Fox Renderfarm Looks Forward to E-meeting You at SIGGRAPH 2021
SIGGRAPH 2021 is the premier conference for computer graphics and interactive techniques worldwide. As an exchange of knowledge, a source of entertainment, and an opportunity for recognition, SIGGRAPH 2021 continues to serve the community as a place to proudly share passions and celebrate contributions.Fox Renderfarm will exhibit at SIGGRAPH and we would like to invite you to our virtual booth for free! SIGGRAPH 2021 will take place on August 9 - 13, and include over 80 exhibitors, exhibitor sessions and more. - Conference: 9-13 August- Exhibition: 10-12 August- Booth Number: 6898Fox Renderfarm’s specific guest code is RAY21 for free basic registration at the show – You can also use this code to upgrade your registration from Basic to Enhanced or the Ultimate registration level.Click here to begin registration!!SIGGRAPH 2021As a SIGGRAPH 2021 registered attendee, you'll experience live events and "can't miss" scheduled sessions throughout the week of 9-13 August. Additionally, you'll have the opportunity to explore on-demand content at your convenience starting 2 August. You can visit the SIGGRAPH website: https://s2021.siggraph.org/, to have a regular basis for SIGGRAPH 2021 content and programming updates.Fox Renderfarm is looking forward to seeing you at SIGGRAPH 2021 online!
How to Create a Cute Story About a Little Bulb by Blender: Introducing FGT Art May Winner, Anahad Kashyap
As a platform to show CG talent, FGT Art, organized by the best cloud rendering service provider, Fox Renderfarm, welcomes CG artists all over the world to show off their impressive 3D artworks which were rendered with Fox Renderfarm. Congratulations to our FGT Art May Winner - Anahad Kashyap, a young freelance artist who is proficient in Blender regarding modelling, animating, and rendering.Anahad’s award-winning artwork “Ignore”, made by Blender and Mixamo, is interesting and lovely, showing a cute story about a little bulb. Let’s find out how he created the artwork in the exclusive interview below.- Anahad Kashyap- Freelance Artist- From: India Fox Renderfarm: Hi Anahad! Could you have a brief introduction about yourself? Anahad: My name is Anahad Kashyap and I am currently studying B. Des. Industrial Design in Vellore Institute of Technology, Vellore, Tamil Nadu, India. The date “23rd May 2021” marked one year of me learning 3D modelling and CG and my work experience includes doing a few freelance projects and making videos for my YouTube channel.Blender Showreel 2020 © Anahad Kashyap Fox Renderfarm: Congratulations on being the May winner of FGT Art! How do you feel about it?Anahad: Honestly, I am super thrilled and honored that you guys chose me as the winner and I can’t thank you guys enough. Fox Renderfarm: Could you share with us your inspiration/references/moodboard of the work ‘Ignore’?Anahad: Earlier I took a challenge of creating one digital render daily for a month and on my 6th Day I created this:!Ignore - Anahad Kashyap - Day 6This was inspired by a very old advertisement of an electrical company popular in India. Actually the thought of a personified Light Bulb excited me a lot and I set on making it. One of the biggest hurdles I faced while making this was “how to make it believable?”........I know it sounds a bit ironic as the character itself doesn’t exist at all. My references included pictures of light bulbs, nuts and bolts (duh!). Few of them are: Fox Renderfarm: How long did it take to finish the work? Anahad: The whole process (modelling and texturing) took me around 12-13 days of mostly working at night due to college. Majority of my time was spent on creating the environment because the character was already done…...I just modified it a little to match human proportions better. Fox Renderfarm: The character is cute, could you share with us the character design and modeling process?Anahad: The character modelling took around 5-6 hours completely cause although not very complex, I wanted to make it as detailed as possible. Few clay renders are:!Ignore - Anahad Kashyap - 0067Then comes the most important part of making any 3D render feel realistic, which is adding Surface imperfections. There are many types of surface imperfections like micro scratches, fingerprints, dust buildup in crevices, etc.The surface imperfections which I considered for the character were fingerprints and micro scratches. Fox Renderfarm: The environment is rich and realistic, could you introduce how you set the environment and made all the details?Anahad: Ah yes, The Environment (sigh!)......By far the most work I have ever done on any 3D environment. Everything in the scene (like the laptop, brick wall, poster, windows, ferris wheel etc.) was self modelled and textured. And just like the character, surface imperfections are suuuuuuuuuuuper important here also, like surface scratches on the table top, wipe marks on window panes, fingerprints on the laptop screen (It’s a touchscreen laptop 😝😝), etc. Here are two images of the environment….one without surface imperfections and one with imperfections.- Without Imperfections: !Without-Imperfections- With Imperfections: !Ignore-Anahad-KashyapAnd the thing even more time taking and frustrating than self modelling all the assets is making a visually balanced composition i.e. positioning all the assets carefully to make the scene visually pleasing and ensuring that none of the areas look more visually weighted than others. One has to ensure that the focus point of the scene (in this case that being the bulb character) remains in focus. Here is one of the MatCap render of my scene:!anahx-kashyap-123456789123456798I used MatCap view to arrange the composition of the scene and if the project demands it, I sometimes render the whole animation sequence in MatCap view because it saves a lot of render times and gives an exact view of how the animation would look when fully rendered. Fox Renderfarm: As a freelance artist, why do you choose Blender as your main tool, and what is the biggest advantage of Blender for you?Anahad: As a growing freelance artist, Blender offers the complete package of what a 3D artist could need. It has features like support for fire, water, cloth and smoke sim, 2D animation, video editing(basic), sculpting, remeshing, etc. along with the primary use case which is 3D modelling and animation. Personally, the biggest advantage of Blender for me is the ease of use and a very flat learning curve. I don’t have anything against any other 3D modelling apps and I am aware that all of them are unique in their own way and have their own set of features but for me Blender had the most visually appealing viewport and less intimidating controls for a beginner. Fox Renderfarm: How do you improve your CG professional skills? Could you give some Blender learning advice to CG learners?Anahad: This is a question where I can answer both the parts together! The thing I do apart from all the freelance work is I try to recreate movie scenes as closely as possible. Like watching movies from great directors like Steven Spielberg, David Fincher, Christopher Nolan and picking scenes from the movie which look the most visually appealing to me and then recreating them in Blender. The first step to this includes matching up the 3D camera with the camera used in the film along with the correct focal length. For this I use an app called “fspy” which works perfectly for this.Hope this helps! Fox Renderfarm: Have you used or heard of Fox Renderfarm before? If yes, how do you feel about it?Anahad: Actually I did hear about Fox Renderfarm earlier but never got around to using it. But when the time came for rendering my project, It was very much clear through the creation process that my PC won’t be able to handle it. So I decided to give it a try now I freaking love it. The features I love the most are:- Super fast transfer of heavy files- Reasonable Price- Easy to use InterfaceCan’t wait to use it for my YouTube videos!!!!! Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Anahad: Yes there are a few things which I would like to say to CG enthusiasts…….Never get disheartened by looking at other great artist’s work on social media. Nobody starts at the top…….And to never give up…….One Day the grind will pay off in one way or the other.Koenigsegg Gemera © Anahad Kashyap Who’s our next FGT Art winner? Shine your talent and win great prizes!
