How to Create a 3D GK Figure in ZBrush and 3ds Max
FGT3D Hunter Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in June, 2021 and sponsored by our amazing sponsors, including Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox, iCube R&D Group and Marmoset. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Hunter Challenge is now open for submissions!The third place winner in the Professional category of the FGT3D Hunter Challenge goes to ManWai Chuk with his work, Guide Man. “His image gives me the creeps, no one would want to be hunted by this hunter, high details on the textures, lighting and rendering is matching the creepy character, even though the rendering is designed to be a GK figure, but still the scary character and the lighting key gives one hideous feeling.” Our judge Ben Cheung said, who is also one of the 2020 VES Awards Nomination Judges.Let's find out how ManWai made the amazing artwork through the exclusive interview with Fox Renderfarm.Guide Man © ManWai Chuk Fox Renderfarm: Hi, ManWai! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?ManWai: Hi everyone, my name is Manwai. I come from Taiwan. I am interested in 3d characters. I'm very happy to participate in this competition. Fox Renderfarm: Congratulations on winning 3rd place in the Professional Category of the FGT3D Hunter Challenge, how do you feel about that?ManWai: I am glad that my creation can be affirmed & like my style. Fox Renderfarm: How long did you finish the work, Guide Man?ManWai: It took me about 2 months after I got off work. Fox Renderfarm: What software and plugins did you use?ManWai: I usd Zbrush, 3ds Max, Substance painter, Photoshop Fox Renderfarm: What’s the inspiration behind your artwork?ManWai: Guide Man is taken from my old work Skeleton Centaur. I wanted to give it a different identity. Guide Man leads the dead to the path of judgment. This time, I return to my favorite Japanese dark style. Abandon the use of more aggressive weapons and exaggerated shapes, and instead use small-soldier-style armor and weapons. The simple and expressionless mask and the centaur structure are the characteristics. Carrying the faint light, I want to give a restrained and oppressive atmosphere.!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk Fox Renderfarm: The unusual design of this character caught our eye, as did the depth of field effect, and the presentation of the character as if they were a miniature model from a table top game. How did you make it?ManWai: I usd Zbrush for modeling, 3ds Max for topo & UV, Substance painter for texture. I like the depth of field effect strongly. Substance Painter Iray is great and simple. I rendered and made a miniature model effect in it. Fox Renderfarm: High details on the textures, lighting and rendering is matching the creepy character. How did you make it?ManWai: Textures are made in Substance Painter. Lighting used HDRI in Substance painter and rendering in IRAY. I tried the Marmoset Toolbag to render, but Substance painter is better.!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?ManWai: I exported the FBX format and encountered an uneven surface. When exporting FBX, uncheck Keep edge direction of Geometry. Solve this problem. It took me a lot of time to find it.!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk Fox Renderfarm: Any artists or artworks inspired you most?ManWai: I learned a lot of 3D skills from artists Zhelong Xu& Johnnyxiao.!Welcome to The Strange Planet © Zhelong XuWelcome to The Strange Planet © Zhelong Xu Old Jungle Warrior © Johnnyxiao Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey? ManWai: School education teaches me the basics of art. I worked in post-production and learned the concept of animation synthesis. And learned 3d modeling, mapping and animation in game companies. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?ManWai: Do your own creation and learn from it. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?ManWai: Hope that there will be more diverse challenge themes in the future. Fox Renderfarm: Do you have any advice for future participants in the competition?ManWai: Regardless of the result of the game. You can learn from it. Just do it.
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Creating A Cartoon Character For AAA Games in ZBrush and Maya
Fox Renderfarm Interview
FGT3D Hunter Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in June, 2021 and sponsored by our amazing sponsors, including Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox, iCube R&D Group and Marmoset. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Hunter Challenge is now open for submissions!The first place winner in the Student category of the FGT3D Hunter Challenge goes to YanniCk Knöller with his work, Hunter Game ready.“The rendering of the various materials is very well done. I especially like how fabrics, like the thin pink one on the broken stuffed animal, the character's jacket and the large patch on the arm, look. Also, the dark humor with the giant blade and the stuffed animal game is well done.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Let's find out how YanniCk made the amazing artwork through the exclusive interview with Fox Renderfarm.!Hunter Game ready © YanniCk Knöller Hunter Game ready © YanniCk Knöller - YanniCk Knöller- Junior Character Artist- France Fox Renderfarm: Hi, YanniCk! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?YanniCk: Hi, I’m from Spain, I’m living in Paris. One year ago I finished my degree in 3D video games, and now I’m with my Mentor Juan Novelletto to improve my work, and we are making personal projects such as new characters. Fox Renderfarm: Congratulations on winning 1st place in the Student Category of the FGT3D Hunter Challenge, how do you feel about that?YanniCk: Thank you. I am pleased to have won the Hunter Challenge. Thanks Wenxu Xu for the awesome concept.!Hunter © WenXu XuHunter © WenXu Xu Fox Renderfarm: How long did you finish the work, Hunter Game ready?YanniCk: At the beginning the principal objective wasn’t to finish the character. My objective was understanding all the pipeline and workflow from my Mentor. And it took me a few months. Fox Renderfarm: What software and plugins did you use?YanniCk: I used Zbrush for the sculpt, Marvelous designer for the clothes, Maya for the Uvs maps, Adobe Substance 3d for the bake and textures, Photoshop for some retouch shapes and making alphas, Marmoset toolbag 3 for the final render.!Hunter © WenXu Xu!Hunter © WenXu Xu!Hunter © WenXu Xu Fox Renderfarm: What’s the inspiration behind your artwork? Any references?YanniCk: Since I was a child and teenager I loved painting Warhammers and other collectibles, I read some fantasy books, like Inkheart from Cornelia Funke, and classic films, like The Lord of the rings. And my first game, which inspired me a lot, was Monkey Island. And this project was born with the concept/illustration of Wenxu Xu. Fox Renderfarm: The render has great character design and eye popping detail on the cloth design. How did you make it?YanniCk: Many many hours in Marvelous design, with a lot of references to real clothes. And a lot of feedback from Juan.!Hunter © WenXu Xu-4 Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?YanniCk: Being my first work oriented to triple A Games. I found some difficulties as follows: The clothes and the final render, I solved them thanks to Juan, he gives me a lot of feedback and tricks, to make my work better.!Hunter © WenXu Xu-5!Hunter Game ready © YanniCk Knöller Fox Renderfarm: Any artists or artworks inspired you most?YanniCk: There are too many to name all of them. But some of them are: Daniel Cockersell, Maria Panfilova, Marco Plouffe, Daniel Bel, etc. Demon Bust - Chief © Daniel CockersellAbduction © Maria Panfilova!B.3.T.L. Insectoids © Marco PlouffeB.3.T.L. / Insectoids © Marco Plouffe!Carnage Premium © Daniel BelCarnage Premium © Daniel Bel Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey? YanniCk: I’ve made a change in my life, from passionate High Gastronomy to learning 3D video games. I finished my studies only last year, and because of Covid I couldn’t have an internship, to practice what I learned in LISAA, in Paris. I was lucky to find a great artist who is teaching me to continue my training. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?YanniCk: The two most important methods that I have learned are:The first, to create a Reference Guide of the Concept, looking for real ideas of the clothes, shoes, armors and all the things that the character has.That gives you a clear idea of what you are going to sculpt.The second, to make a blockout, to put all the things that the character has without any detail. looking at the silhouette, the negative spaces and then it’s much easier to start working. Fox Renderfarm: Do you have any advice for future participants in the competition?YanniCk: To enjoy the hard work they need and take references from the works of other professionals.
