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  • NEWS CENTER

    FGT3D Hero Challenge Winners Announced

    2020-09-18

    Trending

    MILESTONES

    We are happy to announce the winners of the Fox’s Got Talent(FGT) 3D Challenge themed on 'Hero'!

    https://www.foxrenderfarm.com/fgt3d-hero-challenge.html

    From June 22nd - September 6th, 2020(UTC+8), we received several artworks from various countries. After the selection by our jury, three artworks were picked and would be awarded. Congrats to the winners, but also to everyone who was taking part.

    The best works were evaluated in the following way:

    1. We sent the works to judges, including the caption of the works, so they could read about the hero story behind the work.

    2. Each judge had to choose 3 works and assign them to 3 places. Points have been assigned to each place, then we added points from each judge and got the first results.

    The prize covers fast and easy cloud rendering services provided by Fox Renderfarm and a huge amount of prizes by our awesome sponsors, including TopoGun, Friendly Shade, Graswald, Raysync, ProductionCrate, Textures.com, Texturebox Patreon, Marmoset. We will contact the winners in the next few days.

    Now let's see who are the winners!

    1st Place

    Title: Heroes are everywhere

    Created by Akhil Alukkaran

    • Fox Renderfarm $500 Render Coupon
    • TopoGun SINGLE license x1
    • Friendly Shade 1 bundle of texture maps
    • Graswald ProPersonal license x1
    • Raysync Large File Transfer Pro 1-year license x1
    • ProductionCrate 2 years Pro membership x1
    • Textures.com 1 year subscription with 2500 credits per month ($325 value) ×1
    • Texturebox Patreon Membership x 3 months
    • $200 Marmoset Shop Gift Card

    What Akhil says:

    “What makes a hero? It doesn't always have to be something great, even a small act of kindness can also be considered heroic, even if it is just a good thought it shows that there is a hero in you. Heroes are everywhere, you just have to look closer.”

    What our jury says:

    Fox Renderfarm Team: “The coloring, composition, lighting, complexity, children, puppies, and storytelling reminded me of the works of Norman Rockwell.”

    Graswald Team: “Great image with a great message! I love how the feeling of the city was captured with the grafiti, the trash cans and the smoke. The rain sets the mood while in the back, the sun is shining, showing there’s always hope. ”

    Productioncrate Team: “Strong composition and good narrative, lovely lightning!”

    Textures.com Team: “This artwork conveys the concept of what makes a hero in one of the purest forms. Great storytelling. ”

    Marmoset Team: “Anyone that cares for animals is a Hero in our book!”

    TopoGun Team: “Indeed, heroes are everywhere. Very nicely rendered and detailed.”

    Texturebox Team: “There are thousands of good people helping who need it. Kids, men, women, they are real heroes.”

    Friendly Shade Team: “Great concept! I'd change the focus more towards the person with the dogs by framing it differently, maybe cropping the upper part of the image? The environment is drawing too much of the attention the subject deserves.”

    2nd Place

    Title: Cuddly Protector

    Created by Jeffrey Frias

    • Fox Renderfarm $300 Render Coupon
    • TopoGun SINGLE license x1
    • Friendly Shade 1 bundle of texture maps
    • Graswald ProPersonal license x1
    • Raysync Large File Transfer 50TB (Pay as you go edition)
    • ProductionCrate 1 year Pro membership x1
    • Textures.com 2500 credit pack ($110 value) ×1
    • Texturebox Patreon Membership x 2 months
    • $100 Marmoset Shop Gift Card

    What Jeffrey says:

    “Made for sweet dreams.

    What our jury says:

    Fox Renderfarm Team: “In terms of storytelling, this work stimulates the audience’s imagination. The narrative lighting creates a horrible atmosphere that children can accept. The main light outside the window guides the audience to pay attention to the little bear while the lamp leads to the monster behind the door. The setting of the children’s room, the scars on the bear’s body, and the posters on the wall all need plenty of time for in-depth character story background settings. The tension built in the scene also allows the audience to have a creative imagination of the story.”

    Graswald Team: “I love the idea of this image, and it was executed very well. The pose and the lighting set the mood and I love the details in the room, like the teddy bear holding the toy sword of the child. Great work! ”

    TopoGun Team: “Good idea, perfect setting, the context (childhood) is where heroes are needed the most in our lives. The artist paid attention to details, lighting and most of all, composition.”

    Friendly Shade Team: “Love this idea!”