How to Create the Exploration Escape of the Last Colonist in Lightwave 3D
FGT3D 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! And thanks to everyone for participating!!FGT3D Explorer ChallengeThe third place winner of Profession category is David Aguero! Congratulations! His artwork, Leaving the colony, stands out for its rich colors, exquisite details and excellent composition with a sense of depth.“A spaceship is leaving a town on the bottom of a cliff. The town appears to be some sort of a mining operation or settlement. The artist used colors and surface materials very effectively. The color of the town is like the rocks and doesn't look like a very good place to live. The spaceship is painted green and looks very different from the town. It makes me wonder if the spaceship is escaping from the dying town or on a mission to save it, but it looks like a great adventure is waiting for the people aboard.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Here’s the interview between David and Fox Renderfarm, in which we can find out how he created this wonderful 3D render.!Leaving the colony © David AgueroLeaving the colony © David Aguero Fox Renderfarm: Hi, David! Thank you for accepting our interview. Congratulations for winning third place in the FGT3D Explorer Challenge, how do you feel about it ?David: It feels amazing! I love to create art especially when the subject matter is one of my favourites. Fox Renderfarm: Could you share with us your inspiration/references/mood board for the work Leaving the colony?!Project Eagle © Brennan MassicotteProject Eagle © Brennan Massicotte !Exploration © JULIAN CALLEExploration © JULIAN CALLE !EXO - Mechanized Mars Exploration Rover © Daniele SolimeneEXO - Mechanized Mars Exploration Rover © Daniele Solimene Fox Renderfarm: How long did it take to finish the work? And what software and plugins did you use?David: 10 days in free time, from 2 to 3 hours, I use Lightwave 3D 2020, World Creator and Affinity Photo. Fox Renderfarm: The artwork builds a strong story, which is fantasy. Could you share with us the story behind it?David: The back story: the colony didn’t progress as expected, so, resource to make a self sustained living wasn't possible, everyone is dead or left the colony some time ago, the last colonist put together a small shuttle (the shuttle was for low flight scouting, it took some years to be modified for planetary capabilities, also the low gravity of the planet was handy) . Fox Renderfarm: Did you make the model of the colony and aircraft from scratch? Could you share with us the modeling process?David: I made all from scratch, for the ship I first used a kitbash technique for rapid prototyping, then some classic modeling. For the city was made very low poly, and thinking like lego parts.!Leaving the colony © David Aguero-1!Leaving the colony © David Aguero-2!Leaving the colony © David Aguero-3 Fox Renderfarm: We were all impressed by the rich colors of the work, how did you set the color to make sure the harmonious colours and the right balance?David: That took some serious tweak on the materials, the light and the atmosphere, but with some color theory in the head, oranges and blues are always great looking color palettes. Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?David: The problem I encountered in order to put the ship in the foreground, I needed it to lower the contrast for the background with more fog, so the illusion of being quite far doesn't break, it was hard to get the right amount, so the background doesn’t get lost, too. Fox Renderfarm: As the old friend of Fox Renderfarm, do you have any new projects or plans to share with us?David: I have been working full time now as Art Director, so my job now is more to manage other artists. Also, my current job has an NDA.Pwnisher Alternate Realities Challenge Submission © David Aguero !Healing © David AgueroHealing © David Aguero !haunted hall © David Aguerohaunted hall © David Aguero !The Last Shuttle © David AgueroThe Last Shuttle © David Aguero !The harvest © David AgueroThe harvest © David Aguero Fox Renderfarm: As a successful CG artist and entrepreneur, what do you think are the most important factors in making a successful commercial artwork?David: Stay fresh, every new show, movie, artist, you need to follow the trend to stay updated with all the amazing art out there. Fox Renderfarm: Any other things you want to share with the CG enthusiasts?David: For young artists, try to enter as many challenges as you can. It is perfect to do your own things and practice, grow your portfolio and win some amazing tools along the way. Practice makes the master.
Newly Added High-performance Render Nodes for Better Cloud Rendering Services!
Best cloud rendering services
As a leading cloud GPU & CPU render farm in the industry, Fox Renderfarm has earned a good reputation for its quality performance, great customer service and flexible pricing scheme.Recently, our render farm has added thousands of high-performance GPU & CPU render nodes to provide better cloud rendering services for our massive happy customers around the world.Here are the configurations of the newly added GPU & CPU render nodes.- CPU Node Configuration:Intel Xeon 8179M, 52 physical cores with 104 HT, 256 GB, 2.4 GHz- GPU Node Configuration:RTX3090, Intel Xeon E5-2678 V3, 24 physical cores with 48 HT, 64-128 GB, 2.5GHz These newly added render nodes provide at least 3 times faster rendering power than the previous nodes which allow our customers to focus on creation and meet their tight production dead-lines. The performance of CPU & GPU nodes in our render farm will constantly keep increasing. Thank you for your support and trust, and Fox Renderfarm is, always has been, and always will be your fast and secure CPU & GPU cloud render farm.
