Creating a Photo-realistic Bugatti Car Render in 3ds Max
Fast but not furious! © Arash Shahmi !Hum3D**Hum3D Car Render Challenge, an annual render challenge, announced the winner of 2021. As the long term partner of Hum3D, the best cloud rendering service provier, Fox Renderfarm is pleased to witness that there are more excellent car renders emerging year by year. This time we are honored to interview Arash Shahmi, the special prize winner from Fox Renderfarm team.Made with 3ds Max, V-ray and Photoshop, Arash‘s award-winning artwork, Fast but not furious, boasts of its reasonable composition, smart lens choice, believable GI lighting, together make it very photo-realistic and almost hard to tell it is computer graphics. It looks much like the cover of a car magazine. Even the texture of the concrete floor was handled so well which helped the realism further.Let's find out how Arash made the amazing artwork through the exclusive interview with Fox Renderfarm. Fox Renderfarm: Hi, Arash! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Arash: I am 28 years old and I live in Iran. It has been about 3 years since I entered the world of simulation. Almost most of my work has been in the field of architecture. Fox Renderfarm: Congratulations on winning the Fox Renderfarm Team Choice in the Hum3D** Car Render Challenge 2021, how do you feel about that?Arash: Thanks to the Fox Renderfarm team for paying attention to my work and choosing it.It is definitely a valuable achievement for me and a reason for more success. Fox Renderfarm: How long did you finish the work, Fast but not furious?Arash: About 3 weeks Fox Renderfarm: What software and plugins did you use?Arash: 3ds Max for modeling; Vray for material ,lighting and rendering; And photoshop for post processing. Fox Renderfarm: What’s the inspiration behind your artwork?Arash: As a big fan of speed, I have always been fond of Bugatti’s aerodynamic form. These cars are sometimes as fast as Fighter Jet. I have learned if you think big, you can fly without wings. Generally, I can say that most of what inspired me was nature. And I tried to bring my work closer to reality. Fox Renderfarm: How did you make the amazing modeling and the composition?Arash: Use central and symmetrical composition. Sometimes it works well if you put the subject in the middle of the frame. Symmetrical scenes are a good option for central composition. In modeling, my goal was to challenge my own abilities!Creating a Photo-realistic Bugatti Car Render in 3ds Max!Creating a Photo-realistic Bugatti Car Render in 3ds Max!Creating a Photo-realistic Bugatti Car Render in 3ds Max!Creating a Photo-realistic Bugatti Car Render in 3ds Max!Creating a Photo-realistic Bugatti Car Render in 3ds Max Fox Renderfarm: How did you make the lighting and texturing, which make the render photorealistic?Arash: I used the HDRI technique to reach natural light And PBR technique for realistic texturing and materialization in the rendering. Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Arash: Well, as you know there are some problems and challenges in most projects which are solvable. Fox Renderfarm: Any artists or artworks inspired you most?Arash: I think the artists who got the most influence from their work were Scott Robertson and Alexei Roman.!ARGOS © Scott RobertsonARGOS © Scott Robertson !Sci-fi EV Hot Rod © Scott RobertsonSci-fi EV Hot Rod © Scott Robertson Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Arash: After entering the world of design and architecture, I became acquainted with architectural simulation software and worked mostly in the field of architecture. I am currently working as a CG artist in Diba Fabric Structures Company and I'm going to continue my education in VFX and animation. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Arash: In my opinion, how to learn is different for each person. But I think pursuing and continuing to learn, having patience and practice and practice is so important for success. Fox Renderfarm: Is there anything you want to share with the CG enthusiasts?Arash: Let me mention at the end an interview with Alex Roman: Anyone can learn software with the tools it has with a lot of training and the Internet in the shortest time. But the tools are changing and the artists who subordinate numbers , they lost control of the final result. The important point is to know the science of fine arts, which, unlike software, is not obsolete.