    3rd Place

    Title: Hero's Journey

    Created by Sathish Kumar

    • Fox Renderfarm $200 Render Coupon
    • TopoGun SINGLE license x1
    • Friendly Shade 1 bundle of texture maps
    • Graswald ProPersonal license x1
    • Raysync Large File Transfer 10TB (Pay as you go edition)
    • ProductionCrate 1 year Pro membership x1
    • Textures.com 1000 credit pack ($59 value) ×1
    • Texturebox Patreon Membership x 1 month
    • $50 Marmoset Shop Gift Card

    What our jury says:

    Fox Renderfarm Team: “The psychedelic atmosphere and the grand view of the scene give the audience endless imagination in both the storytelling and character design. The composition, scene settings, and imagination are close to the level of blockbuster design. It is a masterpiece combining art and imagination.”

    Graswald Team: “This piece has little context, but it captured me instantly with its tone. Displaying heroism as a journey of self-development and showing the hero so small in contrast to the huge world tells a story about what heroism really is all about.”

    Productioncrate Team: “Nice subject and structure. would have liked to see more variations in the creatures and riders, their positioning seems too cloned. overall narrative and composition are strong.”

    Textures.com Team: “Super polished artwork with good value structure, color palette and mood. Could easily be a keyframe for an upcoming movie.”

    Texturebox Team: “It seems to loo a utopic universe. And every utopic universe needs a hero. It reminds me of avatar anime.”

    Our Sponsors:

    TopoGun

    A stand-alone resurfacing and maps baking application.

    Friendly Shade

    High-quality textures for 3D artists.

    Graswald

    The best way to create nature in Blender.

    Raysync

    Fast File Transfer Solutions with Reliability and Security.

    ProductionCrate

    To make top quality video production tools accessible to everyone.

    Textures.com

    A website that offers digital pictures of all sorts of materials.

    Texturebox Patreon

    Making great textures for free and premium at a low cost.

    Marmoset

    3D Real-time rendering, lookdev, & texture barking tools.

    Thanks to all the participants. We really appreciate your imagination and hard work. Meanwhile, A big thank you goes to our sponsors. Finally, we’d like to thank our jury revealing FGT3D ‘Hero’ Challenge winners. Congrats to the winners again!

    Who’s our next winner? We hope to see you in the next FGT3D challenge!

    NOTE: FGT Art campaign keeps going. Welcome to share your artwork rendered with Fox Renderfarm and be our Month winner! For more info https://www.foxrenderfarm.com/fox-got-talent.html


    Fox’s Got Talent July Winner Revealed: How to Make a Realistic Car Render With Redshift

    2020-09-14

    Trending

    Fox Renderfarm Interview

    Fox’s Got Talent (FGT) is the platform for all Fox Renderfarm users to share their artworks rendered with Fox Renderfarm and get awarded free render credits.

    We are excited to announce our Fox’s Got Talent July Winner Eleven FX, a video production company based in Auckland, New Zealand. The artwork, Audi RS7 TVC, stands out for its perfect lighting and realistic render.

    Eleven FX offers comprehensive solutions in the areas of editing, visual effects, color all with the simple goal of empowering the creators we work with. Using state-of-the-art technology, they created a streamlined, 4k workflow that meets the vision, budget, and timeline of any client.

    Here’s the interview between Deep Chahal, one of the Co Founders of Eleven FX, and Fox Renderfarm, in which we can find out how they created this wonderful video.

    Audi RS7 TVC © Eleven FX

    Fox Renderfarm: How do you feel about ELEVEN FX being the July winner of Fox’s Got Talent (FGT)?

    Deep: This is very exciting for us. We are truly honored and grateful that you chose our artwork as the July winner. As an up and coming studio, it is great exposure for us.

    Fox Renderfarm: How long did you take to finish the Audi RS7 TVC?

    Deep: The Audi RS7 TVC was a speculative project which means that this was something we created as a piece for our portfolio. It took us approximately one month to complete from the conceptual stage to the final output.

    Fox Renderfarm: Can you tell us about your pipeline?

    Deep: Our process involves working together with the client from the conceptual stage to the final output. We start with a brainstorming session and we narrow our ideas down to the top three. We then pitch this with the Client and after approval, we collate reference images and put together a stylesheet followed by the animatic which is then passed on to our animation team. With our first pre-viz, we go through another round of approval with the client and proceed to block the scene with simple Geo and animate the camera.

    Simultaneously we test the lighting and animation. After another round of pre-viz, we replace the Geo with high poly models with appropriate shaders and we finalize our lighting and animation. This process took approximately one month for the spec - Audi RS7 TVC and this varies depending on the complexity of the scene. Our last stage in the 3D pipeline is rendering and we used Redshift as our engine with Fox render service to speed up our process.

    Fox Renderfarm: What’s the most enjoyable part while creating the Audi RS7 TVC and what’s the most difficult part and how did you overcome it?

    Deep: We would say the lighting was one of the most enjoyable parts. There were a couple of major issues we had. One of the issues was rendering time. We tried a couple of render engines but most of them were very slow on our machines. In the end, we tested Redshift and it cut almost 80% of the render time.

