done better, there are still many things I want to polish in this work.

    Fox Renderfarm: What software, renderers, plugins did you use in this work?

    Yi Sun: My main 3d software is Maya, and I used Mari (non-commercial) for texturing, and redshift for rendering and photoshop.

    Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?

    Yi Sun: The difficulties I faced in this project is to create the realistic hand paint graphic of the Chinese porcelain, I tried to import vector into Photoshop apply filters but the result looks very fake, I tried to download watercolour brush for photoshop, but it doesn't look good either. Then I realized it’s not possible to create realistic paint mark on the computer, so I decided to create the texture physically with watercolour. I realized even though we had so many presets, filters and plugins to helps us create digital works, but they can never replace traditional mark making techniques, as a digital artist, I should always remember to respect the physical medium.

    Fox Renderfarm: Anything else you would like to share with CG enthusiasts?

    Yi Sun: I think CG is the best medium for self-expression, you can create almost anything and everything, that's why there are many things to learn, too many. I spent 5 years learning CG and I still feel that I know nothing about it, that's why I think we should always be humble to learn and we should try to use our cultural background as our advantage to develop our own unique style.

    Fox Renderfarm: Yes, totally agree with you. I hope you can make more wonderful works in the future, and you will be an excellent CG artist. Thanks so much for your time.

    More Yi Sun's artworks: yisun.artstation.com


    Three D Guns 2 Competition Winners Announcement!

    Three D Guns 2 Competition Winners Announcement!

    2019-06-13

    RAYVISION News

    hum3d contest

    On June 12, 2019, Hum3D’s “Three D Guns 2” Competition, which also sponsored by the leading service provider - Fox Renderfarm, announced the final list of winners. All the works in this competition are gun-themed 3D artworks. The competition attracted a large number of game artists, character designers, and weapon fans.

    Fox Renderfarm was honorable to be one of the judges, and had the chance to choose a work for the special prize - Team Choice. All the entries are creative and pluralistic, congratulations to everyone. Here are the excellent award-winning works.

    First place: Porcelain 1911 by Yi Sun  What the jury says:

    Jeremie Noguer: “Original idea and flawless execution”.

    Yurii Lebediev: “I love it! When I look at this render I remember feeling when I held porcelain mini figurines of animals of my granny. This is so nice and so good done!”

    Zacharias Reinhardt: “What a combination! Combining a hard and deadly weapon with something filigree as porcelain. The shape and materials with all the painted details, totally sells it”.

    Dominik Capodieci: “Interesting idea and nice shading and lighting”.

    Tom Grimes: “I have a soft-spot for juxtapositions, putting two things together that would never normally be found together. A porcelain gun! With beautiful patterning just like on the fine China that only gets used on Sundays. Almost surreal!”

    Remi Arquier: “I love the concept and the detailing – a lot of work went into taking this outside the box”.

    Second place: Under Cover Paranoia by Nicolas Berger

    What the jury says:

    Yurii Lebediev: “Absolutely unique ‘gun’! Very nice render! Enormous attention to details!”

    Zacharias Reinhardt: “This is probably the most disgusting weapon I have ever seen, but that is what it makes so great! The weapon design is great (in a weird way) and looks like it is straight out of an alien movie. The image is technically well executed and I especially like all the tiny realistic details. Now I know hat will haunt me in my nightmares ;)”

    Remi Arquier: “You don’t see much Cronenberg fan art these days, and this one stood out in concept and execution”.

    Third place: The Stopper by Kimmo Kaunela

    What the jury says:

    Arseniy Korablev (Teya Conceptor): “My favorite artwork in the competition. This nomination is needed at least to highlight such authors. Beautiful colors, interesting weapon. I want to pick up it and run with it :) The only thing that bothers me is a slightly blurry render, possibly due to DOF, antialiasing or image interpolation settings”.

    Jeremie Noguer: “The slight stylization works well, lighting and environment are on point”.

    Deuce Bennett: “I’m a sucker for post-apocalyptic, kitbash, and steampunk. This weapon tells me a story, and I love it”.

    Special prize from Fox Renderfarm: Decimator MK1 by Malchus

    What Fox Renderfarm says:

    “Great lighting, overall atmosphere is good, warm and cool colors contrast highlights the theme, so that viewers would instantly focus on the main object at first glance. The gun is perfectly blended into the picture, but still manages to stand out. Model, texture and lighting, overall is perfect”.

    Congratulations to all the award-winning artists and  hope to help more 3D artists to create their masterpieces.