How to Achieve the Fine-balanced Composition in ArchViz: Introducing CG Generalist, Ramees Muhammed
!WITHOUT BORDERSIn early June 2021, Hum3D just ended their Without Borders 3D Visualization Challenge with the winners announced! Hum3D, as a devoted 3D models provider who has helped 3D artists from more than 80 countries to save time on 3D modeling, initiated the challenge to remind us not to set borders and restrictions to our imagination, and travel without borders by creating 3D renderings in this special period of time.!Hum3DFox Renderfarm, as the best render farm which spares no efforts spurring creation and realizing imagination, sponsored the challenge. More than that, we are really thrilled to have the chance to talk to the 1st place winner -- Ramees Muhammed. !Ramees MuhammedRamees Muhammed- CG Generalist / Forensic 3D Animation Specialist - From: India- ArtStation: https://www.artstation.com/savannahr His render, Aspire Tower (Doha, Qatar), stands out among all the excellent artworks with its fine-balanced composition and brilliant lighting. Let’s have a look at what he and the jury say about the artwork, and don’t miss out our contentful interview!!Aspire Tower - Ramees Muhammed Author’s description:“I am very excited to take part in this interesting challenge. It's a fascinating topic to root on, especially when the world is dealing with the pandemic and not everyone can travel and see around the world.I decided to enter the competition and take this as an opportunity to create this beautiful tower in Qatar - The Aspire Tower. It is also called the Torch Doha or the Sports Tower. It is a 300-meter tall skyscraper designed by architect Hadi Simaan. It was a landmark of the 2006 Asian Games held in Doha.The place is known as the Sports City of Qatar as it holds various games and the stadium behind the tower is one of the stadiums which will host the 2022 FIFA World Cup.I wanted to reimagine the way the tower will look in a dramatic manner, and intensify its beauty. The tower is a metal structure on the outer layer composed of light layers that often produces advertisements and announcements.” Comments from the Jury:Yurii Lebediev: “Symmetrical composition is boring in most cases (for me personally). But the Moon and all other elements that break this symmetry make this render special. I love the night lighting and the position of clouds in the background too”.Martin Krasemann: “Lots of work on this one, creating a nice night scene is a complex task and the tower is really well lightened. Composition works also very well. The reflection on the water looks nice also”.Alessandro Maniscalco: “Great architectural rendering with amazing modelled and detailed structure. I was shocked about the environment's crispy details. Great night atmosphere”.Agnieszka Klich: “Realistic image, nice composition, interesting lighting setup! A great way of using the contrast between cold and warm lights to balance composition and focus interest on the main subject of the image – the tower”.Fox Renderfarm: “Excellent rendering and mood-setting, especially with the moon so full and bright! Nice work!”.Calvin Bacon: “The lighting, composition, and mood that this render portrays are fantastic. The incredibly high level of detail and realism make this my top pick”.Jonathan Holmes: “Eye-catching design with beautiful lighting and a very melancholy atmosphere. Loving it!”.Jacob Norris: “Fantastic mood and the minimal use of colors really helps to highlight the shapes of this beautiful architecture”.Emanuele Serra: “This work attracted my attention, simple in its composition, but very interesting in the use of night lights, expressing the intense strength of the structure. I like how the colors and contrasts of the composition have been balanced”.Paul Roberts: “The main building is very well modelled with an atmospheric mood and detailed context. The composition is strong with the form defined by using a predominantly dark building defined against the lighter sky. Modelling is to a good standard with a good amount of information communicated in the surrounding site without it distracting from the main focus”.Nicolas Wirrmann: “I particularly liked the mood, the lighting work and subtle post processing. The result is an elegant photorealistic render. (The moon might be a bit too much though 😉)”. Interview with Ramees MuhammedFox Renderfarm: Hi Ramees! Thank you for accepting our interview. Could you have a brief introduction about yourself?Ramees: Hi, you’re welcome and thank you for this opportunity to discuss.I am a CGI Generalist from India and living now in Qatar. I have been in the industry for the last 10 years. I now work as a Forensic 3D animation specialist.Fox Renderfarm: Congratulations for winning first place in the Without borders Challenge, how do you feel about it?Ramees: Thank you! Well, it feels great. It was special and exciting. The challenge itself was an exciting thing to take part in. Winning it gave me confidence and I look forward to doing more. Also I’d like to thank Hum3D for the opportunity and the entire Jury for selecting my work.Fox Renderfarm: Why did you choose Aspire Tower as the main building of your project?Ramees: Having lived in Qatar for more than 9 years, the Aspire Tower and the park has always been my favourite area to visit. It’s a beautiful structure and it’s the tallest one inthis tiny country.It’s seen from anywhere in the city of Doha due to its height and it’s beautifully lit during the night. I always wanted to do something with that in 3D, yet never got an opportunity. Then came the Hum3D Challenge.!Reference image - Aspire Tower - Ramees MuhammedReference imageFox Renderfarm: The Aspire Tower you created is so amazing and realistic, could you share with us the modeling process?Ramees: The modeling was a straightforward process. I modeled it from scratch. I used the available elevation drawings from the internet and used modeling tools in 3ds Maxlike Lathe, Edit Poly and Spline Surfaces. No plugins were used for modeling.The process includes:- Lathe based on the outer shell profile.