    CGI breakdown for Audi RS7 2020 © Eleven FX

    Fox Renderfarm: The perfect lighting and realistic rendering of the Audi RS7 TVC are really eye-catching. How did you make them?

    Deep: A good reference and attention to detail are the key tools we use to attain realistic rendering. We collate a large number of reference images and put together a style sheet. For this particular project, we used Google maps as a point of reference to layout the streets and the buildings, to get a real-world scale. This goes a long way as it helps us emulate real-world lighting and reflections easily.

    Fox Renderfarm: Which features in Redshift do you find the most useful?

    Deep: We love everything about Redshift. It stands out in the industry because it is a GPU based render engine and gives faster feedback. This makes room for creative freedom, allowing us to change any setting and get instant results.

    Fox Renderfarm: Have there been any big changes you’ve noticed through using different versions of Redshift?

    Deep: This is our first time using Redshift, and we started using it from version 2.6.

    Fox Renderfarm: Would you give us a brief introduction to ELEVEN FX’s development history?

    Deep: A dream driven with passion and crafted with pure skills was the very beginning of the founding of Eleven FX - Auckland, New Zealand.

    At Eleven FX our team is our Whanau (New Zealand Native Language of “Te Reo” word for Family). We are comprised of a diverse group of artists, storytellers, dreamers, and go-getters. Every individual brings a unique set of skills and experiences to the table and it’s not uncommon for the entire team to sit in on a creative brainstorming session.

    What keeps us together is a true passion for the projects we produce and an unrelenting work ethic that enables the execution of impossible projects and constantly pushes the limits of what is possible.

    We love partnering with like-minded creators whose passion is overshadowed only by their drive to tell their stories.

    Eleven FX has the experience, flexibility, and scalability to take on any project; we are always looking for new collaborators and partners.

    Fox Renderfarm: What's the story of your Company's name, ELEVEN FX?

    Deep: The number eleven is considered to be a master number in numerology. It signifies balance, strength and purity in vision, which are the three core values that we channel to build our company. Our goal was to be a start-up VFX production house so we decided to represent us as ELEVEN FX.

    Fox Renderfarm: As a video production company, ELEVEN FX produced lots of excellent TVC and VFX projects. Which project do you feel proudest and would you share with us how you make it?

    Deep: Every opportunity we get to be creative is our proudest moment and we learn from our shortcomings and strive to apply what we learn in our next project.

    Fox Renderfarm: What’s the vision for ELEVEN FX? Could you give a brief introduction to the studio’s next step or future planning?

    Deep: Our next biggest step will be to transition into working full-time at our studio. Currently, this is challenging with the constraints of COVID-19, however, we are optimistic that we will be one of the biggest post-production studios in New Zealand in the coming years.

    Fox Renderfarm: Could you share with us the CG industry in New Zealand?

    Deep: It is a competitive market and as a growing post-production studio, it's been challenging to break into the industry. Our growth so far has been through word of mouth. We enjoy what we do and we are passionate about it.

    Fox Renderfarm: How do you like Fox Renderfarm’s cloud rendering services?

    Deep: We love using Fox Renderfarm. Setting up render jobs is easy with an intuitive, and user-friendly interface. We were also thoroughly impressed with the customer service provided by Fox Renderfarm, as we received instant advice on any queries.


    The Korean version of the website is now available

    2020-09-11

    Fox Renderfarm News

    MILESTONES

    Dear Fox Renderfarm users:

    We are very excited to launch our Korean language version of our Fox Renderfarm website today! You can either go to the link https://www.foxrenderfarm.com/kr/ , or via our English website https://www.foxrenderfarm.com/ and click ’한국어’ in the language navigation bar located in the upper right corner of the website.

    We are committed to building a professional & reliable cloud rendering platform and providing safer and faster cloud rendering services to our users around the world.

    Please explore our updated website. We would be grateful for any feedback.

    Best Regards,

    Fox Renderfarm team


    Fox Renderfarm will E-meet You @ Kre8tif! 2020

    2020-09-01

    Fox Renderfarm News

    Fox Renderfarm

    This year, in addressing the challenging landscape, Kre8tif! 2020, Malaysia's definitive conference for creative changemakers, goes virtual!

    As the exhibitor, Fox Renderfarm is pleased to participate in Kre8tif! again. From 7th September to 10th September, we are looking forward to e-meeting you at our virtual booth, where you can know more about our latest developments, special offers and events!

    With the theme of Creativity Without Boundaries, Kre8tif! Virtual Conference 2020 offers CG participants an opportunity to extend inclusiveness and widen the networking opportunities as participants who have not had the opportunity to attend the past events will now have the chance to participate.