    To check out all of the fantastic winning entries, as well as some special Team Choice mentions, visit Hum3D's blog post here.

    https://hum3d.com/blog/3d-guns-winners/


    SCAD Hong Kong's Digital Media Senior Show 2019 Supported by Fox Renderfarm

    SCAD Hong Kong's Digital Media Senior Show 2019 Supported by Fox Renderfarm

    2019-06-14

    RAYVISION News

    FoxRenderfarm

    On May 31, as one of the distinguished alumni of SCAD, Ben Cheung, Deputy General Manager of Fox Renderfarm, was invited to SCAD Hong Kong’s Digital Media Senior Show 2019.

    Fox Renderfarm, a leading in the CG industry, has served lots of leading special effects companies and animation studios from over 50 countries and regions, including two Oscar winners.

    In the event, Fox Renderfarm offered  support to digital media senior students of SCAD Hong Kong, helping more students to achieve a solid career start in the CG industry.

    2019 Digital Media Senior Show discovers imaginative works and exceptional designs from the departments of Animation, Visual Effects, and Interactive Design & Game Development. It provides a fantastic opportunity for students and enterprises to engage with each other and help students deepen understanding of digital media.

    Here are the animation works from 2019 digital media senior students.

    My Friend Chameleyon

    Pamela Lai

    Film synopsis:

    Chameleyon is Carly’s best toy pal. One day, as they were playing, Carly’s greatest fear, Sharketron the robot vacuum happened to join in. As she unconsciously went to hide, she leaves Chameleyon behind. When Carly realised that Sharketron was approaching Chameleyon, she had to make the decision of overcoming her fear to save her best friend.

    Director’s website: www.orllowart.me

    Team:

    • Director&Producer: Pamela Lai
    • Sound Designer: Rian Leung
    • Main-On-End: Sheryl Chan
    • Concept Artist: Raven Chau, Pamela Lai
    • Modeling Team: Noah Catan, Pamela Lai
    • Rigging Team: Yan Chau, Pamela Lai
    • Texture Artist: Rico Lee, Pamela Lai
    • 3D Animator: Pamela Lai
    • Lighting & Rendering: Pamela Lai
    • Compositor: Noah Catan
    • Special Thanks: Jake Zhang, Bryan Bentley
    • Produced at Savannah College of Art and Design

    Bear and Bunny

    Hugo Setyadji

    Film synopsis:

    The short is focused on a day in the life of a bear living in a city of bunnies. His office day is mundane, though the struggles of fitting in still plague him. He’s often just at the wrong place, at the wrong time, which is his office, at basically any time.

    Director’s website: http://hugosetyadji.com

    Team:

    • Diector&Producer: Hugo Setyadji
    • Concept Art: Hugo Setyadji
    • Character Modelling: Hugo Setyadji
    • Environment Modelling: Hugo Setyadji Kayla Man
    • Rigging: Hugo Setyadji
    • Texturing: Hugo Setyadji
    • Animation: Hugo Setyadji, Ciara Maloto, Michelle Hui, Stanley Soendoro
    • Lighting & Rendering: Hugo Setyadji
    • Composting: Hugo Setyadji
    • Music Composer: Daniel McCormick
    • Special Thanks: Jake Zhang, Bryan Bentley
    • Produced at Savannah College of Art and Design

    The Divine Infection

    Christine Stevens

    Film synopsis:

    "The Divine Infection" is a dark and surreal story of a girl who was tortured by a cult in the past. She returns to the church many years later in order to reunite with her snow leopard daemon and erase the scars the cult left behind.

    Director’s website: www.christinestevens.me

    Team:

    • Animation: Andre King, Christine Stevens
    • Modelling&Texturing: Nick Levene, Leoncio Soler, Christine Stevens, Ian Tse
    • Music: Ho Shan Lam
    • Rigging: Hugo Setyadji, Christine Stevens
    • Sound Design: Irene Chan
    • Voice Acting: Elena Lorenzo
    • Special Thanks: Chris de Boer, Jake Zhang, Bryan Bentley
    • Produced at Savannah College of Art and Design

    Here are the artworks from junior students, including animation and visual effects.

    Savannah College of Art and Design

    The Savannah College of Art and Design was founded in 1978. Offering more degree programs and specializations than any other art and design university, SCAD is uniquely qualified to prepare talented students for professional, creative careers. SCAD is one university - offering degrees in Atlanta and Savannah, Georgia, Hong Kong, and online via eLearning, with additional study abroad opportunities in Lacoste, France, and other locations. Each SCAD location provides a new experience, and students can choose to study in any location, at any quarter during their education.