- Edited polygon and created sub shell structures (Iron stripes that run from the base to the top) using edge to spline option.- Some additional polygon modeling for added details like welds, canopy etc.- Floors are done using Lathe and Shell.- There are a lot of wire mesh layers made out of edge to spline option, they run all through out of the structure for added detail, especially since they look better when lights cut through them.- Curvy structures like the pool extension are done using spline to surface modifier.!Clay -Aspire Tower - Ramees Muhammed!Clay -Aspire Tower - Ramees Muhammed!Clay -Aspire Tower - Ramees Muhammed!Clay -Aspire Tower - Ramees Muhammed!Clay -Aspire Tower - Ramees MuhammedFox Renderfarm: The night lighting makes the scene really fantastic. Could you introduce your lighting work?Ramees: I used an HDRI as the base lighting. This was overlaid with some color correction in order to get the desired color profile. Once this was achieved, I started lighting the scene elements.For the building, I placed little sphere lights that runs throughout the spline cage (as used in the real building). For the interiors, I simply used Corona light material with some opacity maps to simulate the internal lighting. I used a backlighting technique for the roof torch, which projects from the floor to the torch.For the ground level, I lit the floors using a large Corona sphere light that bursts out in a high intensity.I used similar technique for the the nearby buildings, placing lights on the visible areasand used image lights for the inside. These are accompanied with added bloom and glare.I scattered some tiny lights on the ground - these were distributed across the landscape with multiple colors to simulate the traffic movements as well as objects.!Night view - Aspire Tower - Ramees MuhammedNight viewFox Renderfarm: We are all impressed by the excellent rendering and mood-setting, how did you set the rendering?Ramees: I believe the key part of setting the right mood was achieving the right texture of sky.I used the color corrected HDRI with a backplate multiplied on top of it.The rendering part was straightforward. I used an LUT overlay and some color correction inside the frame buffer. The lights were rendered out as separate passes in order to get more control during the post production.Post Production - The moon was added in here and placed somewhere below the roof level to give emphasis on the tower height.The color correction was the tricky part as it wasn't easy to determine what's best. I produced outputs in two color tones, though I submitted only one for the challenge.The process included several levels of color balancing, playing with hues on individual items, toning, saturating and adjusting levels.!Aspire Tower - Ramees MuhammedFox Renderfarm: How long did it take to finish the work? Did you meet any difficulties when creating this work? And how did you solve it?Ramees: The overall process took around a week and this was done during my time off the work desk.The key challenge, like in any project is setting the scene and etermining the overall look. This process took the most time as the it was the backbone and the rest of the process was okay. I spent some time on the modeling too.The tower in reality has a slightly different color tone which is not really my favourite.I always tried to reimagine the scene and thought of how it can be presented. I wanted to make the scene a bit more dramatic. This was achieved after spending some time with a lot of trial and errors.!Early render draft - Aspire Tower - Ramees MuhammedEarly render draftAdding the moon was a choice I had to make - yes, a slightly larger one that glows in the dark.Fox Renderfarm: Could you briefly share with us your education and work experience along your CG journey?Ramees: I studied Bachelor of Science in Visual Communication and an advanced diploma in Multimedia from my hometown in India.In my 10+ years of career, I’ve spent my most time working for a company which is somewhat unique in terms of production. I am the head of a team that produces Forensic technical animations that are used for Civil arbitrations and Construction tenders etc. I have worked with some of the world renowned engineers and agencies during my stint here (Could not disclose any names due to the nature of my job which are confidential).This includes some of the major airports in the middle east, Oil and Gas and Marine related projects.Aside from that, I do concept designs in my own time - which includes aircraft (Sting R12, EVA X01), some architectures and hobby