How to Make an Appealing Character? Discussion with Pascal Kuhn, Excellent Graduate from PIXL VISN
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.!PIXL VISN IS NEW PARTNER OF FOX RENDERFARMWe continue our discussion journey with Pascal Kuhn, who is interested and specialized in character design. He raised his personal projects as examples to share his learning and working experience in the CG industry. Moreover, he showed his perspective about how to make an appealing character. Check out our interview and let’s learn and grow together!!Pascal KuhnPascal Kuhn3D ArtistCrater StudioArtstaion: https://www.artstation.com/reyfaison Fox Renderfarm: Hi Pascal, thank you so much for accepting our interview! Could you briefly introduce yourself? Pascal: Hey, thanks for the invitation! I’m an Industrial Designer and VFX Artist currently living in Cologne, Germany and Belgrade, Serbia. I’m 28 and I love Sci-Fi and fantasy stories. Whenever I’m not working, I enjoy taking my dog for a long walk, going for a coffee, and filling my sketchbook. Fox Renderfarm: How did you encounter CG and get started in the CG industry? And how did you enroll in PIXL VISN media arts academy? Could you share with us your education and working experience in the CG industry?Pascal: I didn’t plan to become a CG artist when I finished school and started studying. Sure, I liked movies and games but it hadn’t crossed my mind to work on films. Since I was young, I enjoyed coming up with design and ideas, mostly with pen and paper. I decided to study industrial design which greatly influenced my creativity and creative workflows. It was at university, where I had my first encounter with 3D modeling and rendering. For my diploma thesis, I worked on a marine living concept for humans in a future in which today's social and environmental crises have not been solved. That was when I came to realize I wanted to focus on storytelling and visualization.I joined the PIXL VISN academy a few months later to develop all relevant CG skills. I spent fifteen months with animation, modeling, texturing, lighting, and all other parts of the pipeline. We had great teachers with lots of industry experience. After graduating from PIXL VISN I joined the Rookies Award and was lucky enough to earn an internship at Crater Studio in Belgrade where I am now employed as a generalist with an emphasis on Lookdev. It’s been only about six months now in the industry but I feel I gained a lot of experience and new skills. It was also a great opportunity to work abroad and meet talented and creative people.!The Druid © Pascal KuhnThe Druid © Pascal Kuhn Fox Renderfarm: What are the most important things you’ve learned in PIXL VISN, technically and career-wise? And what’s your most unforgettable experience in PIXL VISN?Pascal: Of course, I learned all the necessary tools and workflows to start working in the industry. I even learned workflows that I could later introduce at my first job. It was amazing to have teachers at PIXL who were well experienced and up-to-date. Career-wise, for one thing, the program taught me to work with deadlines. Plus, the studies helped me to gain a good understanding of my own skill set and abilities and of ways to constantly improve those.!Male Portrait © Pascal Kuhn, Franziska NiebuhrMale Portrait © Pascal Kuhn, Franziska Niebuhr Fox Renderfarm: Could you share with us your usual creative process, from forming the concept to the final rendering (it would be perfect if you can raise an example)Pascal: When working on personal projects the first thing I do is sketching and gathering references. For the Cyberpunk character I made during my studies, I knew there should be moving tattoos, fancy piercings, and some cyber body parts. I started with a human base model and sculpted the face. I layouted the mechanical arms in ZBrush and then modeled them in Maya. I did a lot of concepts and prototypes to give the arms realistic technical functionality. So, the parts smoothly interlock instead of crashing into each other. The skin texturing was done with Mari mainly and rendered with V-Ray. My colleague Miri built the rigs for everything so I could do some simple animation to make the character feel alive.!Cyborg Character © Miria Kutzner, Pascal Kuhn-3Cyborg Character © Miria Kutzner, Pascal Kuhn Fox Renderfarm: According to your online portfolio and info, we know that you are interested in and good at character design. Do you have any unforgettable creations? And did you meet any difficulties in your creative process?Pascal: I do regularly work on different aspects of characters, but I wouldn’t call myself a character artist. As a character artist, you need a huge range of various skill sets including good knowledge of anatomy, skin shading, grooming (making hair), clothing, and hard surface modeling for assets. Strictly speaking, the only complete character I made is my Zojja fanart. The pipeline of character design can be difficult, as the process is not strictly linear but a constant back and forth between tools like ZBrush, Maya, and Mari. If you start sloppy or messy organization-wise, you’ll face exponentially more problems later. And of course in the end the different materials should look as believable as possible.Zojja © Pascal Kuhn Fox Renderfarm: How do you feel about working at Crater Studio? Have you been involved in any projects that you would like to share with us?Pascal: Getting my first work experience at Crater was great. They bestowed a range of possibilities upon me from the start, which I am grateful for. This allowed me to quickly gain insight into the work of an international VFX studio. I’m working with talented, open-minded people on interesting projects. I’m glad my education put me in a position where I could contribute as an artist while improving my skills.Unfortunately, I can’t show any projects yet but I can tell you one of my works includes a huge zombie snake ;)!craterstudiohttps://craterstudio.com/ Fox Renderfarm: What’s your next step? And what’s your vision for your career path?Pascal: I’d love to visit more places and studios around the world. For me, the place to live should be as interesting as the job itself. Thanks to the field we’re not necessarily bound to one location especially with the recent shift to remote work. But one day I want to move back to Germany where my close ones live. Fox Renderfarm: How do you constantly improve yourself on 3D techniques and artistic sense?Pascal: One important step to improve your skills is, of course, stepping out of your comfort zone. Try things you never did before and don’t be afraid to mess up. Another important thing to grow as an artist is to get inspired. Open yourself towards all those different styles of art. There’s not only CG and Film but fields like photography, theater, contemporary art, literature, typography, architecture and many more. In my opinion, it’s crucial to constantly refresh your perspective on what creativity is.!Tea Ceremony © Pascal KuhnTea Ceremony © Pascal Kuhn Fox Renderfarm: What do you think are the most important qualities that a 3D artist should have in his/her career? Pascal: Since technology constantly changes over time it’s important to train your fundamental artistic skills. Make sure to practice the theory of light, color, and form, maybe even some traditional art skills like drawing and sculpting. Additionally, you should be adaptive to technology and bring interpersonal communication skills.!Building Concept © Pascal KuhnBuilding Concept © Pascal Kuhn Fox Renderfarm: Any artworks and artists that inspire you the most?Pascal: I love the sketches and drawings of Eliza Ivanova and Aaron Limonick. I love the mecha designs of Vitaly Bulgarov and the color themes of Pascal Blanche. And then there is Beeple.!Eliza Ivanova© Eliza Ivanova!Wild West Joel 6 © Aaron LimonickWild West Joel 6 © Aaron Limonick!Alita Battle Angel - Berserker Body design © Vitaly BulgarovAlita: Battle Angel - "Berserker" Body design © Vitaly Bulgarov!FANTASTIC PLANET © Pascal BlancheFANTASTIC PLANET © Pascal Blanche Fox Renderfarm: Have you ever tried Fox Renderfarm’s cloud rendering services? If so, how do you feel about it?Pascal: I got to know Fox Renderfarms while working on my portfolio before starting my job at Crater and signed up planning to render my new projects. I think cloud rendering is the most sensible way to render big projects. It’s great that it is almost completely independent from the location so you don't need to rely on local farms. I ended up rendering my project on the office PC’s but for future projects, I will definitely make use of cloud rendering.