    SCAD Hong Kong offers the area’s largest concentration of art and design degree programs in the heart of the Sham Shui Po district, where a fusion of ancient heritage and Western influence inspires visitors from around the globe. SCAD offers degrees in more than 40 areas of study, as well as minors in more than 60 disciplines.

    In Hong Kong, timeless tradition merges with the high-tech. SCAD Hong Kong offers students every resource imaginable in the UNESCO award-winning former North Kowloon Magistracy building, a grand courthouse fully restored and revitalized by the university. Features of the transformation include a library, digital labs and studios, darkrooms, a green screen studio, and sound design and editing suites.


    Interview With Mohit Sanchaniya, The 1st Winner In Evermotion Challenge 2018

    Interview With Mohit Sanchaniya, The 1st Winner In Evermotion Challenge 2018

    2019-02-21

    CG Challenges

    Evermotion Challenge 2018

    First of all, congratulations to Mohit Sanchaniya to win the 1st place in Evermotion Challenge 2018, which also sponsored by Fox Renderfarm, we just have an interview with Mohit, thanks so much for Mohit to spend his time in doing this interview, now, let’s know more about this good CG artist.

    Fox Renderfarm: Hi Mohit, would you please give a brief introduction about yourself?

    Mohit Sanchaniya: I am Mohit Sanchaniya, living in Stockholm, but i origin from Bengaluru, India. Academically I have graduated in Civil architecture, which during my college days I found the arch vis industry had a keen in making 3d stuff where I found my passion, then turned into a full-time profession. I am a self-taught CG artist and creative specialist. It has been a great journey even after having less exposure in India as it is still initial stages of CGI industry in archives growing in India.

    Fox Renderfarm: So, are you currently working as a CG artist?

    Mohit Sanchaniya: Yep I am working as Visual Designer at the TMRW studio in Stockholm, Sweden.

    Fox Renderfarm: Great! How did you make the decision to step into the CG industry?

    Mohit Sanchaniya: It started out all suddenly from an amazing movie transformer which I was watching in 2014, which literally amazed how the character was bought to life and so realistic. This inspired me to get into 3D that when I started out learning tools which I initially started with learning Maya and later moved to 3Ds Max, focus more on architecture.

    Fox Renderfarm: It was a really good experience that leads you into the CG industry. Now, did you still remember your first CG work, how does it look like?

    Mohit Sanchaniya: I still remember my first work it was super fine those days, but bad when compared now. but that result is still embedded my nerves to push furthermore.

    Fox Renderfarm: How did you know the Evermotion Challenge?

    Mohit Sanchaniya: I have been following Evermotion as well using their model from a long time, which I have known that they organize the challenge every year in the winter. so I followed up them in facebook that had a post up for Evermotion Challenge 2018 which excited me to check the topic a day in a city ´this brought a lot of interest to participate in the challenge.

    Fox Renderfarm: What inspired you to come out the idea of making the work Misty Chicago?

    Mohit Sanchaniya: It was the challenge and skills that brought out the Idea, as I always looks for a challenge in projects, So it had been a long time I had made a big cityscape with all the details, modelling etc. so then as told I saw up the Evermotion Challenge topic A day in the City´ this definitely pushed me in doing it. so I took almost 2 weeks to complete the project from scratch to the final art. I have always been making images in a different style and moddy, rather than making it a typical archviz images which I find almost every day. I started out looking for a reference in the Pinterest, Instagram, Flickr etc to find the perfect reference with had to balance of composition, lighting, colour scheme and details in it. Unfortunately, I couldn't find any so had to create out using the photo-bashing technique using photoshop. I had almost made 10-15 sketches of this topic in a different style, composition. This idea of the process involving so many different creative aspects and decision inspired me to create the work Misty Chicago.

    Fox Renderfarm: What software, renderers, plugins you used in this work?

    Mohit Sanchaniya: I used Autodesk 3Ds Max, Chaos Group V-Ray, Forest pack, Rail Clone, Substance Designer and Adobe Photoshop.

    Fox Renderfarm: Did you meet any difficulties when creating this work? If yes, how did you solve it?