How to Create a Prometheus-style 3D Character in ZBrush
Fox Renderfarm Interview
FGT3D Hunter Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in June, 2021 and sponsored by our amazing sponsors, including Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox, iCube R&D Group and Marmoset. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Hunter Challenge is now open for submissions!What a well-designed and executed piece. The first place winner in the Professional category of the FGT3D Hunter Challenge goes to Hideyuki Ashizawa with his work, Elf Hunter. “This image stands out. The level of the character design and rendering materiality is fantastic. The dark theme successfully blends a sense of danger and charm - or I would rather say, the danger becomes the charm. Besides the character, which occupies most of the composition, I am also impressed by the pattern in the background. The seemingly discursive design of the pattern makes one think that the creator is paying tribute to the style of the movie Prometheus. Most importantly, the sophistication of the image does not just stay on the surface. The complexity and richness of the image also make the viewers want to explore something more profound, which is the character’s spirituality and ontology. The world the character lives in is not something that can be comprehended and processed with our banal human mind.” One of our judges, Frank WANG Yefeng said, who is the Assistant Professor in the Art Department from Rhode Island College.Let's find out how Hideyuki made the amazing artwork through the exclusive interview with Fox Renderfarm.!Elf Hunter © Hideyuki AshizawaElf Hunter © Hideyuki Ashizawa Fox Renderfarm: Hi, Hideyuki! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Hideyuki Ashizawa: My name is Hideyuki Ashizawa. I live in Japan. I’m now 47 years old. I started making 3DCG for fun in May of 2018. My regular work is composing game music and creating sound effects for games. I've engaged in game production for about 27 years. Fox Renderfarm: Congratulations on winning 1st place in the Professional Category of the FGT3D Hunter Challenge, how do you feel about that?Hideyuki Ashizawa: Thank you for choosing me as number one! I couldn't believe it when I saw my name. I was so delighted! My wife and kids were as happy as I was to hear it. Fox Renderfarm: How long did you finish the work, Elf Hunter?Hideyuki Ashizawa: It took three days from idea generation to rendering. Fox Renderfarm: What software and plugins did you use?Hideyuki Ashizawa: ZBrush, Teya Conceptor, Keyshot, Affinity Photo Fox Renderfarm: What’s the inspiration behind your artwork?Hideyuki Ashizawa: Hans Ruedi Giger most influenced me. As for the film, Alien and Hellraiser affected me a lot.!GALERIE MUSEUM HRGIGER Fox Renderfarm: The level of the character design and rendering materiality is fantastic. How did you make it?Hideyuki Ashizawa: I can't draw at all, so I started creating with ZBrush from the beginning.Before I made it, I had an image in my head and used ZBrush and Teya Conceptor to shape it. I use Keyshot for rendering and Keyshot procedural textures for the textures.!Prometheus!Elf-Hunter-Hideyuki-Ashizawa-Keyshot!Elf-Hunter-Hideyuki-Ashizawa-ZBrush Fox Renderfarm: The dark theme successfully blends a sense of danger and charm. The seemingly discursive design of the pattern seems like you are paying tribute to the style of the movie Prometheus. How did you make it?Hideyuki Ashizawa: Prometheus is one of my favorite movies. When viewed from the side, it looks like a bad picture, but the objects are layered back and forth to represent the scene. I placed them so that the shadows would come out nicely when rendering. I completed it, seeking balance, which I think is intuitively good for me. Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Hideyuki Ashizawa: Nothing particularly difficult, but I tried to express what I liked as much as I could. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey? Hideyuki Ashizawa: I have taught myself 3DCG for three years. I make 3DCG as a hobby, and I have no work experience in 3DCG.!3DCG © Hideyuki Ashizawa© Hideyuki Ashizawa© Hideyuki Ashizawa!3DCG © Hideyuki Ashizawa© Hideyuki Ashizawa Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Hideyuki Ashizawa: I'm learning by purchasing tutorials from Artstation and Gumroad. Like my regular job of composing music and creating sound effects, I enjoy learning a lot from my favorite artists' works. And I feel that I can pursue what I like and get good results. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Hideyuki Ashizawa: We all live in a challenging world. I want to thank you for holding such a fantastic contest. It was very inspiring to see the works of artists from all over the world. I hope you will continue to hold this contest in the future. Fox Renderfarm: Do you have any advice for future participants in the competition?Hideyuki Ashizawa: I create as a hobby, so I can't give any advice on skills, but if you pursue what you like and create as you like, I'm sure there will be people who will appreciate your work. Chances will come. So, although I know that creating is hard work, I truly hope you can continue to be a creator for as long as possible.