renderings. (savannahr.artstation.com)!Starways Arena © Ramees MuhammedStarways Arena © Ramees MuhammedFox Renderfarm: How do you improve your CG professional skills? Could you give some learning advice to CG learners?Ramees: As an artist who hasn’t been working in the ArchViz industry for a very long time, the challenge was one of my attempts to get back in the scene.For me who has been doing non photorealistic illustrations and animations, it was a challenge to learn the theory and the psychology. It’s more important than learning the toolset. I believe it’s all about observing the world around us. It’s how we tell the story throughour renders which matters.Learning new software and toolsets as well keeping ourselves updated with the latest technology is equally important. I used to watch the tutorials available on the internet over and over. Even if we know how to use them, there will be always something as a takeaway from every one of those - the way everyone uses every tool is different.Knowing these little tricks and shortcuts are always important, they make our lives easier and our jobs effective.!One fine evening in Venice © Ramees MuhammedOne fine evening in Venice © Ramees MuhammedFox Renderfarm: Any artists or artworks inspired you most?Ramees: Oh there are manay.I used to watch videos from Agnieszka Klich. Her presentation on how to approach every project is always fascinating.!Agnieszka KlichAgnieszka KlichMarek Denko is another inspiring artist, whose renderings tell stories.!Marek Denko© Marek DenkoI love the works of Bartosz Domiczek and Artur Tamiola from Common Point.Their works breath the liveliness. !Bartosz Domiczek© Bartosz Domiczek!Artur Tamiola© Artur TamiolaThe work from Pedro Fernandes (Arqui9) is amazing and it’s crazy how they use the post production on an extreme level.!Pedro Fernandes© Pedro FernandesFox Renderfarm: Have you used or heard of Fox Renderfarm before? If yes, how do you feel about it?Ramees: Yeah and we have used Fox Renderfarm’s services quite a few times in the past.Fox Renderfarm is all for rendering some animations and the approach was quick. The turnaround was fast and we liked it. (Saved us on an important deadline event).Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Ramees: Our industry is a colorful world. We have all the luxury to play with the stuff we love unlike other professionals. We get to do creative things and get paid for that. I don’t think anyone else has that privilege. The flip side is that it’s hard to keep the momentum going. It’s always a creative competition and only those who are willing to go out of the box would survive.And it’s not a hard thing to do. You can do whatever you want when you’re full of ideas.
Create without Borders: How John Yim Recreated the Dolmabahce Palace in C4D with His Unique Style
!WITHOUT BORDERSRecently, Hum3D just ended their Without Borders 3D Visualization Challenge with the winners announced! Hum3D, as a devoted 3D models provider who has helped 3D artists from more than 80 countries to save time on 3D modeling, initiated the challenge to remind us not to set borders and restrictions to our imagination, and travel without borders by creating 3D renderings in this special period of time.!Hum3DFox Renderfarm, as the world’s leading render farm, spares no efforts spurring creation and realizing imagination. As the challenge’s sponsor, we are happy to find that our beloved old friend John Yim has won third place in the amazing challenge.John Yim- Architect, Spink Property- From: London, England- Personal website: https://johnyim.com/ John recreated the Dolmabahce Palace with Cinema 4D, Redshift, Rhino, Speedtree and ZBrush. Its sophisticated composition, well-made models and John’s unique lighting style earned him praises and compliments from the jury.!Ottoman Legacy - Dolmabahce PalaceComments from the Jury:Yurii Lebediev: “I adore pictures with soul. And this is the case. Not just hyper-realistic render but great attention to the mood and vibe of the moment”.Martin Krasemann: “Love the poetic atmosphere that is getting out of this image”.Alessandro Maniscalco: “We love the happiness and colors of this picture. The beautiful atmosphere is everywhere and the compositing is very good. Great compositing and environment objects…”.Agnieszka Klich: “The image of the palace drew my attention instantly. It tells a story about the place – thanks to this the author added extra value to the visualization. The building not only has a monumental look but the composition of the image also gives an impression of some mystery behind it (by giving us – the viewers – the possibility to be unseen observers) which we are willing to uncover. The soft color palette gives the place the ‘inviting to visit’ look. Great framing, nice color balance, and story included… all the aspects that make the image successful”.Fabio Allamandri: “This image is a little bit over exposed for my tastes but I like the easter feeling very much. Lots of details! Very good job!”