    Mohit Sanchaniya: I had difficulty in the balancing and optimizing the scene in terms of details as well polycount. I had started out with the modelling the scene all from scratch taking out the reference from the google maps and google street view which was super helpful, then as the modeling in the scene was coming to end, the scene had become so heavy and difficult in managing of the props, architecture, street details etc. I converted all the heavy objects into Xref. removing the unwanted poly like the LOD - level of details which took me 2 hours to clean up and optimize the scene to flow. I figured out some models had unwanted polycount and Vray displacement MOD in it which I had to eradicate as they weren't that close or necessary to the scene, it was playing smart and optimized helped to get through the problem.

    Fox Renderfarm: Did you use Fox Renderfarm service previously? If yes, would you share your ideas about us?

    Mohit Sanchaniya: No, I haven't used the Fox Renderfarm service, but I am definitely looking forward to utilizing the Fox Renderfarm in future projects.

    Fox Renderfarm: Thank you, hope our can make your works more and more wonderful and satisfy you. Anything else you would like to share with us?

    Mohit Sanchaniya: I think it was a great opportunity in participating in the Evermotion Challenge - 2018, it pushed me and learnt so many stuff during this project. I would like to tell everyone to participate or work more in making something different and creative apart from the work routine it will definitely make you more creative and understanding when it comes to the complex projects and scene.

    Also, check out my work at www.facebook.com/artofmohitsanchaniya


    Interview With Morrigan Flebotte, The 1st Winner In 3D Category Of Renderosity 2018 Holiday Contest

    Interview With Morrigan Flebotte, The 1st Winner In 3D Category Of Renderosity 2018 Holiday Contest

    2019-01-23

    Hot Spots

    Fox Renderfarm

    Last week, we had a chance to have an interview with Morrigan, the 1st place in 3D Category of 2018 Holiday Contest on Renderosity, which is sponsored by Fox Renderfarm, here is the detailed content as below.

    Fox Renderfarm: Hi Morrigan, would you please give a brief introduction about yourself?

    Morrigan Flebotte:  I am a middle-aged mother of four school-age children living in the countryside of Alberta, Canada.  Which, I suppose, shows that art can pop up just about anywhere!

    Fox Renderfarm: So pride of you, are you currently working as a CG artist?

    Morrigan Flebotte:  No, I am a hobbyist.  I have a part-time job as a bank teller, but CG art is my current creative escape, along with writing.  It would be amazing if this was a job; there aren’t many around here!

    Fox Renderfarm: How did you make the decision to step into the CG industry?

    Morrigan Flebotte: A friend I write with said to me, “Hey, there is this program called Daz – you can make 3D art, and it’s free!”  I liked the idea, because children couldn’t tip it, spill it, or rip it, and it didn’t take up much room.

    Fox Renderfarm: Thanks your friend to bring you into the CG world. Did you still remember your first CG work, how does it look like?

    Morrigan Flebotte:  It wasn’t too bad, actually – I think if it had been really terrible, I might have been discouraged.  I am always tempted to go back and ‘fix’ things once I have learned a new technique.

    Fox Renderfarm: Great!  How did you know the Renderosity 3D contest?

    Morrigan Flebotte:  Renderosity is where I put most of my art up for comments, and I like to shop there.  It has a friendly, comfortable feel to the website, so I sort of settled in.  I won the Christmas Contest last year... I wanted to see if it was possible to win again.

    Fox Renderfarm: Wish you win it again! What inspired you to come out the idea of making most of your works?

    Morrigan Flebotte: I like to tell stories, and so most of my pictures are simply a piece of the story I wanted to tell, to evoke a specific idea or feeling.

    Fox Renderfarm: This is a good habit. What's your favourite 3d software, renderers, plugins? Why?

    Morrigan Flebotte:  I use Daz3D because it was free, which made it accessible to someone with no background in 3D graphics.  I use the 3Delight renderer because I appreciate the control of lights, and because the results have a more painterly quality.  I have tried reality-based renderers, and I find them very technical and cumbersome to use.  Also, I don’t want to make a poor imitation of reality.

    Fox Renderfarm: Did you participate in any other CG competition besides Renderosity Contest?

    Morrigan Flebotte:  I have participated in a few previous Renderosity Contests (Hallowe’en one year, and a Beauty Show styled one), and I have won 3 of them (Christmas 2017 and 2018, and the Valentine’s Day 2018).  The Valentine’s Day one was funny – I entered just because I wanted to win a t-shirt!

    Fox Renderfarm: Really Cool! Would you please share your ideas for winning the 1st place in the 2018 Holiday Contest on Renderosity?

    Morrigan Flebotte:  I’m sorry – do you mean how do I feel about winning, or about the picture?  I was very excited to win – my husband saw the notice first, but didn’t tell me.