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How To Make a Stylized Character For Games in ZBrush and 3ds Max
FGT3D Hunter Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in June, 2021 and sponsored by our amazing sponsors, including Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox, iCube R&D Group and Marmoset. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Hunter Challenge is now open for submissions!The third-place winner of the Student Category is Antoine Destailleurs! Congratulations! His artwork, The Hunter, stands out for its great design and detail to the armor and human-like body.“The use of colors and the contrast between the flexible fabric and metal parts are very effective. The character looks to have powerful arms and legs while being very lightweight. The design makes me believe that the character must be able to move extremely fast and jump high. It makes sense the character's name is Swift.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Here’s the interview between Antoine and Fox Renderfarm, in which we can find out how he created this wonderful 3D Hunter.!The Hunter © Antoine DestailleursThe Hunter © Antoine Destailleurs - Antoine Destailleurs- 3D Character Artist @Asobo- France Fox Renderfarm: Hi, Antoine! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Antoine: Hi, I’m Antoine Destailleurs. I'm 25 years old and I’m currently working at Asobo as a Character Artist intern in order to validate my Master’s Degree. I learned 3D modeling at Supinfogame RUBIKA, a school located at Valenciennes, France. I’ve always been interested in creating characters and playing video games so I mixed both of these passions into what is now my work! Fox Renderfarm: Congratulations on winning 3rd place in the Student Category of the FGT3D Hunter Challenge, how do you feel about that?Antoine: Thanks, I’m really happy to bea part of the winners of this challenge, everyone did a really great job! Fox Renderfarm: How long did you finish the work, The Hunter?Antoine: The Hunter was part of the work I did for SWIFT, my graduation project, so I didn’t not really count the hours I put into it but I guess that it took me around 2 month from the design to the final 3D model. Fox Renderfarm: What software and plugins did you use?Antoine: I only used Zbrush for modeling, 3D Coat for the retopology, 3ds Max for unwrapping my model and having a clean scene to work on to prepare my bake and finally, Substance Painter for the baking and texturing of my character. Fox Renderfarm: What’s the inspiration behind your artwork? Any references?Antoine: My main inspiration to design my character’s body was Alita. I loved how subtle and elegant her arms looked so I tried to keep that in mind. And for the outfit there was no major reference but I'd say that I found some inspirations in Dishonored, Assassin’s Creed and Middle-East culture.!FIRST CONCEPTS - SWIFT!designing classes - swift!designing classes - swift Fox Renderfarm: Great design and detail to the armor and clothing, and then what sets it apart for me is on top of this human-like body we have the surprise of their head seemingly being made from magical green fire! How did you make it?Antoine: Thanks, this cosmic energy was one of the main features of our characters. I made it using cylinders, fire textures that tiled on the UVs and some emissive, nothing complicated here. But The in-game trails were actually created by Nicolas Ceriani, who’s currently working as a VFX Intern at Riot Games. He created our VFX using Shuriken from Unity.!designing the body -swift!key poses tests - swift!swift!swift!swift!swift Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Antoine: No particular difficulties, but I learned Hard Surface modeling in Zbrush with this project so I actually spent more time than necessary on the character’s body but that’s part of the learning process ! We also had a massive rework of the art direction during the pre-production so I had to design new characters to fit our newly established art direction. Here again, no particular difficulties but it took a lot of time. Fox Renderfarm: Any artists or artworks inspired you most?Antoine: For this project, as I said earlier, Vitaly Bulgarov’s Alita was a major inspiration. But in general I spend a lot of time browsing Artstation to find fantastic characters to inspire me. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey? Antoine: I’ve recently finished my studies at Supinfogame RUBIKA in Valenciennes, France. During which I had to do multiple internships. I did my first internship as Pixel Artist for a game developed by Clean Cut Games called Hairdash. Then I did two internships at Appeal Studios as a 3D Character Artist this time. I learned a lot about character creation and had the opportunity to work on an ambitious next-gen game that will be announced during THQ Nordic’s digital showcase. And finally, I’m currently working on A Plague Tale: Requiem at Asobo as a 3D Character Artist intern. Here again, I’m learning a lot about character creation! I don’t know if my internship will result in an employment yet, so if someone’s looking for a Character Artist… hey :) ! Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Antoine: I’ve learned a lot of things just by watching speedculpts and conferences on youtube. You can find all the knowledge you need for free on the internet so just look for it ! Also don’t be afraid to fail and keep working! Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Antoine: I think it’s a great opportunity to discover new artists and to expose your work to people ! No suggestions, it was great! Fox Renderfarm: Do you have any advice for future participants in the competition?Antoine: Just do your best to have a result that satisfies you and on which you've learned new stuff!
How a Team of 3 Made an Incredible Short and Won the Draft Selection of the Rookies Awards 2021
Fox Renderfarm Interview
On a lone desert road, a grizzled old man crosses paths with an exhausted boy, barefoot in a hospital gown. As the boy collapses, the good samaritan rushes to get him help ... RUNAWAY Piers Shepherd-Rose, Callum McKay, and Paulina Rybakaitė made this amazing short movie come true and won the Draft Selection of the Rookies Awards 2021, which is sponsored by the world-leading cloud rendering services provider, Fox Renderfarm.!The RookiesPiers Shepherd-Rose- Jr. Animator at Industrial Light & Magic- From: UKCallum McKay- Roto / Prep Artist at Union Visual Effects- From: UKPaulina Leonarda Rybakaitė- Junior Modeler at Industrial Light & Magic- From: UKThe dedicated team accepted Fox Renderfarm’s interview and shared with us contentful details about their creative process.!RUNAWAY Fox Renderfarm: Hi guys, thank you so much for accepting our interview! Could you briefly introduce yourself respectively?Callum: We’re all recent graduates from the University of Hertfordshire! Our graduate film, RUNAWAY, had us all taking on a variety of roles but primarily Callum was our Lighting and Compositing artist, Piers was our Art Director and Animator, and Paulina was our Character Modelling and Texture artist. Fox Renderfarm: Congrats on winning the Draft Selection of the Rookies Awards 2021, how do you feel about winning the prize? Callum: It was both an incredible and humbling experience for us to make it as far as the Draft Selection in the Rookies! We are incredibly proud of ourselves and how far our project has come. Fox Renderfarm: The plot is so intriguing in this animated short. What’s your inspiration for this short?Paulina: There were a lot of inspirations for particular elements of the story. We went through a lot of iterations of the plot until we were satisfied with it. It definitely helped to have great examples of short films that had effective storytelling and developed a specific atmosphere like Yona (2019) and the Witness (2019). We always went back to them to draw inspiration not only for the plot but also to understand how visual elements and specific styles help to build the whole world of the film. We also decided that we wanted to go with a specific time period the film would be set in and we chose the 80s as we liked the aesthetic of those times and it made sense for our plot to develop in those times. For that, we did a lot of research for both visual and aural elements. We looked at films like Fish Night (2019), Badlands (1973), Star Trek (1966) for both the environment settings as we wanted our film to be based in the Nevada desert and some plot elements that could be useful for our story. It made us excited to combine both - the 80s and its aesthetic with supernatural elements which was quite challenging to tackle at first. We wanted to make the film feel as if it is part of a bigger story so we had to figure how to use that one minute and a half effectively with all the elements working in harmony together.Yona (2019)!The Witness 2019The Witness (2019)!Fish Light 2019Fish Light (2019)Badlands (1973)Star Trek (1966) Fox Renderfarm: Could you introduce the task allocation in the creative process to us?Callum: As we were a small team, we had to wear a lot of hats during production but primarily our task allocation was as follows:Callum McKay - Lighting, Rendering & Compositing. Cloth Simulation.Piers Shepherd-Rose - Concept & Art Direction, AnimationPaulina Rybakaitė - Character Modeling & Texturing Fox Renderfarm: What software and plugins did you use for the animated short?Paulina: We used a wide range of software. Maya was the main software we used for certain bits of production like environment modeling, animation and lighting for example. For something specific like cloth simulation, we used Houdini. Character modeling was done mainly within Zbrush, Maya and Marvelous Designer. All the assets were textured in Substance Painter. And then finally, the film was rendered with Arnold renderer and put together and composited in Nuke. Fox Renderfarm: The lighting plays such an important role in creating the American road’s mid-night vibe and the suspension feeling in the short. How did you manage to set the lighting?Piers: As an initial part of our pre-production process, we developed a number of 2D concept paintings to quickly explore