Making a Mysterious Underwater Render in Blender
Fox Renderfarm Interview
FGT3D 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! And thanks to everyone for participating!!FGT3D Explorer ChallengeThe second place winner of Student category goes to Underwater, created by Rafael Garcia del Valle. The artwork is made with Blender, Photoshop and Octane Render.“The artist created the mysterious underwater feel and sense of depth and scale successfully with the lighting and colors. The color scheme with blue contrasting with red and yellow is beautiful. It looks like the underwater explorers are doing some research and just realized giant marine organisms appeared. The contrast between the dark and rigid-feeling silhouettes of the submarine and rocks and the round forms and bright colors of the creatures enhance the organic feel of the creatures. It makes us wonder what is going to happen next.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Let's find out how Rafael made the amazing artwork through the exclusive interview with Fox Renderfarm.!Underwater © Rafael García del ValleUnderwater © Rafael García del Valle Fox Renderfarm: Hi, Rafael! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Rafael: Hi! Thank you for your interest. My life has been very far away from the Art environment. I studied Spanish Language and Literature at University and after that I became a chef. Currently I do both, teaching Spanish online and working in kitchens. Fox Renderfarm: Congratulations on winning 2nd place in the Student Category of the FGT3D Explorer Challenge, how do you feel about that?Rafael: Thank you! It has been quite a surprise for me, and I really appreciate it. For me, this is a very motivational push in order to keep on studying and working hard.. Fox Renderfarm: What software and plugins did you use?Rafael: I use Blender, Photoshop and Octane Render. The main plugin is called Vectron, and it allows you to create fractals, which are the base of the giant creatures in Underwater. I also rely on Quixel, where I get the components for the landscape. Fox Renderfarm: What’s the inspiration behind your artwork? Any references?Rafael: Underwater is directly inspired by studying the artwork of Peter Ellenshaw and his concept art for Disney's 20000 Leagues Under the Sea. But I keep an eye on every single artist I can find. There's always something to learn.!20,000 Leagues Under The Sea © Peter & Harrison Ellenshaw20,000 Leagues Under The Sea © Peter & Harrison Ellenshaw Fox Renderfarm: The mysterious underwater feel and sense of depth and scale are successfully illustrated with the lighting and colors.How did you make it?Rafael: Thank you! The characters and basic scenario are composed on Blender. Then I worked in Octane to create the creatures --which are fractals figures-- and the underwater environment, which I made using a thick fog coloured in blue with a very strong lighting and a HDRI image of a seascape. Finally, I put it all together in Photoshop, painted and did all the final touches.!Underwater © Rafael García del Valle!Underwater © Rafael García del Valle!Underwater © Rafael García del Valle!Underwater © Rafael García del Valle Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Rafael: Well, lots of them since I´m just a beginner! Basically, learning to work with fractals is very stimulating but at the same time it is quite hard to integrate them in the rest of the scene. Getting the underwater sense of depth was also a challenge. Fox Renderfarm: Any artists or artworks inspired you most?Rafael: There are a lot and I feel ashamed I can't name all of them. In my process of learning, Besides great classic names such as Craig Mullins and Alan Lee, I've been following the artists who can combine matte painting, 3D and 2D painting. My big idol here is Jama Jurabaev. I try to learn as much as I can from analysing the work of artists like Shadi Saffadi and the team involved in Naughty Dogs, and also the art of Andreas Rocha, John J. Park or Dylan Cole, for example.My main inspirations as a goal to create my own style are Raphael Lacoste, Simon Stålenhag and Marco Bucci. I love Bucci´s technique to mix colours.!Assassin's Ezio © Craig MullinsAssassin's Ezio © Craig MullinsVFX Games Reel 2013 - Starcraft Heart of the Swarm in Game Cinematic © Alan LeeWild West Unreal engine pack © Jama JurabaevVid-FEEDBACK / Ancient-Temple © Shadi Saffadi!Coastal Settlement © Andreas RochaCoastal Settlement © Andreas Rocha!Monkey Guardian © John J. ParkMonkey Guardian © John J. Park!Jaxian Waterfront © Dylan ColeJaxian Waterfront © Dylan Cole!Steeples © Raphael LacosteSteeples © Raphael Lacoste!Overpass © Simon StålenhagOverpass © Simon Stålenhag !Country house, springtime © Marco BucciCountry house, springtime © Marco Bucci Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Rafael: I started studying CG in 2020 by chance. I bought a Cintiq Display for my job as a teacher, and having the tool I decided to try digital painting. Then I discovered that I love it. I´ve been following courses from academies online, such as CG Spectrum or CGMA. After the Foundations, I tried 3D and found out how useful and necessary it is for a good workflow nowadays. Right now I´m involved in learning Matte Painting at a deep level. I would love to have a career in Environmental Concept Art or Visual Development. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Rafael: I´m just a newcomer, so I hardly can say much about this. But basically, as in any other discipline, it's all about learning techniques and practising with awareness. Meaning that when practising, one has to be focused on the work and doing constant analysis of the great masters in the field. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Rafael: It's been a great chance for me and I really enjoyed the challenge. Fox Renderfarm: Do you have any advice for future participants in the competition?Rafael: Just try your best and enjoy the ride.
Creating a Post Apocalyptic Subway Entrance in Maya
Fox Renderfarm Interview
FGT3D 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! And thanks to everyone for participating!!FGT3D Explorer ChallengeThe first place winner of the Student category is Tim Jagodka! Congratulations! His artwork, Subway 2041, stands out for its appealing design and environment, which received appreciation from our jury.“Are we looking through the eyes of someone who just came out from a safe space underground after a catastrophic event on Earth? It looks as if the person is venturing out to the outside world after years of staying underground. The grown plants indicate it's been a long time since they evacuated from the outside world. Bright light is blinding and masking the view of the outside. We can just imagine how the world looks like and what the person will encounter out there. The graffiti suggests that people once lost hope, but this person dares to go out to the world and explore. The lighting is excellent, and the artist used the contrast between light and dark very effectively.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Here’s the interview between Tim and Fox Renderfarm, in which we can find out how he created this wonderful 3D render.!Subway 2041 © Tim Jagodka!clay - Subway 2041 © Tim JagodkaSubway 2041 © Tim Jagodka Fox Renderfarm: Hi, Tim! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Tim: Sure, I am Tim, 19 years old, live in Germany and have a big passion for bringing ideas and imaginations to life. So I started my PIXL VISN education in 2019 and finished this year in march. Since I was a kid I was very passionate about video games, movies and how they were created. I was always very sure that I wanted to do something creative and inspire other people with my creations and imaginations so I found my love and passion in 3D art a few years ago. Fox Renderfarm: Congratulations on winning 1st place in the Student Category of the FGT3D Explorer Challenge, how do you feel about that?Tim: I am very happy that I have won the first prize. I never actually thought that I could win that prize in the student category. I have never won a contest or challenge in art so this is my first one and I'm very happy :)Subway 2041 - Camera Animation Fox Renderfarm: How long did you finish the work, Subway 2041?Tim: I did not have so much time to finish the project as it was the last project of my demo reel that I had to finish. The deadline came closer and so I had only 2 weeks to create it. Fox Renderfarm: What software and plugins did you use?Tim: For modeling I used Maya 2018, for texturing Quixel Mixer and for the lighting and rendering I decided to put it all together in Unreal Engine 4.26. For compositing I used Nuke. Fox Renderfarm: The graffiti sign states "no future," which resonates really well with the scene outside of the subway exit. What’s the inspiration behind your artwork?Tim: The “No Future” Spray is reflecting the outside and it’s world very well. It’s 2041 and no one has hope. The humans see no future on this planet anymore. For this spray I didn't really have any inspiration. It was my idea to use this spray on the wall as it suits the scene and story very well.!Subway 2041 © Tim Jagodka Fox Renderfarm: The light at the exit is hopeful. How did you make the lighting?Tim: For the Lighting I had a directional Light with God Rays and a Sky Light to fill out areas. In the tunnel I used a few lamps to give the tunnel more light. It's a very simple Light setup. Subway 2041 - Environment Breakdown!Subway 2041 - Environment Breakdown!Subway 2041 - Environment Breakdown!Subway 2041 - Environment Breakdown Fox Renderfarm: Any artists or artworks inspired you most?Tim: Yes, these two artists in the following links inspired me the most on this project.!МЕТРО - 2035 © Ismail InceogluМЕТРО - 2035 © Ismail Inceoglu!Crossing Through © Guilherme HenriqueCrossing Through © Guilherme Henrique Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Tim: So the start of my CG career was the PIXL VISN education I have finished and I'm very happy for the future as I begin to work as a CG Artist. Before my education I didn’t have much experience in CG so PIXL VISN gave me the perfect preparation to start in the industry and I'm very happy about it. In the future I want to develop my skills in realtime rendering engines and creating environments. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Tim: Even though we had a pretty full learning pipeline at PIXL VISN, the best advice I can give to other students or people who are getting into CG is to go on YouTube and watch how the pros do it. It's a simple advice but the best I would give people. I learned a lot by watching how other people do it and then apply it instantly to my projects and workflows. Also a good advice is to go to people and ask for feedback. That helped me a lot. Getting in contact with other artists is the best way you will improve. Everyone has the potential to grow and develop their skills. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Tim: I really liked the theme of this Challenge and all the entries I have seen. I'm hoping to see more stuff like this in the future! Fox Renderfarm: Do you have any advice for future participants in the competition?Tim: Get a lot of reference, especially to the theme from the challenge and see how other artists approchoad their artworks with the same theme. Reference helps a lot for challenges like this.