    Speakers of Kre8tif! 2020

    The Conference will feature online sharing sessions for passionate practitioners within the creative scene, as well as gathering leading minds in animation, licensing & merchandising, visual effects and digital technology.

    Click here and buy the Conference Pass now, where you can also get the FREE Access for 1 day!

    Together with Fox Renderfarm, inspire creativity!


    Sitara: Let Girls Dream, a Film Calls for Investing in Young Girls’ Dreams

    2020-08-19

    Fox Renderfarm Projects

    Fox Renderfarm

    Do you know that 1 in 3 girls in developing countries will be married before 18? Do you know that there are 12 million girls every year forced into child marriage, losing their ability to dream? It is what Sitara: Let Girls Dream, a Pakistani animated short film rendered with Fox Renderfarm, hopes to grow awareness about.

    Trailer of Sitara: Let Girls Dream

    Released on 8 March 2020 on Netflix, Sitara: Let Girls Dream, the CG animated short film written and directed by the two-time Academy Award-winning Director Sharmeen Obaid-Chinoy, tells the story of Pari, a 14-year-old girl who dreams of becoming a pilot while growing up in a society that doesn't allow her to dream. The short film highlights the burdens of a family and the impact of a culture where girls are still struggling to fully realize their dreams.

    Fox Renderfarm is honored to get involved in this meaningful short film. During the production process, the production team encountered some challenges, especially the rendering part, while the production was running out of time. And the production team asked Ms. Doris Dong for help to choose rendering partner, who is a senior producer with 30 years of global collaboration experience on animation and game and Ms. Doris Dong finally recommended Fox Renderfarm for its mature cloud rendering technology, automated operation procedures and 24/7 professional service.

    With Ms. Doris Dong’s help and Fox Renderfarm’s fast and secure cloud rendering service, the project was finally completed on time and now the film was successfully released on Netflix, which is Pakistan's first Netflix Original.

    Sharmeen Obaid-Chinoy, the Director of Sitara: Let Girls Dream, is the recipient of two Academy Awards and seven Emmy Awards. With Sitara, Sharmeen Obaid-Chinoy aims to raise awareness about the child-bride epidemic in her native Pakistan and many other countries, and calls on the global community to break down the barriers that keep girls from pursuing what they really want.

    “Sitara is more than a film. It’s a movement that we want to start across the world that encourages parents to invest in their girls’ dreams freeing their daughters from the burdens of early marriage." according to the Director.

    Fox Renderfarm also hopes that by watching this short film, girls around the world will be inspired to achieve their dreams, and families around the world are willing to invest in young girls’ dreams, making the world more equitable and beautiful.


    How to Create a Future Alien Planet Scene in LightWave 3D

    2020-08-10

    Trending

    Fox Renderfarm

    Have you imagined that in the future, humans will travel to other planets in spaceships to collect new energy?

    David Aguero, the 2nd place winner of the Hum3D Space Rover 3D Competition, created such an amazing future scene in his award-winning work The harvest, which was made with LightWave 3D, Substance Painter and Affinity Photo.

    The harvest © David Aguero

    As he introduced, “The new season is here and the harvest begins, soldiers, not farmers, extract the Enerplant, a powerful and green energy that floods the spacecraft engines, making possible star travel. It only grows in the exoplanet B7, in a region claimed by the human alliance, is a deadly business, but very profitable, some say, the new gold fever…”

    It’s pleased that your TPN-Accredited cloud render farm, Fox Renderfarm, has the chance to have an interview with David Aguero, a 3D generalist and Art Director form Argentina. He talked about how he created the cool space rover and the beautiful alien forest.

    Fox Renderfarm: Hi, David! Could you give us a brief introduction about yourself?

    David: Well, I'm 38 years old, living in Argentina, generally working as Freelance, now an Art Director for a local VFX company. Fantasy and science fiction are my favourite subjects.

    Fox Renderfarm: Congratulations on winning 2nd place in the Space Rover Challenge, how do you feel about that?

    David: Thanks! As an artist, winning an art challenge is a big opportunity, not only to win something but to get your work boosted to more people’s eyes, that is great.

    Fox Renderfarm: What inspired you to come out with the idea of making the work ‘The Harvest’?

    David: From some time I wanted to design a rover involving a "dome-like" windshield, I also love the AT-ST ( chicken leg transport from Star Wars).

    AT-ST from Star Wars

    Fox Renderfarm: How long did you take to finish the work?

    David: I started May 22nd, and ended one day before the deadline (5 of June), so I spent 15 days ( on free time and weekends).

    Fox Renderfarm: Could you tell us how you designed the space rover?

    David: I tend to do some concepts in 3D, I use basic shapes to quickly find an interesting design, like sketching in paper then I start to add detail and think about the functionality in the process. You can't see in my entry, what my rover can do. If you look closely you have wheels for long distance travel, legs for complicated terrain and the main pod can detach for diving. :)

    Fox Renderfarm: The amazing work has great composition and details such as the robots and colorful trees, could you tell us how you make the amazing environment?