lighting ideas and help hone in on our visual style before developing our 3D assets. When we then came to create our 3D previsualization passes for the film, we were able to block-in our lighting using these paintings as reference - which further influenced our final lighting choices for the film once we had finalized our characters and set design. We strived to be very purposeful in our lighting & colour choices, in not only creating clear focal points for the audience, but also hinting at characterization through their design & placement. We designed the two main colours used throughout the film to be representative of the two main characters, and to highlight the contrast between them - this might not be immediately obvious for the audience, but we found it rewarding in development to consider every aspect of the visuals as thematically-linked to the narrative. Fox Renderfarm: The style of the characters is very unique which combines the oil painting and wooden texture. Why did you choose this special design? What’s the process of creating these 2 characters?Piers: We drew inspiration from a number of visually striking short animated films, including Alberto Mielgo’s The Witness & Kevin "Teau" Rose & Gautier Alfirevic’s YONA. We especially enjoyed how they blended 2D & 3D techniques to create unique visuals, specific to each film. !The WitnessThe Witness!YONA © Kevin Teau Rose & Gautier Alfirevic-1!YONA © Kevin Teau Rose & Gautier Alfirevic-2YONA © Kevin "Teau" Rose & Gautier AlfirevicTo create our characters, we began by researching into our chosen time period & setting, and collated lots of images that we could use to inform our design choices. From this research, we created 2D concept paintings for each character & explored different iterations for each - including variations on costumes, as well as alternate face designs. Once we had settled on a final design for each character, we started to build them in 3D. Eventually, the characters were textured, taken through look-development, and had a character rig built for each of them - which would ultimately be used by our animator to develop the final performances for each shot.!Runaway!Runaway!Runaway!Runaway!Runaway!Runaway Fox Renderfarm: When it comes to animation, we found the camera moves help the whole short draw the attention of the audience. Any special consideration behind the animation process? Piers: In regards to the camerawork, whilst they were entirely CG cameras, we set out to keep them as grounded as possible in realism - As in our visual design, the cameras operated realistically, we wanted to keep this consistent through their movement. We tried to consider how each shot might be achieved in real life with real cameras, & allowed this to inform our choices as to how we used them in the film. We also put thought into how specific camera movements evoked certain feelings to the audience, such as how a slow push-in might invite closer attention and immerse the audience into the scene. We went as far as to add tiny micro-movements to the camera animation for each shot, to further help bring them closer to realism.!Runaway -7 Fox Renderfarm: Did you meet any difficulties in the creative process? How did you solve them?Piers: Every day there was a new problem to solve! As a 3, we were quick to discuss potential issues and sought ways to navigate around them as best we could. At one point during production, our initial composer & sound designer tied to the project had to unfortunately leave her role due to personal reasons. Moving quickly, & thanks to a certain sound-licensing website, we were able to edit & finish the music and sound for the film entirely ourselves.!Runaway -8 Fox Renderfarm: How long did it take to finish the whole project?Callum: We had A LOT of ideas before coming up with RUNAWAY and it took us around six months of ideas generation before all agreeing on an idea that we really liked during September of 2020. After that, we set about developing the narrative as well as our visual style before eventually moving into full-fledged production which finished in June 2021. Fox Renderfarm: We are amazed that you created such a quality short with only 3 artists. Could you introduce the pipeline to us? Did you and your teammates do anything special to make the communication and cooperation efficient and effective?Piers: Thank you! Whilst we developed & led the project as a 3, we certainly couldn’t have done it without the help from a small number of ‘freelancers’ who filled in essential roles where we couldn’t. Our pipeline for the film reflected a fairly typical CG pipeline. Beginning in pre-production, the key stages included: Concept design, Pre-visualization, Modeling, Texturing, Look-development, Rigging, Animation, Cloth Simulation, Lighting & Compositing.As a small team working from home, organization & communication were essential - We used a project management application to keep track of our tasks & progress and kept in touch constantly by setting up team voice meetings week to week.!Runaway -9 Fox Renderfarm: Do you have any plan to prolong this animated short or create any other project based on the plot of RUNAWAY?Callum: We currently don’t have any plans on creating anything else based in the world of RUNAWAY although we’re definite that the inspiration and style we have adopted from working on the project will follow us along onto our new projects in the future. Fox Renderfarm: How did you encounter CG? Could you share with us your educational and career experience?Piers: When I was younger I had the typical early dream of being an animator when I grew up - after getting through school & spending some time weighing up other options and working in retail after college, I decided to throw my hat in to properly pursue a degree in animation. This led me to the University of Hertfordshire where I’ve since been able to graduate with First Class Honours! During my time at University, I was fortunate to gain invaluable experience on 2 internships in the industry & since graduating I’ve been exceptionally lucky to start my career with Industrial Light & Magic as a Jr. Animator.Callum: When I was 16 and leaving secondary school here in the UK, I decided I wanted to go and study Games Art at college as I’ve always loved video games. After graduating from that college at 18, I set my eyes on pursuing a degree in it as well at the University of Hertfordshire. Shortly after starting on the course, I found out that there is a lot more than Games Art in the realm of 3D! I found Visual Effects and a little later down the line, compositing.Paulina: I never thought making CG was possible until I came to the UK and started studying at the university and funnily enough I did not have almost any experience with computers or software before it as I was mainly concentrating on traditional art and was aiming to be a 2D animator. When I started the animation course I realized that there are way more specialization opportunities and so I was not purely concentrating on 2D art anymore and tried out as many new things as possible as this course let us to. When I first picked up the 3D software, it amazed me how there were almost no limitations in making digital art, it was just so fun to always try to push yourself more to see what you can achieve and the problem solving aspect of making 3D art always intrigued me since. I am very grateful that our course made us try many different disciplines from the very beginning as because of that I found a big passion in 3D modelling and I am continuing to grow as an artist in that field currently working as Junior Modeller in Industrial Light & Magic. Fox Renderfarm: Any artworks or artists inspire you the most?Piers: I follow a swathe of animators online and am always inspired to see brilliant animation floating around the web - But, if I had to pick someone specific, I’d say I really enjoy the 2D gestural animation style of Glen Keane.Beauty and the Beast (Supervising Animator: Glen Keane)Paulina: There are so many, it is difficult to give only a few names. I try not to only concentrate on 3D artists either as there is so much that can be learned from traditional artists. I have to say though that I have been very inspired by digital artists that emphasize surface texture of models - Maria Panfilova is one of the great examples and she also draws inspiration from amazing traditional sculptors like Beth Cavener. From the realism side, I find Kris Costa’s work very inspiring and I can never get bored observing his portraits.!Beast statue 14 XM Studios © Maria PanfilovaBeast statue 1/4 XM Studios © Maria Panfilova!© Beth Cavener© Beth Cavener!Tribute to H.R. Giger © Kris CostaTribute to H.R. Giger © Kris Costa Fox Renderfarm: What’s your next step?Piers: Stay employed! I’m excited to continue building on my experience as an animator in the industry and will continue to develop my skills where I can and push myself to be as good as I can be. Callum: I just landed a job as a roto/prep artist at Union VFX! The next steps for me are growing my skill sets as both a paint & roto artist and a compositor with aspirations to move onto a fully-fledged compositing role.Paulina: Currently, my main goal is the same as mentioned before - stay employed! I am also concentrating on developing my skills during my free time after work and trying to dedicate at least a few hours per week to work on personal projects when I can. I am very happy with my current position and I am excited to keep learning and growing in this industry. Fox Renderfarm: How do you feel about Fox Renderfarm’s cloud rendering services?Callum: When I was first researching various different cloud rendering service solutions for our project, I expected that it would be a complicated and difficult process. But after using Fox Renderfarm’s cloud rendering services, I realised that the service made it so easy and user-friendly to upload scenes, render them, and download the output in a few simple clicks. The customer support was great and the service made organizing our renders a lot easier as each render pass was put into its respective folder during the download as well! We’re definitely over the moon with our experience with Fox Renderfarm.