Get Sponsorship For Your Rendering, The GoSpark Program Is Online Now!
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Artists' passion for creation is like a single spark that can start a prairie fire, and the GoSpark Program initiated by Fox Renderfarm, the best cloud rendering service provider in the CG industry, is like the fresh air for the little spark. Through the GoSpark Program, we hope to contribute to charity CG projects and creative CG projects to support small teams to realize their dreams. If the projects meet our requirements, we will provide render coupons or even free rendering for your projects.The GoSpark Program contains two parts, “For Charity” and “For Creative”. For CharityFox Renderfarm has always been a strong advocate, firm supporter and active participant for charities. We are deeply committed to supporting charity and making it accessible to everyone around the world. What is a Charity ProjectCG projects produced by non-profit organizations/institutions or CG projects that benefit the public welfare. What will Fox Renderfarm provide for charity CG projects?· Render coupons or even free rendering· Interview opportunity with Fox Renderfarm· Promotion opportunity on our multi-channel network, including an official website, social media platforms, newsletters and paid media How to apply for sponsorship· A statement that your CG project will be applied to non-profit organization/institution/project· A detailed Introduction of your team and the project· A distribution and Promotion plan, including whether to participate in competition or film festival etc.Click here for more information and apply now! For CreativeIf you have big dreams like us, great ideas for the story, excellent skills for the animation, a deep passion for the film but only a lack of rendering power, then Fox Renderfarm is the right place for you. We have helped creative teams to win multiple awards including Oscars. What will Fox Renderfarm provide for creative CG projects?· Render coupons or even free rendering· Interview opportunity with Fox Renderfarm· Promotion opportunity on our multi-channel network, including an official website, social media platforms, newsletters and paid media How to apply for sponsorship· A detailed Introduction of your team and the project· A distribution and Promotion plan, including whether to participate in competition or film festival etc.Click here for more information and apply now!
Interview with Jan Sladecko: a C4D Motion Designer and Our Beloved Client with Contentful Portfolio
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Before we start our passage, Fox Renderfarm, as your powerful render farm service provider, would like to invite you to see a well-made compilation of the animated shorts. Space Struggle (Ep. 1 - Ep.4) © Jan SladeckoSpace Struggle is a short CGI animated series and also an excellent integration of character design, motion design and a bit of humorous storytelling. Fox Renderfarm is so honored to have a talk with the creator - Mr. Jan Sladecko. He used to work in famous studios like The Mill, Elastic.tv and Trizz Productions, SL, and now he is a freelance creative director and mainly working on personal projects.- Jan Sladecko- Creative Director / Motion Designer- From: Czech Republic2019 Showreel © Jan SladeckoJan’s love for CG can date back to the age of 12 and after the efforts and dedication in the CG industry for more than one decade, he gained audiences and success in multiple areas, such as, animation, movies, series, music videos, commercials and so forth.Transformers IMAX: The Last KnightThe Americans - TeaserNike TechfleeceJ. Balvin - Azul (Official Animated Video)His excellence in production has earned him a reputation in the industry, so he has been invited to share his experience by multiple famous conferences, brands and competitions, like IBC Conference, Adobe, Maxon, SIGGRAPH, Motion Design Awards (MDA).!IBC 2016, Interview with Adobe, SIGGRAPH 2017（From left to right）IBC 2016, Interview with Adobe, SIGGRAPH 2017, SIGGRAPH 2019 (Invited by Maxon), Interview with MDAHere comes the interview with Jan who shared his working experience throughout his career, more information about getting inspired and his unique creative vision. Fox Renderfarm: Hi, Jan, thank you so much for accepting our interview! Would you please introduce yourself? Jan: Hi, thank you for inviting me, my name is Jan Sladecko, I’m a creative director currently based in LA with roughly 10 years of experience in the industry. I’m lucky that I could work in many different leading studios around the world. Currently I’m freelancing and trying to focus more on personal projects. GUIDED BREATHING © Jan Sladecko Fox Renderfarm: How did you encounter CG and get started in the CG industry?Jan: I started with Flash animations when I was around 12, then learnt After Effects during highschool and gradually found the way to 3D world. Luckily I had a chance to join a VFX company right after school which taught me a lot. ARXIV | OFFF Barcelona 2019 Design, Animation, Matchmoving, 2D Comp © Jan Sladecko Fox Renderfarm: From 2D to 3D art, do you find 2D play an important role in developing your 3D art?Jan: I worked many years in Flash and then After Effects where I was doing 2D compositions and motion graphics before I started learning 3D software. Nowadays I combine both and choose what is more fitting for each project and getting inspiration from both worlds. But I rarely start 3D art from 2D design, unless it is a client's reference. Fox Renderfarm: Could you introduce your best commercial and TV works to us?Jan: Hard to decide which one is my favorite one. I really enjoyed my older work with studio Oficina, but I’ll say IMAX: Transformers which I enjoyed to animate and design, it was a project I worked at the Mill. !Transformers IMAXTransformers IMAX Fox Renderfarm: What’s your pipeline of 3D art?Jan: Before I dive into 3D I sketch often on paper, even though my drawing skills are really limited :) Most of the time I work on animations so as I start developing the 3D scene I’m already planning how things will be animated. When animation has many I always do a previz to get