    David: I start the terrain base in world creator, then in LightWave 3D, I used a powerful instance system to populate small rocks and vegetation, the giant trees were easy to make, they are basic shapes with some 3D scan barks, I use the instance system to make the ivy, and then I use a unified material for the plant with lots of color variation, very fun to set up with the real-time renderer that LightWave has.

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

    David: The most challenging, was to make the UVs for the rover, too many parts, its takes a lot of time to do it properly, but to save time I didn't do all the UVs, I mirrored half of the rover since it wasn't to be displayed from other angles!

    Detail renders of the space rover

    Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?

    David: When I was little I was fascinated with the old stop motion movies ( Ray Harryhausen), then in the 1993 Jurassic Park came out and blow my mind, ( I was 15 years old ) since then, I slowly learn what 3D was, started with the 3D studio for DOS, the use TrueSpace, 3ds Max, Maya and finally LightWave as my main 3D program now. Almost self taught, I went to a college to refine my 3D skills but at the time it was very basic, I have a degree in Multimedia designer, I learned more on the internet though.

    The Last Shuttle © David Aguero

    Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?

    David: Yes! Before going to an expensive college or institute you can start by looking at online tutorials from the best artist out there, I learned a lot looking through the process of other artists, then, if you are serious about it, an institute can open jobs opportunities, contacts and give you some discipline for work.

    Healing © David Aguero

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

    David: Follow big artists, buy tutorials, interact in social networks, don't be lazy, share your work, accept critics, help others! And join challenges! They are great exercises to develop deadline skills! And more.


    Fox Renderfarm will E-Meet You @ FILMART 2020

    2020-08-05

    Fox Renderfarm News

    Fox Renderfarm

    FILMART, the Hong Kong International Film & TV Market, Asia’s Largest Entertainment Market, will go virtual during 26-29 August 2020!

    As Asia’s Largest cloud render farm, Fox Renderfarm is honored to exhibit at FILMART Online. And we would like to invite you to visit our virtual booth, learn more about our latest development and enjoy the online conferences and screenings. Register now and benefit from early bird rates until 6 August 2020!

    Organized by Hong Kong Trade Development Council (HKTDC), FILMART has poised itself as the premium marketplace for cross-media and cross-industry platform for the entertainment business. The long-standing exhibition covers various aspects along the value chain which includes distribution, production, post-production, TV, documentary, digital entertainment, film financing, film & broadcasting equipment and also location shooting services.

    As a bridge between the East and the West, FILMART features a one-stop-shop concept to host various elements of the industry under one roof.

    Click here and learn more about FILMART 2020. Don’t miss the chance to connect and meet with participants from 52 countries and regions.

    We are looking forward to e-meeting you in FILMART 2020!


    GoCreation Program Is Online Now!

    2020-08-04

    Trending

    MILESTONES

    What is the GoCreation Program

    Aiming to foster the development of the industry, “GoCreation Program” is willing to provide preferential prices and subsidies for CG freelancers, empowering them to create more excellent CG artworks and realize their dreams.

    Please kindly note that this program only works for freelancers. And if you want to participate in this program, please click here to have a registration and get a Fox Renderfarm account first.

    What Will Accredited Freelancers Get

    1. Accredited freelancers will become our Gold Customer and enjoy 20% off for CPU rendering and 30% off for GPU rendering.

    2. For every single recharge of $500, he/she will be rewarded with a $100 render coupon; The accumulated rewarded amount is up to $2000. The render coupon is valid for 1 year.

    How to Apply

    Fill in the application form.

    After the application is approved, he/she will get the freelancer identity certification and enjoy exclusive offers!

    Welcome to be our accredited freelancers and enjoy the discount of Gold Customer and exclusive offers. Apply Now!

    Fox Renderfarm’s Industry Care Programs, including GoCreation Program, GoCloud Program and Fox’s Got Talent, provides special discounts for teachers, students, educational facilities, and freelancers in the CG industry.

    If you are a student or educator, you can participate in our GoCloud Program and receive your exclusive offers. And Fox’s Got Talent welcomes artists from around the world to share your artwork rendered with Fox Renderfarm and get free render credits.


    Make An Impressive Space Rover With Spherical Wheels in Maya

    2020-08-03

    Trending

    Fox Renderfarm Interview

    Space invider © Yuri Kozhevnikov

    Hum3D Space Rover 3D Competition announced the winners in early June, and we are glad to see lots of creative space rovers created by talented artists all over the world.

    Fox Renderfarm, your TPN-Accredited cloud rendering service provider, is honored to interview the third-place winner Yuri Kozhevnikov, whose artwork Space Invider was appreciated by the judges because of the fantastic atmosphere and the great design of the space rover.