    Fox Renderfarm: Anything else you would like to add or say?

    Morrigan Flebotte: This is the most I’ve talked about myself in years, I would like to say I am very grateful that Renderosity has provided not just a store, but a platform for 3D artists.  The contests have encouraged me a great deal, and having access to new services and software will hopefully aid me in growing my skills.

    Fox Renderfarm: Yes, Renderosity is really a good platform, as the leading in the CG industry, Fox Renderfarm is highly appreciated in sponsor these platforms, hope it to help more and more persons to like CG industry, thanks for your time.


    Interview With Asswad Mouhamad, The Winner of VWArtclub’s Annual *Contest

    Interview With Asswad Mouhamad, The Winner of VWArtclub’s Annual *Contest

    2019-01-18

    CG Challenges

    VWArtclub Annual *Contest

    VWArtclub’s Annual Contest has announced its 2018 annual winner recently, it is Fox Renderfarm’s honoured to be one of the sponsors in this great contest. And we are so glad to have the chance to talk with Asswad Mouhamad from IMax Studio, the annual winner in Best Studio Project with his best projects— The Battle.

    Fox Renderfarm: Hi Asswad Mouhamad, would you please give a brief introduction about yourself and IMax Studio?

    Asswad Mouhamad: First, I would like to thank you for this kind gesture.

    I am a Syrian artist who’s currently located in Lebanon. I started my career in Interior design in 2009.

    After working hard on developing my skills and approach to interior design, I decided that it was the right time to launch the specialized studio that I always wanted to create, IMAX studio.

    At IMAX studio, we work hard on presenting distinctive designs that are able to stand out within a highly competitive design market. We believe that our uniqueness attracts customers who seek and appreciate our designs.

    Fox Renderfarm: So how did you make the decision to step into the CG industry?

    Asswad Mouhamad: To be honest, I found myself in the middle of the storm. But from the beginning, I liked classic interiors and I was always looking forward to being one of the pioneers in this domain. Later, I’ve become an artist who’s specialized in this type of work.

    Fox Renderfarm: Good for you! Did you still remember your first CG Work, how does it look like?

    Asswad Mouhamad: None of us forgets. I remember it very well and I still have several images, which I come back to and come back from time to time. We can see these images for example.

    Fox Renderfarm: Wow, there are so beautiful. And how did you know the VWArtclub's contest?

    Asswad Mouhamad: I constantly follow the group and its Facebook page since I’m one of its fans. Also, I always follow up on competitions and activities that are taking place.

    Fox Renderfarm: What inspired you to come out the idea of making the work "The Battle"?

    Asswad Mouhamad: Like Mohammed, I always have dreams I cannot really achieve. This is why I often resort to the CG world to embody those dreams and turn them into mythical paintings through which I tell many stories in a crazy and irrational scenario. If you ask me what inspired the Battle, I tell you it’s inspired by MADNESS.

    Fox Renderfarm: Great! What software, renderers, plugins you used in this work?

    Asswad Mouhamad: In general we are traditional, we use two versions of 3Ds Max (2016 & 2019) with almost no additions, and this is because many of the items we deal with require only basic tools.

    For render engines, throughout the period between 2009 and 2017, we used the Vray as a major Render engine and then moved to the Corona. I think it was a very successful move.

    Fox Renderfarm: Did you meet any difficulties when creating this work? If yes, how did you solve it?

    Asswad Mouhamad: In fact, classic high-level work requires a lot of time at all of its stages. You also need computers that carry a huge amount of Polys. We often resort to traditional modelling solutions- we do not use any additional tools. However, sometimes, some parts of a scene would need more time than anything else.

    Without mentioning the time required to complete each image, even with 44 Core some scenes require 20 hours of continuous work per image as a minimum to get the desired result.

    Fox Renderfarm: Maybe you can try some additional tools or platform to save time, like . BTW, did you use Fox Renderfarm service previously? If yes, would you share your ideas about us?

    Asswad Mouhamad: We usually do not use but we use our hardware instead. However, this year we will definitely have to do so. Some of the scenes we get will take a lot of time to get to our devices.

    Fox Renderfarm: Looking forward to your next works soon. OK, anything else you would like to add or say?

    Asswad Mouhamad: I would like to say that our domain is very challenging, which is something that I’m sure that every person working in this domain can feel it. But personally, I think it is these challenges that are driving me forward to do my best with every project I work on.

    This industry needs us to always give out best or else we’ll have to sit back and watch others move forward.