How to Make an Adventurous Treehouse in Blender
The concept of treehouse spurs a lot of imagination about the romantic or adventurous atmosphere with natural beauty from starry night, jungles to tranquille lakes and so forth. CG Boost set “Treehouse” as the theme of their September challenge, setting a stage to let numerous talented artists to splash their imagination and CG techniques.!CG BOOSTFox Renderfarm, as a world leading cloud rendering service provider, sponsored the great challenge. Plus, we are so honored to have the chance to interview the 1st Place winner - Florian Linke.- Florian Linke- Amateur CG enthusiast- From: Vienna, AustriaThe narrative and mysterious ambient delivered by the artwork catches the jury’s attention alone with the nice lighting and balanced compositing.!Treehouse - Florian Linke Florian about his entry:“The tree house built by survivors out of the remnants of wrecked ships that got lost and crashed down the waterfalls is meant to portray the will of people to not give up and survive, no matter the circumstances.This is my first participation, and during the creation of this project I had to learn about many new things like adaptive subdivision and volumes. It took me the whole month to complete, because I am not very advanced (yet), and overall it was really just a lot of fun experimenting around.”Let’s dig into our interview with Florian and enjoy the creative process altogether. Fox Renderfarm: Hey Florian, congrats on winning the 1st Place in the CGBoost Treehouse Challenge! Could you introduce yourself to us?Florian: Hello there and thank you very much, my name is Florian Linke and I am an amateur CG enthusiast from Vienna, Austria. Fox Renderfarm: The winning artwork is quite narrative and appealing, could you share with us the idea and inspiration behind the artwork?Florian: Both nature and pirates have always been very inspiring to me, and the theme of the challenge seemed to go really well with both. The idea is that some ships got lost and ended up crashing down the waterfalls in the background. After that, the survivors built a new home on the tree, partially out of the remains of the wrecked ships. I always liked the idea of never giving up, and wanted to do my best to portray this idea. Fox Renderfarm: What software and plugin did you use to create the artwork? Florian: I used Blender for the entire scene, and GIMP for some minor color correction. Fox Renderfarm: How long did it take to finish the artwork?Florian: I have been working on the project on and off for around three weeks. It took me so long because I had to experiment a lot with different things, and learn a lot of new stuff to be able to make some elements of the scene. Fox Renderfarm: Could you share with us your creative progress, from modeling to the final rendering?Florian: First, I started with a simple blockout, to get a rough idea for the layout. I changed this around a lot, until I had a better plan.!Treehouse - Florian Linke!Treehouse - Florian LinkeI then started to replace all the placeholder models with new ones, starting with the cliffs, then the tree, the house, and lastly, the background vegetation.The cliffs are just round cubes, stacked and subdivided, and displaced with a height map. The tree was made using Blender’s skin modifier, by intertwining the branches to create a sort of tree hand.!Treehouse - Florian LinkeLastly, I added some mist, tweaked the lighting, and tried to use volumes to make the waterfalls look more convincing. I then added the background vegetation, which was made in the same way as the big tree, and some smaller plants and treetops made from transparent images of leaves and branches.!Treehouse - Florian Linke Fox Renderfarm: The treehouse is the main object in the whole picture, did you model it from scratch? How did you make it vivid while keeping its structure organic? Florian: I first modeled some planks and wooden bars, then arranged them into sort of wall and floor modules, and then built the house itself out of these elements, keeping it all relatively loose and chaotic. After that I just modeled some decorative assets like nets and barrels and placed them on the platforms around the house.!Clay Render -Treehouse - Florian LinkeClay Render Fox Renderfarm: Are there any special considerations behind the texture?Florian: I tried to make everything look a little mossy, without stressing my PC too much, by mixing a moss material into every normal material. The moss on the tree and rocks is always on top, and on the house, it is in the nooks and corners. Fox Renderfarm: The lighting setup plays an important role in creating the atmosphere. How did you arrange the lighting, especially the fog and the detailed lighting in the cave?Florian: I modeled all the mist and fog in the scene as solid objects first, and then used Blender‘’s mesh to volume modifier to get the volume to have the exact shape I needed. The lights in the cave are just regular point lights, placed inside small lantern models. Fox Renderfarm: Did you meet any difficulty in the process? How did you solve it?Florian: One of the biggest difficulties was actually the cliffs. I am not super experienced when it comes to 3D art, so I had to experiment and try a lot of different approaches to get it right. Fox Renderfarm: How did you encounter CG? Could you share with us your education and career experience in the CG industry?Florian: The first time I knew that I wanted to learn 3D art, was when I played on the original playstation as a kid. Fox Renderfarm: Could you give some advice to the people who want to step into this industry?Florian: Don’t let anything discourage or intimidate you. Learning 3D art is often hard and complicated, but if you keep at it, it will soon become second nature. There are so many programs and helpful tools as well as tutorials available nowadays, often for free or at a very affordable price, so no matter where you stand, nothing stands in the way of your dream! Fox Renderfarm: Any artwork or artist inspires you the most?Florian: I am a huge fan of the works from Zdzislaw Beksinski, his surreal and disturbing, yet strangely beautiful art really helps with getting new ideas. !Zdzislaw Beksinski© Zdzislaw Beksinski
E-meet Fox Renderfarm @ MIPCOM 2021
MIPCOM, the world’s largest entertainment content market, will be held from October 11-14 at Cannes this year. For people who can’t go to Cannes, you can also participate through the Digital MIPCOM platform, where you can e-meet Fox Renderfarm!- MIPCOM 2021: https://www.mipcom.com/en-gb.html- October 11 - 14, 2021, Cannes- July-November, 2021, onlineMIPCOM is the unmissable rendezvous for the whole content ecosystem. From blockbuster programming to groundbreaking partnerships, every October, the global media and entertainment industry converges in Cannes to turn every moment into an opportunity, transforming four days of exchange and networking, meetings, screenings and conferences, into lasting business.!MIPCOM 2021With its first edition dating back to 1985, MIPCOM stands for “Marché International des Programmes de Communication” from the French “International Market of Communications Programmes” and has ever since evolved to become today the world's leading entertainment content market. Special features include:- Diversity & Inclusion programme including the Diversify TV Excellence Awards- Women in Global Entertainment Lunch- World Premiere TV Screenings- Market Screenings- Media Mastermind Keynotes- Production Funding ForumIntroducing a powerful lead generation, marketing and discovery tool, Digital MIPCOM is a true online complement extending the reach of the physical market in Cannes direct to any device anytime.Register now! We are looking forward to e-meeting you at Digital MIPCOM!