the overall timing and dynamics and from there, I start developing the shots. When it is more complex 3D which needs more people, then I develop basic scenes and then give the rest of the team necessary data for their input and put everything back together later on. When I do styleframes, I focus on getting the composition and mood first and then add all the details. ROBOT © Jan Sladecko Fox Renderfarm: What projects have you worked on at The Mill? Is there any unforgettable work and experience to share?Jan: I worked on many projects at the Mill. In some of them I was mainly an animator, in others designer as well. One of my favorite ones were Americans, Imax, Audi, Arxiv and Nissan (all can be seen on my Behance https://www.behance.net/sladecko) !The Americans Teaser!The Americans TeaserThe Americans TeaserAudi E-Tron RangeARXIV: A Mere Cipher"Nissan Next" Brand FilmFavorite one was probably IMAX as it was my first job when I got a lot of responsibility for the entire spot and led other artists. Audi was also really interesting where I worked with a big VFX team which was doing realistic renders and high quality 2D comp and I was supplying them with all motion designs for the spot. But there are many other projects I could talk about and especially amazing people who I met there. Fox Renderfarm: What’s the inspiration of your short CGI animated series, Space Struggle? How did you come up with the idea and style?Jan: I was experimenting while I came up with an idea of a flying car. At that same time Elon Musk sent a red car into space so I thought I could make a joke that astronauts trying to get into a flying car. Animation became really popular and I truly enjoyed storytelling so then I started working on new animations in that direction. Even now I have a lot of sketches for more and more episodes even though I’m taking a break from the series.. Space Struggle (Ep. 1 - Ep.4) Fox Renderfarm: What is the most enjoyable part and the most difficult part while creating the Space Struggle series?Jan: I enjoyed coming up with the ideas, when I was laughing in my head I knew that it is a good direction. Also I loved when I saw people reacting to the animations and laughing, that meant so much to me. The hardest part was definitely making character animations. It takes a lot of time, especially all interactions with ground and objects in the scene. I or my friends had to act these scenes for animation reference. Even though astronauts are a little bit easier to animate than normal characters as their movements are more restricted. Fox Renderfarm: The Silly Wheels series are really cute and funny. How did you make it?Jan: In that time there were really popular satisfying loop animations. I was trying to create some animation like that as well, but with more personality and humor. Initial idea of following the car I got from one pitch that I worked on at that time. And then through my imagination I started to think about things that could happen around it. For example melting Ice Cream track I thought it could be a nice moment of surprise for the audience. Silly Wheels (Ep.1 - Ep.3 ) Fox Renderfarm: As an Award-winning Art Director, you were invited by Maxon to do talks at IBC 2016, SIGGRAPH 2017 and Siggraph 2019. How do you feel about that?Jan: It was an amazing experience, it actually all started by speaking publicly in Czech TV and then conference Mouvo for about 400 people in 2016. I was really nervous, but excited and I was able to share my story in a funny way, entertain and educate people and that made me so joyful and happy. From that I got invited to IBC which was more technical, but it felt great to share know-how and tips, meet more people including the Maxon team and later on I got even a job offer for the J Balvin music video based on my SIGGRAPH talk. Worth mentioning that this project ended up being rendered on Fox Renderfarm :) IBC 2016SIGGRAPH 2017SIGGRAPH 2019J Balvin - Azul (Breakdown) Fox Renderfarm: What movies/tv shows/ games are your favourites respectively?Jan: I watch and play way less than I used to (unfortunately). But one of my favorite movies was District 9, great visual effects and I loved the way the story telling was done. Miyazaki‘s movies are amazing and many other movies. From TV shows I like the cinematography of Game of Thrones, humor of What We Do in Shadows, metaphysical content of Midnight Gospel and the craziness of Love, Death & Robots. And my top games are Counter Strike, Age of Empires II, Company of Heroes and Ark: Survival Evolved. Fox Renderfarm: Any artists or artworks inspired you most?Jan: I don’t search much for inspiration in the 3D world, but I like the works of Ondrej Zunka, Taehoon Park, Gryun Kim, Woosung Kang, Maxim Goudin, Sasha Vinogradova, Alberto Mielgo and many more. © Ondrej Zunka0110 © Taehoon Park“Hunters” Main Titles © Gryun Kimhttps://vimeo.com/312585363True Detective 3 Main Title © Woosung Kang2020 showreel © Maxim Goudin !Spells © Sasha VinogradovaSpells © Sasha Vinogradova!THE WITNESS © Alberto Mielgo-1!THE WITNESS © Alberto Mielgo-2THE WITNESS © Alberto Mielgo Fox Renderfarm: Any software or new methods you are learning right now?Jan: I was recently studying a lot outside of the motion design industry as well, but I’m interested in VR and interactive art. Sim Nebula - Process Reel Fox Renderfarm: Would you share with us your next step?Jan: Currently I’m finding new ways to effectively connect through my work with the audience and have a positive impact on their life either through humor or mental health. Thinking also about a shift from client work to creating a product in that direction. Flow of Love © Jan Sladecko Fox Renderfarm: How do you like Fox Renderfarm’s rendering services?Jan: I’m amazed, it works so smoothly, great user interface and amazing support. We were choosing between a few different render farms and Fox Renderfarm was a clear winner. Fox Renderfarm: Any other things you want to share with CG enthusiasts?Jan: Have fun, do what excites you and try to mix different inspirations with your own taste to achieve originality. Also don’t be afraid to reach out to your heroes.
FGT3D Hunter Challenge Is Open for Submissions Now!