    Fox Renderfarm: So good of you and IMax Studio, we hope your studio to be better and better. Thanks, it's our pleasure, and hope we can have more cooperation in the near future. And thanks for your time to take this interview.


    Pumpkin Pie Recipe to Create Spooky Animation

    Pumpkin Pie Recipe to Create Spooky Animation

    2018-11-01

    CG Challenges

    halloween

    It is our style to talk about the ‘sweet-n-popular’ animation characters’ production stories, and you would assume we do the same thing all the time…hmm…I guess you are right! But in this spooky season and especially spooky day like today-Halloween! I know, right? We would like to shy away from the classic Mickey Mouse, Scooby Doo and Looney Tunes, to explore some dark minds instead! It is definitely our favorite day when girls and boys dress up with pumpkin heads, fake skulls, ghostly sheets, and Batman capes asking for candy. If there’s any holiday inspires the artists, it’s Halloween!

    Usually, animations and cartoons are geared towards younger audiences and depict a fluffy, light-hearted version of the world we live in. That makes the movie created by worldwide famous studios, like Disney and Pixar, a magical escape for kids of all ages. Anywhere you go you will find people that like the characters and stories found in movies that created by them. Some of these animations come with darker elements stirring just below the surface: death, darkness and evil lurking in your favorite characters and moments. We rummaged through the vast cinematic history and picked a few to show you first.

    1. Halloweentown

    Fans love to rewatch these movies every year around Halloween, and Disney still plays them on its channel to this day. (Woo. It’s on live now, check it out)

    In a world of modern technology, we've gotten used to most effects being done with CGI technology or motion capture. But back in the 1990s, on a film set with a very small budget, things had to be done differently. The small budget was a huge obstacle throughout filming. From special effects to the number of takes they could afford, to the number of people they had on set - everything had to be planned meticulously. Dunham remembers how they made it seem like more monsters were roaming around Halloweentown than were actually present.

    "We had just enough extras, and we would double up and change costumes and make it look like there were more and different people and that sort of thing," Duhman told.

    If you're wondering where Halloweentown was filmed, it wasn't just on a Disney lot. In fact, the real world town of St. Helen's, Oregon is where it all began. The cast and crew absolutely loved it there, because it really felt like stepping into another world. Kimberly J. Brown-who plays Marnie remembers it fondly to this day, saying,

    "It was the perfect location, with a town square and everything."

    Director Duwayne Dunham loved the location because of how easy it was to film in. He called it, "basically an abandoned town" that was an "ideal place" for the film. Dunham also fell in love with the color scheme of St.Helens, and admits they got lucky, seeing as how the film budget was so small.

    One of the most iconic characters from Halloweentown is definitely Benny-the skeleton taxi driver. He is one of the first monsters that Marnie, Dylan, and Sofie meet in Halloweentown, and he is a recurring character throughout the franchise. Kimberly J. Brown revealed that he was actually a robot.

    "The actor dubbed his lines after filming, so we actually worked with a robot," Brown recalls, "I’ll always remember the ‘errr err’ sound it made." Knowing this detail makes it even funnier looking back on their scenes together. Marnie and her siblings always look pretty confused when they're with Benny-- now we know why, haha.

    1. Toy Story

    On the surface, you might be asking what’s scary about an animation about toys? Well, Toy Story is the foundation on which Pixar was built, with a rich history of memorable characters, hilarious scenes and emotional moments. As wholesome and endearing as the franchise is, the film also has disturbing characters and “cover your eyes” scenes that certainly give young children nightmares.

    Even though Toy Story 3 takes this spot, the original Toy Story got some serious consideration due to the sadistic, evil character of Sid and his terrifying toy abominations. That sociopath kid set the table for bleak elements to pop up in the series.

    2010’s Toy Story 3 finds Woody, Buzz and the rest of our favorite toys fighting to stay together. The infamous incinerator scene at the end of the film, shocked viewers in just how horrifying and brutal it was. Kids and adults got teary-eyed seeing these classic characters that we’ve all come to love, almost meet a fiery end. If that wasn’t traumatic enough, the new toys at the prison-like Sunnyside Daycare, headed by the twisted Lots-O’-Huggin’ Bear, are straight out of a horror film. Big Baby and the cymbals monkey are just plain freaky.

    1. Brave

    Parents were a little taken aback when they saw how much graphic violence and how many intense scenes were found in this 2012 Pixar film. The medieval story about a young princess named Merida who uses a spell to transform her mother into a bear was a commercial and box-office hit. Positioned as a Disney princess story, the filmmakers played around with the storytelling, incorporating adult themes of betrayal, selfishness, and redemption. They also added a good amount of the supernatural and darker elements, primarily found in the Scottish Highlands.