    Details

    Here’s the interview between Yuri Kozhevnikov and Fox Renderfarm, and he talked about the making of this artwork, including how he made his Space Invider by using Maya, Blender, Substance Painter, Quixel Mixer and Photoshop.

    Fox Renderfarm: Hi, Yuri! Could you give us a brief introduction about yourself?

    Yuri: Hi, My name is Yuri Kozhevnikov. I am 32 years old. I was born in the old small town in the north of Russia under the name Kargopol. At the moment I live with my wife Maria and a dog named Schnapps in St. Petersburg. I work as a senior 2D artist at Wargaming.

    Yuri’s battleships artworks for Wargaming

    Fox Renderfarm: How do you feel about winning third place in the Space Rover Challenge?

    Yuri: I was very happy to participate in this competition, even more, I'm glad that I was able to win a prize in the place. By profession, I am not a 3D modeler and therefore I am very flattered that I managed to take 3rd place in the 3D competition.

    Fox Renderfarm: What inspired you to come out with the idea of making the work Space Invider?

    Yuri: Nothing unusual, inspired by ArtStation and the works of other artists. I came up with the idea of round wheels from the references listed below.

    References

    Fox Renderfarm: How long did you take to finish the work?

    Yuri: It took a little more than a month to work.

    Modeling

    UV mapping

    texturing

    Fox Renderfarm: We are all attracted by the unusual sphere wheels you designed, could you tell us how you designed such a space rover?

    Yuri: The principle of the action of such a mechanism was immediately born in my head. In fact, it is an ordinary electric motor.

    The spherical wheel is a rotor. Magnetic locks on the wing is a stator. Between them is a magnetic field, that's all. The rotation of the wheel in any axis gives tremendous freedom in movement and maneuverability.

    Fox Renderfarm: The fantastic colors and lighting create a mysterious environment on an alien planet, could you tell us how you set the lighting and color?

    Yuri: The reference was a frame from the movie Avengers: Infinity War. There was such a planet, where the stone of the soul was stored.

    Lighting is very simple, an HDRI card (NoEmotion), one directional light and a little fog. I slightly changed the HDR map in Photoshop, added a planet with rings and a characteristic solar disk.

    In the blender, a purple hue was added through the color correction node.

    Then I made two renderings: normal and with a purple tint. The most simple processing in Photoshop. Compound 2 renders, select the rover by mask, and overlay several textures with particles.

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

    Yuri: There were minor difficulties, but they are also an interesting experience - this is the study of new software. I first worked in a blender, did visualization on the Eevee engine.

    Test renders

    Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?

    Yuri: I studied everything on my own. I started about 10 years ago with Photoshop and photo manipulations. At the same time I tried in 3D, but quickly rejected this idea. Probably because I decided to study 3D with Maya. Not the easiest software for a beginner.

    For a long time, I was a graphic designer. I painted logos in CorelDRAW.

    Gradually, about 6 years ago, I began to include 3D in my pipeline. My first 3D program in which I could do something sane Cinema 4D. But in the end, I still mastered Maya. This is my main modeling software.

    Fox Renderfarm: What do you do to enhance your professional skills?

    Yuri: Workout. Just like in sports you need to train and then your skills will improve. Naturally, you need to train not only "familiar movements" but also learn new ones. On personal projects and with participation in contests, you can include new software in your workflow, learn new techniques and much more - this is my training.

    New York © Yuri Kozhevnikov

    Kalitinka © Yuri Kozhevnikov


    Creating a Realistic Moon Environment in 3ds Max and V-Ray

    2020-07-30

    Fox Talk

    Art Competitions

    Hum3D’s Space Rover 3D Competition, sponsored by the TPN-Accredited render farm, Fox Renderfarm, attracted 98 artists to take part in the competition.

    Among them, Space Walk created by Patryk Urbaniak stood out and won 1st place in the challenge because of its great composition and fantastic photo-realistic render.

    Patryk Urbaniak is a Lead Lookdev Artist at Method Studios Montreal. Some of the movies he worked on include Guardians of the Galaxy 2, Spider-Man: Homecoming, Deadpool 2, Ant-Man and the Wasp, Godzilla: King of the Monsters, and many more. Generalist background helps him to tackle 3D scenes from a simple concept to a finished product.

    Here’s the interview between Patryk Urbaniak and Fox Renderfarm, in which we can find out how he created this wonderful piece.

    Clay Render © Patryk Urbaniak

    Space Walk © Patryk Urbaniak

    Fox Renderfarm: Congratulations on winning 1st place in the Space Rover Challenge, how do you feel about it?