FGT3D Hunter Challenge, organized by the best cloud rendering services Fox Renderfarm, is now open for submissions! We would like to invite 3D artists around the world to submit their artworks, show their CG talents and win great prizes! Theme: HunterHunters appear in many movies and TV series, such as the monster hunter in “ Monster Hunter ”, the magic hunter in “ The Huntsman: Winter's War ” and the witch hunter in “ The Last Witch Hunter ”. In this render challenge, please use your imagination to create your own HUNTER, no matter what kind of hunter you create, we are looking forward to it!!FGT3D HUNTER CHALLENGE Prizes:3 Professional artworks and 3 Student artworks will be selected and awarded this time! The prizes including render coupons provided by Fox Renderfarm, license of Corona and Corona Academy Online Courses (unlimited access for 2 years), Raysync's larger file transfer license (SMB version), textures.com's yearly subscription with credits per month, Friendly Shade's 32K resolution bundle, MultiScatter, MadCar, CityTraffic license provided by iCube R&D Group, Texturebox's legendary membership, Graswald's pro personal license, individual subscription for Toolbag 4 provided by Marmoset 12 and so on.Besides, the winning artworks will gain a great amount of exposure and publicity.Interview with Fox RenderfarmAdvertisement and promotion on our official website, social media accounts, and newsletters.Moreover, each 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 August 15th, 2021 (UTC+8) and the winners will be announced on August 26th, 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 Partner:PIXL VISN Media Arts Academy Sponsors:The prizes are provided by our awesome sponsors, including:- Corona Renderer - Known for its ease of use, power, and affordability, Corona Renderer 6 is available for 3ds Max and Cinema 4D.- Raysync Larger File Transfer - Fast file transfer solutions with reliability and security.- Texturebox - Making great textures for free and premium at a low cost.- Friendly Shade - High-quality textures for 3D artists.- 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.- Marmoset - 3D Real-time rendering, lookdev & texture barking tools. Judges:For this competition, we have invited professionals in the CG industry as our judges to ensure the fairness and professionalism of the competition.Here's the list of our jury:- Ben Cheung - Vice President of Fox Renderfarm- Kariem Saleh - Filmmaker and Character Animator- Miho Aoki - Associate Professor of Computer Art, University of Alaska Fairbanks- Julius Harling - Founder of Graswald- Frank WANG Yefeng - Media Artist / Assistant Professor of Digital Media Curriculum, Art Department, Rhode Island College- Cenay Oekmen - VFX Tutor of Pearson College London FAQ:1.Do I need to pay any fees to participate in the competition?- No, the FGT3D Challenge is free for everyone.2.Do I need to register a Fox Renderfarm account for participating in the competition?- No, you can participate with or without a Fox Renderfarm account, which will not affect the final result of the competition.3.Does the entry need to be rendered by Fox Renderfarm?- No, you can use any 3D software, renderers, add-ons according to your need.4.Can I submit multiple submissions for the competition?- No, you can only submit 1 final render for the competition.5.Can I share my artwork and WIP online before the challenge is over?- Yes, of course, you can.We are looking forward to your participation. Come to shine your talent and great prizes are waiting for you! Let's celebrate a special Christmas!
How to Build the Garden of Damocles in 3ds Max
CGarchitect Architectural 3Dawards
John F. Kennedy once said that "Every man, woman and child lives under a nuclear sword of Damocles, hanging by the slenderest of threads, capable of being cut at any moment by accident, or miscalculation, or by madness."Garden of Damocles, the artwork nominated in the 2020 CGarchitect Architectural 3D Awards, made with 3ds Max, V-Ray, Marvelous Designer and Photoshop, depicts what Kennedy said in an imaginative way. !Garden of Damocles © Csaba BanatiGarden of Damocles © Csaba Banati The author of the work, Csaba Banati, is an architectural illustrator who always focuses on illustrating his thoughts in an immersive way.Fox Renderfarm, the best render farm, is honoured to interview with Csaba, who shared how he built the Garden of Damocles in 3ds Max.Csaba Banati- Freelance Illustrator- From: Austria Fox Renderfarm: Hi Csaba, could you give us a brief introduction about yourself?Csaba: Hi all, I'm Csaba Banati - working as a freelance illustrator currently from the city of Vienna, Austria.I've been working in the industry for about 8-9 years now. Originally I have a degree in architecture but never worked as an architect. Instead I focused on architectural illustrations and jumped right into it after getting my diploma.Save Energy! © Csaba Banati Fox Renderfarm: Congratulations on being nominated in the 2020 CGarchitect Architectural 3D Awards, how do you feel about it?Csaba: I'm feeling proud and lucky! I got nominated despite the fact that the non-commissioned category is super-duper tough every single year. People are getting better and better so it's a tough competition.Also I'm super proud of the fact that this was my 3rd nomination in a row. I hope one day I'll win :)!Garden of Damocles - Csaba Banati Fox Renderfarm: What's your inspiration for the amazing work “Garden of Damocles”? Why did you select this artwork to participate in the competition?Csaba: Everything started with a simple idea to investigate my feelings about courtyards. I've always found these spaces intriguing but I never really figured out why.During the process, I contemplated this idea and one thing led to another and this happened.For me, it was obvious to choose this image. It's a bit special to me for the above-mentioned reason and also I pushed myself hard on this project. Was curious how it would end up against this tough competition.!references - Garden of Damocles © Csaba Banati Fox Renderfarm: The work shows like an allegory of the future world, what do you want to express through the work?Csaba: For me, it is always just mildly interesting what the artist wants to say. The beauty of art is that it can and will mean different things to different people based on their past experiences.I truly believe that as soon as an art piece is out it's not up to the artist to decide what it is about. People will judge and interpret before you could even say a word.But that's the beauty of it and I find it amazing. Fox Renderfarm: The sculptures and nuclear bombs in the picture are very realistic and attractive. Could you tell me how you made them (including the model and textures)?Csaba: This is probably disappointing but it's basic box modelling. :)I looked up real-life references to model them from scratch and in some cases used free 3D models as a base to further modify them.For texturing I'm really lazy so I usually try to avoid unwrapping at any cost. :)So every model got procedural or simple plane projected material.!Final scene and bomb modelFinal scene and bomb model !Empty courtyard modelEmpty courtyard model !Final iteration of cover modelFinal iteration of cover model Fox Renderfarm: How long did it take you to finish the project? Did you meet any difficulties?Csaba: I believe it was about 2 months but to be fair I didn't work on it every single day. At times I didn't even touch it for days. I like to let projects mature a bit so that I can have a bit more objective view on them.The main difficulty was that I tried to push my boundaries in terms of 3D details. To embrace this fact I wanted to finish it in super high resolution but my PC was not really happy with it, so I had to settle at 7000x5600.!Composition - Garden of Damocles © Csaba Banati!post- Garden of Damocles © Csaba Banati Fox Renderfarm: How long have you been in the visualization field? Who inspires you most in this industry? Csaba: About 8-9 years now. There are a few companies that I can truly appreciate for their high rate of good consistency they can produce. But for inspiration I like to look outside from the ArchViz box and keep an eye on other creative fields. Such as photography, cinematography, music industry, etc. Fox Renderfarm: As an outstanding CG artist and Illustrator, what do you do to enhance your professional skills?Csaba: For me, it's extremely important to do various things outside of ArchViz. It's easy to immerse yourself in the awesome world of 3D and architecture but the circle closes fast and you can find yourself running the same lap over and over again.It's good to step back a bit and learn new skills in other areas then go back to ArchViz and try to apply them there.It's also useful to prevent burnout and stay fresh and motivated.!Echo Lake © Csaba BanatiEcho Lake © Csaba Banati !Windy Meadows © Csaba BanatiWindy Meadows © Csaba Banati ArtstationLinkedIn