    The main source of fright for kids 5 and under, comes in the form of the massive scary bear with a taste for human flesh. Mor’du is the “villain” of the film, as he was once a prince who let his dark desire of power overtake him, leaving him as the monstrous bear.

    Taking a page out of past Disney films like Sleepy Hollow, the animators used a dark color palette, utilizing dark heavy shadows each time Merida left the safe world of the castle and stepped into the mystical woods. In a majority of Disney animated films, the woods are a setting where good and dark magic resides, which is true with Brave as well.

    A great scary movie has the power to stick in audiences’ mind for a while, distracting your work and normal life. But are all the scary movies scared you?I doubt that, otherwise there wouldn’t be tons of unknown scary movies and article with the content of” “Why Today's Horror Films Are Just Not Scary Anymore”. Fear and unease are emotions which can be used to help further your story. But the juxtaposition of familiar and unfamiliar, or friendly and unfriendly, makes us feel uneasy sometimes and not raise awareness among the audiences.

    Pumpkin Pie Recipe to Create Spooky Animation

    Let’s break down what makes something scary so that you can better use them in your own work. And that’s the pumpkin pie we delivered for you today.

    Level 1: The Uncanny Valley

    If you’ve been around the computer graphics industry, you will be very familiar with this phenomenon. Simply put, the uncanny valley is:

    “A computer-generated figure or humanoid robot bearing a near-identical resemblance to a human being arouses a sense of unease or revulsion in the person viewing it.”

    Remember Tintin? Spielberg was hoping to make him a global household name in The Adventures of Tintin: Secret of the Unicorn. But the phrase of “uncanny valley” cropped up a lot in early reviews of the movie.  As New York magazine put it:

    "Tintin looks simultaneously too human and not human at all, his face weirdly fetal, his eyes glassy and vacant instead of bursting with animated life."

    Usually, the uncanny valley is a problem for artists, but we can use it to our advantage when intentionally creating creepy art. In the real world, this mechanism has helped humans to avoid diseased creatures and to pair up with more genetically healthy partners.

    The core principle here is to create an object or scene that is really close to something that is thought of as good but add some subtle attribute that contradicts that feeling.

    Level 2: Surprise!

    A common trope of the horror movie genre is the jump scare. It’s simply something unexpected that happens quite suddenly. It’s hard to put a jump scare into a still image, but it’s possible if you put the devil in the details. Perhaps make the scary element a bit harder to spot, so that the viewer gets a nice shock when they do find it.

    Level 3: Creepy, Eerie, and Spooky

    When something is creepy, it gives you a strong sense of unease. It’s similar to the uncanny valley in that something is not right, but this time there is a sense of real physical danger. It’s your brain telling you to get out of there now before something bad happens.

    There is nothing inherently dangerous about a skull. They sit in science classrooms all the time and have not suddenly attacked any students yet. So why would it be spooky to find one in the woods or in an abandoned house? It’s because the skull is no longer in a safe context.

    We know the skull is not going to do anything to us on its own, but it implies that something around might cause us to become like the unfortunate owner.

    Level 4: Downright Terror

    The very height of terror is knowing for a fact that you are in danger, and you need to get away right now. It’s all fun and games until some terrorist threatens to cut off your kneecaps.

    Putting your relatable characters in real danger will make the viewers feel danger as well. It’s one way to get them intensely engaged in your story.

    “Very intense movies do increase heart rate, and if you have coronary heart disease, (they) can increase chest pain and blood pressure”

    Level 5: Putting it all together

    For maximum effect, layer these together! In order to convey the feeling of horror, remember that you need to first give enough visual information. Without any detail or a compelling and relatable story, your viewer will feel disconnected from the artwork and not give it a second thought.

    Have You Made Any Halloween Render This Year?

    You can create a serious spooky character to TRICK us or an even more spooky one to TREAT us!

    Three winners will be selected to give out our prices-rendering credits! (As always, haha) Oh no, I just figured we can call it pumpkin credits this time. Your artwork will be shown on our "Fox's Got Talent! Gallery" and shared on our social media platform as well as our newsletter. You will also get an interview opportunity to talk and share your artwork with all Fox Renderfarm users.