Interview with Robb Innes: Co-founder and Director at PIXL VISN Media Arts Academy
Fox Renderfarm Interview
Fox Renderfarm, the best render farm, is deeply committed to supporting education and wishes to contribute to the development of the CG industry. We are so proud to form cooperation with PIXL VISN Media Arts Academy and offer its students an affordable pricing scheme to support educational purposes.Mr. Robb Innes, Co-founder and Director at PIXL VISN media arts academy shared his story about how he founded the great academy with Fox Renderfarm. Besides his devoted journey in the VFX and animation production education, he gave his advice to CG students and practitioners about how to gradually improve professional skills and go further in the career path. Check out our exclusive interview and don’t miss out a single inspiration.!Robb InnesRobb Innes Co-founder/ Director, PIXL VISN Fox Renderfarm: Hi Robb, thank you so much for accepting our interview! Please briefly introduce yourself? Robb: I’m Robb Innes, one of two founders and directors of PIXL VISN media arts academy in Cologne, Germany. !PIXL VISN Fox Renderfarm: How did you encounter CG and get started in the CG industry? And could you share with us how you set up the wonderful PIXL VISN media arts academy? Robb: When I was a child growing up in Vancouver, Canada, I regularly watched a 3D animated cartoon called “ReBoot.” which was one of the first computer-animated tv series in the World. One day I noticed that it was made in Vancouver, and I realized that I could work on animation without moving all the way to California. Later, I was fortunate enough to learn television production in high school and worked on some nationally broadcast television shows. A few years later, I enrolled in a 3D animation and VFX education where I met Andrei Stirbu. After we graduated and throughout our careers in the industry, we remained friends. By the time we started talking about starting a school, he was a lighting supervisor, and I was working as a VFX generalist and on-set VFX supervisor. !Andrei StirbuAndrei Stirbu Co-founder/ Managing Director, PIXL VISN At the end of 2010, we quit our jobs and moved to Cologne, Germany, with a couple of suitcases and the dream of opening an animation school. A little more than one year later, in January 2012, the first class started their education. Fox Renderfarm: Could you give us a brief introduction to PIXL VISN media arts academy? Robb: PIXL VISN specializes in training artists in Film, Television, Games, and Advertising, launching hundreds of careers in the industry. Since 2012 we have developed into the largest academy for the visual effects industry in Germany and can count ourselves among the World’s best schools in the field. Pixl Visn Showreel 2019 Fox Renderfarm: PIXL VISN media arts academy ranked 3rd in the Best 3D Animation Schools in the World and 10th in the Best Visual Effects Schools in the World by The Rookies in 2019. Could you give us more details about this honor? How do you feel about that? Robb: It is a great honor to be ranked so highly by the Rookies, mainly because of how schools are rated. Aspiring artists enter their work into an annual contest, and schools are ranked based on how their students did. So, the contest is based entirely on our graduates’ actual outcomes and not some checklist or the judge’s opinion of what might make a good school. I am very proud of the alumni for all the effort put into the work they submitted to the contest, of the instructors who guide and mentor them along the way; and of the staff who work to facilitate it all. !PIXL VISN media arts academy Fox Renderfarm: Students at PIXL VISN made really fine artworks with beautiful details. Could you share with us how PIXL VISN can keep bringing out excellent students? Robb: There is a lot of hands-on learning. Creating 3D artwork is a skill, and like any skill, it takes continued practice to develop. A cycle of Lecture-Project-Feedback is ongoing and repeats from the first week of class until the last. And that keeps going long into our careers. Our instructors are also experienced artists currently working in the industry, so they can, of course, explain all the theory and practical knowledge to our students. But more importantly, they can give great feedback and guidance because they are doing that already with professional artists. Teamwork is also a big part of the industry, and we work to encourage that. Throughout the education, we guide small groups of students through a variety of projects where they work together. Many of the best projects on our student’s demo reels were also from small teams. PIXL VISN student Janina Haftka Demo Reel 2019 Fox Renderfarm: Are there any particular artists you want to mention who graduated from PIXL VISN that you think are inspiring or motivating, for example, who have created amazing projects or worked in excellent studios? Robb: There are enough that I am afraid to start listing them because I will wake up tomorrow and remember a few more that I should have mentioned. Many of our students have worked on very cool projects, though, like a bunch of Marvel films, Game of Thrones, Stranger Things, The Walking Dead, just among the things I watch personally. I have been a fan of Star Wars for as long as I can remember. So, watching the Mandalorian and knowing that 20 of our graduates worked on it was really awesome. If I had to pick out just one, then our very first student, Jonas Ulrich, who started at PIXL VISN in our first class back in 2012. After several years in the industry, Jonas is now working as a Senior VFX Coordinator at Industrial Light and Magic. This makes us very proud at PIXL VISN. Series that Jonas Ulrich involved in Fox Renderfarm: What is in the future for PIXL VISN? Robb: Our core purpose is really to enable aspiring artists to pursue their dream job. We will continue to strive to be the best place to learn Visual Effects and 3D while making our education available to more people in Germany and around the World. I was fortunate to grow up in a city that became an early hotspot for the industry, so there was more opportunity to enter the industry and then grow and develop. Today, artists at companies all around the World work together to create the Films and Games we all enjoy. Being a part of bringing the same opportunity to more people is great. PIXL VISN student Marius Pörsel Demo Reel 2018 Fox Renderfarm: How do you feel about the CG industry in Germany? Robb: In the decade since we moved here, Germany’s CG industry has seen continued development, driven mainly through American productions. Large and renowned VFX studios like PIXOMONDO, RISE FX, Trixter, Scanline, Mackevision are working on international and award-winning projects. German film and television studios have also started making use of all the CG talents here, but there is still room for growth. State funding has spurred growth in the gaming industry as well. Ubisoft has a large studio nearby in Dusseldorf, and their artists make regular guests at PIXL VISN. High-quality VFX and CG were once rarely seen outside of film, whereas today, it is common to see tv-series and advertising with outstanding FX. Computer graphics is finding a home in more and more industries, such as real estate, fashion, and retail. Small studios and agencies are developing and specializing in Germany since the