What Makes Rigging Natural and Vivid? Discussion with Miria Kutzner, Excellent Graduate from PIXL VISN
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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.!Fox Renderfarm and Pixl VisnBesides, we’ve talked with numerous excellent students who graduated from PIXL VISN. They shared what they’ve learned and how they benefited from their education in PIXL VISN.Today, we are so glad to start sharing with Miria Kutzner, a Rigging Artist. She showed her perspective on rigging to us with her artworks created during her study, what she thinks are the most important qualities that a 3D artist should have career-vise and more.!Miria Kutzner· Miria Kutzner· Rigging Artist· The Rookies: https://www.therookies.co/u/miriakutzner Fox Renderfarm: Hi Miria, thank you so much for accepting our interview! Could you briefly introduce yourself?Miria: Hi, sure, thank you for having me! My name is Miria and I’m 21 years old. I’m from Germany where I studied 3D Animation and VFX after completing my A-Levels. Fox Renderfarm: How did you encounter CG and get started in the CG industry? And how did you enroll in PIXL VISN media arts academy? Could you share with us your education and working experience in the CG industry?Miria: I’ve always wanted to work in a creative field for movies or video games. Originally, since I visited a music school, I wanted to enter that field, but a friend of our family recommended PIXL VISN to me. So I went to the Open Day and I immediately knew I wanted to become a 3D Artist.I took part in the workshop that PIXL VISN offers and applied right after. After my interview with them, I got accepted.My experience at PIXL VISN was great, I’ve met amazing people and learned so many new things from great teachers who are currently working in the industry.The learning experience was pretty intense because the duration of the education was only fifteen months but that helped me strengthen my knowledge.Cyborg Character © Miria Kutzner, Pascal Kuhn Fox Renderfarm: What are the most important things you’ve learned in PIXL VISN, technically and career-vice? And what’s your most unforgettable experience in PIXL VISN?Miria: Career-wise I’ve learned that being a reliable team member is really important. Luckily, we got a lot of practical experience in that, because we often did group projects during our education.Because the education was relatively short, I‘ve learned to work quickly and efficiently, which also came in handy in our mid and end terms.The most unforgettable thing for me was handing in my mid or end-term at the end of the project week. Handing in my project after 7 days of hard work was a nice and rewarding feeling and looking back on those 7 days, I’ve probably learned the most in this period of time.Another thing I’m really glad I experienced is learning with and from my colleagues. The school was open all day long until late at night and I really liked staying in school for the entire day to try new things with my colleagues and pushing each other creatively.Midterm project © Miria KutznerEnd Term project © Miria Kutzner Fox Renderfarm: Could you share with us your usual creative process, from forming the concept to the final rendering?Miria: I’m going to explain my usual process with my first Demo Reel project.I love creating projects with concepts made by other artists (of course with asking permission), so I went to ArtStation and found a great concept by Panos Cheliotis.!Omnivore concept © Panos CheliotisOmnivore concept © Panos CheliotisSince it is a naked bird/chicken kind of creature, I collected references from chicken anatomy and skin, bones, eagle claws and more.With these, I sculpted the creature, which was actually my very first sculpt. Then I retopologized it, created the UV’s and started rigging the creature.!Final Sculpt - Omnivore concept © Panos Cheliotis-3Final sculptAnimation is actually not my specialty, so I worked together with a friend from school. After creating the first version of my rig, he started animating it. While constantly staying in touch with him, I updated and expanded the rig.Rig breakdownWhile he was animating and another friend from the school created the hair, I created the textures and thought about what scenery I wanted my creature to be in. Since a friend from school specialized in compositing, we thought about integrating it in mysterious woods. So we went to shoot some material for it and created our own HDRI from the same scene.IntegrationI loved how this project turned out but I wanted to do some kind of turntable to present the textures. I was talking about it to a friend who specialized in lighting/compositing and we had the idea to animate it to also present my rig.TurntableOne of the most helpful things was the constant feedback I received during the whole process and I’m really thankful for the great teamwork I experienced with this project. Fox Renderfarm: According to your showreel and info online, we know that you are interested in and good at rigging. Why did you choose this area? And did you meet any difficulties in your creative process?Miria: I chose rigging as my main focus because it was the most fun for me during my education. I love creating realistic deformations and especially facial rigging fascinates me, there are so many possibilities to add movement to the face! I also love the details and small movements you need to pay attention to like sticky lips for example.Regarding difficulties, I think there was not one project where I didn’t meet any, even small difficulties. However, having problems in the process is part of the learning experience. There will always be something you didn’t think about or didn’t expect, but it feels great when you finally fix the issue and learn something new.!© Miria Kutzner, Simon Pinsdorf!© Miria Kutzner, Simon Pinsdorf© Miria Kutzner, Simon Pinsdorf Fox Renderfarm: What are the key factors in rigging that will make animation characters natural and lively (it would be perfect if you can raise an example)?Miria: One of the key factors is actually creating a rig that is easy for the animator to use and understand, that way it is easy to create smooth and interesting animations.I find it also important to give the animator multiple options and reduce the workload by implementing for example counter animations. This saves the animator a lot of time.Facial Rig Brunette Girl © Miria Kutzner Fox Renderfarm: How do you constantly improve yourself on 3D techniques and artistic sense?Miria: I watch many tutorials or take part in online courses. Also, looking at artwork from others and the way they approached it helps a lot.What I think is really important for improving your skills is asking for feedback from people you look up to or colleagues. That always lets me discover areas I can improve in. I’m always grateful for good feedback.Lizard head © Miria Kutzner Fox Renderfarm: What do you think are the most important qualities that a 3D artist should have in his/her career? Miria: The most important qualities are reliability and giving and receiving feedback!Being open to learning new things is also important because sometimes you have to accept tasks, which are outside of your usual specialty.Pleakley © Miria Kutzner Fox Renderfarm: What’s your next step? And what’s your vision for your career path?Miria: My next step is collecting experience in the industry and further educating myself in scripting and advanced rigging.My dream for my future career path is opening my own 3D studio!Farewell © Gercek Taskala, Miria Kutzner, Pascal Kuhn Fox Renderfarm: Any artworks and artists that inspire you the most?Miria: I really love Zdzisław Beksiński’s paintings and the atmosphere he created in his art.The same goes for David Romero. I found his art on ArtStation some time ago and I think his style is amazing!!Zdzisław Beksiński© Zdzisław Beksiński!David Romero© David Romero Fox Renderfarm: Any other things you wanna share with CG enthusiasts?Miria: Always seek out feedback! Sometimes when working on the same project for too long, you don’t see possible mistakes or things you could improve. Sometimes you’ll feel like you’re not making any progress or even going backward. Remember that there is always someone, who can help you and that any problem can be solved, just don’t be afraid to ask for support, we’ll always be glad to help!
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