    Prize:

    The first price: $200 Rendering Credits

    The second price: $100 Rendering Credits

    The third price: $50 Rendering Credits

    More detail:

    Deadline:

    December 20th, 2018

    We'll announce the winner on Christmas Eve! All entries will be judged by Oscar-level trained 3D artists.

    Happy Halloween and enjoy that Candy Corn!


    Interview with Federico Ciuffolini, the 1st Winner of Hum3d Survial Car Challenge

    Interview with Federico Ciuffolini, the 1st Winner of Hum3d Survial Car Challenge

    2018-06-28

    CG Challenges

    Hum3d Survial Car Challenge

    A few days ago, we just had the luck to interview with Florian Renner, the 3rd winner of Hum3d Survial Car Challenge which is sponsored by , we are always appreciated to have such precious opportunities to talk with those professionals. And today, we just finished the interview with Federico Ciuffolini, the 1st winner of this competition. Here are the details as below:

    Fox Renderfarm: Hi Federico, would you please give a brief introduction about yourself?

    Federico Ciuffolini: Sure! I am 30 years old, Italian, and I've been interested in CG for almost 15 years.

    Fox Renderfarm: That's really a quite long time! So are you currently working as a CG artist?

    Federico Ciuffolini: Yes! I am a 3D artist and programmer. I have been doing photo realistic rendering for several years, and right now I’m working on interactive apps, augmented and virtual reality.

    Fox Renderfarm: Sounds great. How did you made the decision to step into the CG industry?

    Federico Ciuffolini: I started experimenting with simple 3D softwares when I was 16 years old. I was fascinated by the first 3D cartoons, like that famous Simpsons episode where Homer travels to the 3D universe.

    From that point, the passion just grew and grew. When I was 18 I decided to study Computer Science as a backup plan, but I knew what I really wanted to do. A lot of practice with 3ds Max and a bit of luck made the dream possible.

    Fox Renderfarm: The current prize definitely demostrates your hardwork! Did you still remember your first CG work, how does it look like?

    Federico Ciuffolini: Yes I do! They were made with Corel Dream 3D, a really simple software from the early 2000s, and I still have them here on my hard disk. Let's say that I was kinda surprised when I opened them, they are simple but not as ugly as I thought!

    Fox Renderfarm: It sounds pretty awesome. How did you know the Hum3d Survival Car competition?

    Federico Ciuffolini: I already knew the Hum3D website. I think I saw a post about the competition on some Facebook Group.

    Fox Renderfarm: OK. What inspire you to come out the idea of making the work "The Free Autonomous Republic of Dieselville"?

    Federico Ciuffolini: I've always been interested in the post apocalyptic trend, and I have started dozens of 3D works in that style, but I completed none of them. I took the occasion to actually close this chapter with myself :)

    I knew that I wanted to do something different, out of the ordinary post apocalyptic style. It took me some days of brainstorming and a couple of beers with some friends, then the idea come naturally and I started working.

    Fox Renderfarm: Haha, what you did finally is get rewarded! What software, renderers, plugins you used in this work?

    Federico Ciuffolini: 3ds Max, Corona Renderer and Substance Designer. I think that Corona did a great job on this work, it accomplished everything flawlessly.

    Fox Renderfarm: Did you met any difficulties when creating this work? If yes, how did you solved it?

    Federico Ciuffolini: I knew that the scene was going to be pretty big, so I decided to use as much parametric maps as possible. All of the grime, dirt and rust were done with CoronaAO + CoronaTriplanars. I had to tweak a lot of maps and parameters, but in the long run this technique proved to be fast and effective. I saved a lot of time since I could reuse a lot of procedural maps and I had to unwrap only a small number of meshes. I did a lot of cloth simulations, too. For the smaller objects I used MassFX, which proved to be quick and stable, and for more complex objects I used the Cloth modifier. These simulations took me more time than I thought, but I think they came out quite good.

    Fox Renderfarm: Did you used Fox Renderfarm's previously? If yes, would you share your ideas about us?

    Federico Ciuffolini: I will be honest here, I actually never used a service. I think this will be a nice opportunity to finally do it!

    Fox Renderfarm: Would you please share your ideas for winning the 1st prize in the Hum3d Survival Car competition?

    Federico Ciuffolini: I am not sure I understand this question, sorry. Do you mean what I felt? Or the ideas at the base of the project? ---

    Fox Renderfarm: Anything else you would like to add or say?

    Federico Ciuffolini: This contest has been a terrific experience to me! It had been so long since the last competition, and only now I understand how much I missed it. Thinking, planning and completing a personal work with a strict deadline is so tiring, but so satisfying!


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