demands for these services are growing. Since Corona, cinemas are locked, and cinema productions are on hold, and much business has shifted to gaming and streaming, so studios had to re-orientate. But once cinemas open again, there will be even more assignments for the industry. Fox Renderfarm: Any artists or artworks that inspired you the most? Robb: A single CG feature film can take thousands of talented artists working together to create imagery you see on the screen, so it is hard to single anyone out. But the original VFX artists like Dennis Muren and John Knoll at ILM deserve acknowledgment for having paved the way for the generations of us that followed. Dennis Muren VFX artist/ supervisor, ILMVFX supervisor/ CCO, ILMOn the more technical side, I admire the work of Paul Debevec. His research in computer graphics has had a huge impact on the way we light and render for VFX. !Senior Staff Scientist, Google Research at GoogleSenior Staff Scientist, Google Research at GoogleIt is also rad to see computer graphics being accepted as an artistic medium. An early pioneer being Meats Meier. Anyone that has been working in the industry for a while will have seen his surrealist creations displayed on the loading screens of the software we use. !Optic © Meats MeierOptic © Meats Meier Fox Renderfarm: Do you have any advice for people who are interested in this field but have rarely learned any CG software, how can they learn and improve more effectively? Robb: There are many great resources to learn more about the industry online, including our own YouTube channel. FlippedNormals and Corridor Crew are also great channels that talk about the industry. Top Tips for Improving your ZBrush Sculpts © FlippedNormalsWe Compete to Make the Most SATISFYING Simulations © Corridor CrewGoing back to the Rookies, they have built an excellent platform for aspiring artists to learn more about the industry. It’s not just the contest for new job-ready artists like our graduates. They have regular challenges for all levels and articles about getting started in the industry. !THE ROOKIEShttps://www.therookies.co/ There is a never-ending supply of tutorials out there on every subject imaginable, and 3D is no different. Some of them are great resources, but so much of it may be obsolete or was not great to begin with. I have watched paid tutorials where the instructor was flat out wrong on the subject. But even with the best tutorials, feedback and support are far more essential to learn and develop. And it’s an integral part of our education. For more personal advice, we have regular open days where there is an opportunity to meet our students and ask us questions directly. Then, if anyone wants to see hands-on if 3D is right for them, we have a One-Day Workshop for beginners. You can learn about both on our newly updated website. !pixl visn's official websitehttps://www.pixlvisn.com/openhouse Fox Renderfarm: Any advice for students who are ready to step into their CG career? Are there any tips you think that can make students get a job more easily or get a better position? Robb: To get a job as a CG artist, you have to get good at it. It is as simple as that. But getting good enough to launch a career in the industry takes time, it takes hard work, and it takes guidance and support. For anyone who has decided that the CG career is right for them, studying at PIXL VISN will help get you there. Built right into our education is the best tip of all, that is to practice every day. It is easy to get distracted by shiny new tools and wanting to learn what every single button in Maya does. Our students are no different. We are constantly reigning them back in and keeping them on track to developing their skills and improving their craft. A demo reel is how an artist proves they are good enough for the job at any skill level. It is important to not just copy tutorials one-to-one, but actually create your own artwork that demonstrates you can be a productive artist. Because it's so important, we dedicate considerable time in our education to planning and preparing the reel, as well as regular feedback and guidance. For aspiring artists, it is also important to pay attention to render quality. If you are not careful, Renders can also take a lot longer than they need to. Optimizing them is crucial, even if using an affordable service like Fox Renderfarm. Our students repeatedly hand in rendered projects within deadlines, so it reinforces the importance of optimizing renders and getting the most out of the computer. Fox Renderfarm: What do you think are the most important qualities that a 3D artist should have in his/her career? Could you give some tips to CG artists about how to constantly improve techniques and artistic sense? Robb: I find the most important traits of 3D artists are passion, curiosity, and humility. The first two help make developing and growing as an artist a lot easier. It is tough to get good at something you are not passionate about or have no interest in learning. Humility because computer graphics is a team effort. Arrogance and ego get in the way of that and just make the work suffer. A general tip is to always use references. Don’t assume you know how something should look. This applies to every stage of the production, from modeling all the way to lighting and comp. To keep getting better as an artist, start projects, finish them, and then move onto the next one. The more times you finish a project, the faster you will grow. Finally, show people what you have learned. Whether it is teaching a school or just showing your peers a new technique that you learned, explaining anything to others strengthens your understanding of the topic. PIXL VISN student Lucas Sinewe Demo Reel 2019 Fox Renderfarm: How do you like Fox Renderfarm’s rendering services? Robb: I am only familiar with the services from helping students, but what I see looks great. The process is straightforward, with a lot of available renderers. The technical support I have seen Fox Renderfarm give in troubleshooting their renders is great. I can say that one of our teachers has been using Fox Renderfarm for over 4 years and is very happy with the service. No matter what time of day it is, there was always someone to help him with any problems. The process of uploading and downloading works smoothly, and loading the credit works without problems. In case of problems with renders or the file you uploaded, their TD tries to give possible solutions. Fox Renderfarm: Any other things you want to share with CG enthusiasts? Robb: The films you see and the games you play are not made by a handful of wizards in Los Angles. There are tens of thousands of people around the World working in computer graphics and the future will continue to see more demand for the skill. There are many different jobs under the umbrella of “CG Artist,” and it is actually more common to specialize. So, you also do not have to be incredibly artistic in the sense of being good at drawing or sculpting. If you are, that is great; those skills translate well into a number of the roles you could pursue. But there are also positions that are suited to more technical people that are good at building things and solving problems. It is not a crazy dream to work on the next Star Wars; our alumni do, and so can anyone who works for it.
FGT3D Snowman Challenge Is Open for Submissions Now!