    Patryk: Thank you so much for your kind words. It truly feels amazing. I remember waking up, going through my emails when I read what Hum3D wrote to me and I was just speechless for a good few minutes. I really couldn't believe it as there were so many good submissions.

    Fox Renderfarm: What’s the idea behind your artwork 'Space Walk'?

    Patryk: I had an idea to do a render of a realistic moon environment and then put it into an image, behind the camera I would render a film studio and I would place the astronaut on some wires and cover everything in green screens. After some trial and error with the frame composition I found out that the image is losing a lot of impact and I couldn't properly place it in strong composition points. This time I had to revert back to the first idea I had and that was just an image of a rover on the moon surface.

    Fox Renderfarm: How long did you take to finish the work?

    Patryk: It took close to a month to create my work. I was able to put around 3-4 hours each day after work and a few weekends.

    Fox Renderfarm: The piece is extremely photo-realistic which received loads of praise from the jury. How did you make the render?

    Patryk: Thank you. I rendered everything in V-Ray and I have to say that this renderer is super intuitive. The realism is super easy to achieve when you just use the proper ranges of a PBR workflow. Right now a modern renderer does a lot for you and you can just iterate your work with such effectiveness that you are able to compare your renders to the reference much frequently.

    Fox Renderfarm: The lighting is capturing the Moon feel really well, such as the harsh sunlight and shadows. How did you make it?

    Patryk: The lighting was quite challenging because you mainly have to create a very interesting piece only with one light (I used a few additional rim lights to slightly detach the objects from the ground). What I did is I animated the sun going from left to right, and from top to bottom on a 200x200 preview. I was able to judge the shadows of each render and see exactly how much we can see and how much goes away. I picked the best scenario for my idea and I just added a few small lights here and there. But again, just because it was super fast to iterate the light, I was able to hit a few different approaches. In terms of the shadows, you might think I'm crazy but I just started to decrease the diffuse bounces. The less bounces or GI I had the more realistic it was looking. While there is no atmosphere at the moon it was easier to match the references with less bounces and I guess about 0.2x the GI.

    Fox Renderfarm: There are many nice details of the models and materials. Any references?

    Patryk: A lot of materials are fully procedural based on seamless textures and triplanars. The ground for example is a composition of 8 noises and one footprint texture with one mud texture that I created. In terms of the references I had an opportunity to visit a Boeing Factory in Seattle in order to look at a lot of space equipment that took us to the Moon so I took some pictures but in general the Internet is full with super quality images on that topic.

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

    Patryk: I faced many difficulties. Let me start by saying that the whole scene was rendered on V-Ray GPU and I’m working on a 2015 laptop. Like said above, the ground itself was done procedurally by using a blend of certain nodes and 2 seamless textures. The displacement being set to the satisfying quality took almost 80% of my VRAM so it was hard for me to create an illusion of the horizon being far away from us but after some optimization, I was able to free some space for the rover itself!

    Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?

    Patryk: I don't have any graphic designer education or an art degree but I was attending a film school for 2 years and it gave me a good understanding of camera work or light. As for my experience I started in a small company as a 3d artist and I had no idea what I was doing at that time. After 4 years I joined the biggest studio in Poland, Platige Image and in 2017 I moved to Canada to work on slightly bigger productions. I have to say that I was incredibly lucky with the people I have met and friends I still have today. Being an artist is like running a marathon. It takes time and perseverance but it leads you to a whole new level of understanding the world through an observation.

    Fox Renderfarm: How do you enhance your professional skills?

    Patryk: I think I just stay with problems longer. Whenever there is an issue I always dig for days until I figure it out. I read the documentation of the tool as well as "help". It gives me a little bit more information about the broad usage of a software. And then I just give myself a task each week and I try to complete it. I fail most of the time and then after a few more tasks I learn how to do it properly.

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

    Patryk: I would like to thank you each and one of you guys! Everyday I go to your website and it motivates me so much for the day that I can't even describe it. It is a great feeling that all of us can learn from each other and be an inspiration. Thank you so much for having me and I wish you all the best.

    ArtStation: https://www.artstation.com/gothamneedsme


    How to Create an Epic Leviathan Rover in Maya and ZBrush

    2020-07-31

    Trending

    Fox Renderfarm Interview

    Hum3D’s Space Rover 3D Competition, sponsored by the TPN-Accredited render farm, Fox Renderfarm, attracted 98 artists to take part in the competition.

    Among them, the artwork Leviathan Rover created by Malchus Akash, an aspiring concept artist /3D artist from Malaysia, won the Special Prize for the “Best texturing”. It is overall a solid work! We can feel the attention to details at every step of the creation process. The texturing work just feels right and really helps add life and credibility to the overall scene. Special mention to the composition and lighting which are just perfect.

    Here’s the exclusive interview between Malchus Akash and Fox Renderfarm, in which he talked about the inspiration and creating process of this excellent artwork.