FGT3D Snowman Challenge, organized by the best cloud rendering services Fox Renderfarm, is now open for submissions! Olaf in Frozen is loved by audiences all over the world for his cuteness and wacky personality. So why not build your own SNOWMAN! What kind of look will he/she have, what adventures will he go through. Please use your 3D artworks to tell your snowman story! PRIZES:3 Professional artworks and 3 Student artworks will be selected and awarded!Besides, the winning artworks will gain a great amount of exposure and publicity.· Interview with Fox Renderfarm· Advertisement and promotion on our official website, social media accounts, and newsletters. RENDER SERVICE SPECIAL OFFEREach participant can get a free $50 render coupon!You will receive a confirmation email with the coupon code, after submitting the work that meets the demands (read more about the rules). HOW TO SUBMIT:- Use this submission form to submit your entry before the deadline is over.- Also, you can join the community and enter the FGT3D Challenge!- The challenge ends on December 12th, 2021 (UTC+8) and the winners will be announced on December 21st, 2021 (UTC+8). RULES:- Your entry must relate to the challenge’s theme (we strongly encourage you to set your imagination free)- Your entry must be a 3D rendered image, video or 2D or concept art is not allowed- Your entry can be created by one artist or a group- There’s no limitation on styles and the choices of software and plugins- Your entry must be original art created specifically for the challenge- Minimal use of third party assets is allowed, as long as they are not the main focus of your scene (third party textures and materials are not included in this rule and can be used freely)- Feel free to enhance your rendering- Images that depict hate, racism, sexism or other discriminatory factors are not allowed- Works must be submitted before the deadline- If you have any problems please contact firstname.lastname@example.org JudgesBen CheungKariem SalehMiho AokiFrank WANG Yefeng2020 VES Awards Nomination JudgeFilmmaker and Character AnimatorAssociate ProfessorComputer Art University of Alaska FairbanksMedia Artist, Assistant Professor, Digital Media Curriculum, Art Department, Rhode Island College SPONSORS:- Fox Renderfarm - Fast & secure render farm services.- Chaos V-Ray - Visualize anything imaginable with V-Ray.- Corona Renderer - Known for its ease of use, power, and affordability, Corona Renderer 6 is available for 3ds Max and Cinema 4D.- Raysync - Fast file transfer solutions with reliability and security.- Poliigon - Make better 3D renders.- LIGHTMAP - HDR Light Studio makes lighting fun.- iCube R&D Group - iCube R&D Group develops and provides cutting edge and affordable tools for 3D visualisation industry.- Textures.com - A website that offers digital pictures of all sorts of materials.- Graswald - The best way to create nature in Blender.- TopoGun - A stand-alone resurfacing and maps baking application.- Texturebox - Making great textures for free and premium at a low cost.- Pilgway - Make it easy with 3DCoat: Sculpting, Voxels, Modeling, Retopo, Texturing, and UV. Judges- Ben Cheung - 2020 VES Awards Nomination Judge- Kariem Saleh - Filmmaker and Character Animator- Miho Aoki - Associate Professor Computer Art University of Alaska Fairbanks- Frank WANG Yefeng - Media Artist, Assistant Professor, Digital Media Curriculum, Art Department, Rhode Island CollegeLearn More: https://www.foxrenderfarm.com/fgt3d-snowman-challenge.html
How to Make a Stylish Spacecraft in Blender
Imagine if we humans, in the distant future, exploring the borders of our dimension, rediscovered ourselves in the past, thinking that it is another species.The third place winner in the Student category of the FGT3D Explorer Challenge goes to Andrey Oliver with his work, Explorers from the future. “Great combination of painterly looks and 3D rendering. who didn't ever park his ship in a no-parking spot? The cartoony and still technical design of the vehicle looks absolutely stylish. The colors of the paint finish pop out greatly surrounded by this rough and hazardous landscape.” One of our judges, Kariem Saleh said, who is an award winning film director and animator based in Berlin, Germany.Let's find out how Andrey made the amazing artwork through the exclusive interview with Fox Renderfarm.!Explorers from the future © Andrey OliverExplorers from the future © Andrey Oliver Fox Renderfarm: Hi, Andrey! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself? Andrey: Hello! Thanks for the opportunity. My name is Andrey and I have always been interested in 2D and 3D art, as it was a way I found to release my creativity and thoughts, the art world. Fox Renderfarm: Congratulations on winning 3rd place in the Student Category of the FGT3D Explorer Challenge, how do you feel about that?Andrey: I feel extremely happy to have won third place and to have competed with exceptional artists. It's great to see your art on the podium. Fox Renderfarm: How long did you finish the work, Explorers from the future?Andrey: On March 24, 2021 I found out about the contest through @tonycartoonish, a great artist, and since that day I have been thinking about what to do. It must have taken me 5 weeks to model and render all the art.!Samantha Donut @ tonycartoonishSamantha Donut @ tonycartoonish Fox Renderfarm: What software and plugins did you use?Andrey: I used Blender and Substance Painter to model the ship and scenery, and also used and modified some Quixel Bridge props to complement the naturalness of the scene with secondary elements and textures. In the end I used Photoshop for retouching. Fox Renderfarm: What’s the inspiration behind your artwork? Any references?Andrey: For the Explorers theme, I thought about making a spacecraft, after all I've always admired the Star Wars or Guardians of the Galaxy spacecraft designs, and so I made my spacecraft inspired by them but stylized.!Explorers from the future!Explorers from the future Fox Renderfarm: The believable lighting, mood setting, attention to details, even the No parking sign are rendered nicely. How did you make it?Andrey: As a 3D artist, I have always sought to add naturalness to the works, observing the real world and the behavior of nature and light. I think that the small details make the narrative of the scene more complete.!Explorers from the future-3!Explorers from the future-4 Fox Renderfarm: How did you make the great combination of painterly looks and 3D rendering?Andrey: I think a stylized modeling with a hand texture painting in Substance Painter and small touches in photoshop were essential to achieve this effect.!Explorers from the future-10!Explorers from the future-4-6!Explorers from the future-11!Explorers from the future-4-5 Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Andrey: Yes, the biggest challenge was the complexity of the shape of the spacecraft and its numerous parts, but after a long time of testing, the best way was to divide the spacecraft into several categories of parts, so I was able to have greater control in the modeling.!Explorers from the future-9!Explorers from the future-8 Fox Renderfarm: Any artists or artworks inspired you most?Andrey: @thisnorthernboy was an artist who inspired me a lot in the design of the ship.!Explorers from the future-7Deep Space Fleet II @ thisnorthernboy Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Andrey: I am self-taught in 3D. I started studying when I was 13 years old out of curiosity, learning everything from internet videos and manuals and today I have a great experience with these programs. To complement my learning, today I also study Animation Design at college. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Andrey: If you really want something, you will get it, the beginning is always the hardest. Draw what you like, model what you like, so you will have more pleasure in what you are doing and learn better. Look at the great artists and get inspired. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Andrey: I think FGT3D is an amazing idea, which stimulates the contact and minds of countless artists to show their potential to the world. Fox Renderfarm: Do you have any advice for future participants in the competition?Andrey: Enter the contest, do what you like, gain experience, have fun!!FGT3D Explorer ChallengeFGT3D Explorer Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in March, 2021 and sponsored by our amazing sponsors, including Xencelabs, Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners again! And thanks to everyone for participating! See you at our next FGT3D Challenge!
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