    Leviathan Rover © Malchus Akash

    Fox Renderfarm: Hi, Malchus! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?

    Malchus: Thanks for the opportunity to have this little interview. My name is Malchus from Malaysia, an aspiring concept artist /3D artist. Recovering anxiety disorder artist so to say. I have been doing this for the last 8 years.

    Fox Renderfarm: Congratulations on winning the Special Prize in the Space Rover Challenge, how do you feel about that?

    Malchus: I feel very pleased about winning anything to be frank haha. On a serious note I am very thankful to have been given the chance to be noticed for the work.

    Fox Renderfarm: What’s the inspiration behind your artwork “Leviathan Rover”?

    Malchus: The inspiration behind this piece came from Dune, big truck like vehicles just because everything always is a lot more epic when it's bigger and Mars inspired movies.

    Raw Image from Maya © Malchus Akash

    Fox Renderfarm: How long did you take to finish the work?

    Malchus: I'd say it took about a month in total time not including the breaks in between.

    Fox Renderfarm: Featuring characters by lighting enhances the power of the image in storytelling. Could you tell us how you designed the lighting?

    Malchus: Cinematic lighting always gives a lot more depth to images. Even though I might have liked to push a bit more on the dark and light. I wanted to have a sunset-like feel to the overall image to give the sense that the occupants were looking for a place to set up base.

    ©Malchus Akash

    Fox Renderfarm: The amazing work has great composition. How did you make it? Any references?

    Malchus: The composition I'd say came from many many references which would make it hard to pinpoint. I tried to follow the rule of thirds mainly to get an overall shot of the rover.Tilting it ever so slightly from left bottom to top right to give that sense of progression to not over do it just a subtle change from a flat plane.

    ©Malchus Akash

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

    Malchus: I think the biggest difficulty was the ground which I still am figuring out the best method to do. I did end up using for this piece multiple meshes with mixed textures to solve it but I'd say if it were to be a close up shot it might not have the clarity of it. As it was the first piece using few softwares it was just brain consuming at times to learn up all which just took a bit of time to just get through it.

    ©Malchus Akash

    Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?

    Malchus: I went to Australia and studied at QUT for a bachelor of fine arts in animation, though I can't animate to save my life haha. My work experience is a bit odd. Well with having anxiety disorder after I finished university was a big challenge at times still is. I did have a few stints in Australia and coming back to Malaysia but due to my issue it was difficult.I had to do freelance because I used to have attacks which caused me to not be able to go to work the next day. So currently I continue doing freelance.

    Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?

    Malchus: YouTube, I'd say, you want it, YouTube it and you spend the time learning it and adapting to what you want to do. That's mainly how I learnt it because the skills are all technical based which in today's environment has given us an amazing amount of resources to learn from free and paid.

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

    Malchus: CG is not all fun and games.It does take sheer will and mental capacity to learn the many softwares, techniques and skills to produce these images. Coming from my gym mentality no pain no gain comes into this extremely. But if you're willing to put in the time and continuously work at it , the final images you produce always gives you a sense of accomplishment, joy, amazement at times thinking how you even came out to it and even peace when it's what you wanted or sometimes happy accidents. Finally I'd like to say if you want to do this know if you want to do this professionally or as a hobby set that first.


    Fox Renderfarm will E-Meet You @ SIGGRAPH 2020

    2020-07-27

    Fox Renderfarm News

    SIGGRAPH

    The SIGGRAPH 2020 Virtual Conference begins on August 17th and registration is now open!

    As the long-term partner and sponsor of SIGGRAPH, Fox Renderfarm is excited to exhibit at SIGGRAPH 2020 Virtual Conference from August 24th to 28th and we would like to invite you to the virtual exhibition and visit our Virtual Booth 739 to learn more about our latest development!

    Our company-specific guest code is SHENZHEN20, which is for a 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, and you will also receive $50 off from any other type of upgraded registration.

    Click here to begin registration! Experience this year’s top advancements in computer graphics and interactive techniques from the comfort of your home or office.

    Including over 80 exhibitors, exhibitor sessions and more, SIGGRAPH 2020 will give you the chance to explore the latest innovations in your field and connect with a global community of creators and thought-leaders.

    Beginning 17 August, on-demand content will be available. This will allow exploration, learning, and the opportunity for participants to review presentations in advance of interactive sessions with contributors beginning 24 August. Additionally, 24–28 August will include other various “can’t miss” scheduled sessions. For the convenience of participants, on-demand content will continue to be available for viewing through 27 October.

    To check out all the details of SIGGRAPH 2020 by visiting the website and be sure to e-visit us at SIGGRAPH 2020: https://s2020.siggraph.org/.

    We are looking forward to e-meeting you at SIGGRAPH 2020!


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