.Maciej Ptaszynski: “Great mood and very nice composition. Beautiful render!”Jacob Norris: “Fantastic work on the architecture and atmosphere in this piece. The flower petals floating in the air and the strong glow from the lighting help to make the artwork feel magical”.Emanuele Serra: “This work immediately caught my eye, I did not know Dolmabahce Palace, but as soon as you look at this work, you can feel the history and magic of that place. I like how the author reinterprets that place, using a very poetic light, increasing this feeling even more by using petals that rest on the water, while a sailing ship plows the sea towards the palace”.Arseniy Korablev: “Festive and solemn artwork. And besides, beautiful and very detailed!”Nicolas Wirrmann: “The amount of modelling work is impressive”.Stephanie Schenck: “This render is more like a painting, effectively capturing the feel of visiting the space, with all of the dreams, immersion, swept-away-ness of the scene”.Ralph Huchtemann: “This one has a very special composition with the boat at the bottom and the tree branches coming from above, which give the palace a frame. Another special thing about this one are all the falling leaves. Very unique composition”.!Ottoman Legacy - Dolmabahce PalaceJohn was so kind that he accepted our interview again. He not only shared his inspiration for the art creation also elaborated on how he modeled the palace in Rhino, how he created the surroundings and his symbolic lighting, and so forth. Please check out our interview and enjoy your journey to the Dolmabahce Palace with John. Fox Renderfarm: Hi John! Thank you for accepting our interview again. Congratulations on winning third place in the Without Borders Challenge, how do you feel about it?John: Thank you very much for having me again, I feel really honored to win third place in the Without Borders Challenge! Fox Renderfarm: Speaking of the theme of the challenge, why did you choose Dolmabahce Palace as your inspiration?John: I started the project “Ottoman Legacy: Dolmabahce Palace” as a challenge to myself - to recreate the most ostentatious and most ornamental facade within the timescale of the “Without Borders” Challenge.Dolmabahce Palace is one of my personal architectural favorites and undoubtedly one of the most vivid legacies of the Ottoman history, but the existing palace as it stands now has aged over time, and its extravagance undoubtedly carries a stigma. As such my concept was to portray the palace in a photorealistic yet poetic manner, with a monumental yet welcoming atmosphere. Fox Renderfarm: The Dolmabahce Palace you created is very detailed, could you share with us the modeling process?John: I initially searched and downloaded as many architectural drawings and photos as I possibly could online, placed them all within a PUREREF canvas, and referenced them at all times while modeling. I also researched for historical drawings of the palace, which gave me the idea of adding in Ottoman trade ships and the array of water-front trees - both of which no longer exist.!OttomanI used primarily Rhino and ZBrush to plan and model the main Palace building.I first blocked out the main shape of the building in Rhino referencing architectural plans and elevation drawings. This dictated the primary scale and the proportion of the building in relation to its openings, front-gate and surroundings.Recreating the facade ornaments looked like an overwhelming task at first, but they were in fact largely derived from a handful of ornamental modular elements sculpted and retopo-ed in ZBrush. These modular elements were then imported into Rhino to be further developed (cloned in grids or arrays etc.) until they resembled ornaments of the existing palace.!Ottoman Legacy - Dolmabahce Palace - ZBrushI ultimately created 5 unique ornamented facades in Rhino, which were then exported into Cinema4D, proxied and instanced based on the main shape of the building that I originally blocked out.!Ottoman Legacy - Dolmabahce Palace-c4d!Ottoman Legacy - Dolmabahce Palace-c4d!Ottoman Legacy - Dolmabahce Palace-c4dAs for the surroundings, I took a bit of artistic liberty when setting up the trees and the river - in reality, the trees are scarcely spaced and the existing location where the palace sits no longer serves as a trade port, nor does the historical water-front view of trade ships exist.The water-front “tree-array” was essentially a single Cherry tree modeled in Speedtree, instanced along the water-front with randomized scales and rotations. The colors of the cherry tree petals are slightly desaturated so as not to pull too much attention away from the main building, but rather helped frame and compliment the grey marble colors of the facade.!Ottoman Legacy - Dolmabahce Palace-c4dThe river was a plane with a slightly-displaced water shader, scattered with fallen cherry tree petals (Cinema4D Matrix) to create a warm and welcoming atmosphere overall. Fox Renderfarm: You have chosen a unique perspective to give this work a great composition, could you tell us how you set the composition and layout?John: Trained as an architect, I always approach my renderings with a one-point perspective at the beginning and throughout the look-dev process. Once I am happy with the model and the shaders, I would move my camera around virtually in search of a different perspective that is either more informative or conveys a better story of the building. In the case of “Ottoman Legacy”, the final composition was taken up largely by the river from an off-shore view perspective. Although the close-up one-point perspective render turns out to be my personal favorite of all WIP renders, I believe the off-shore view perspective tells a more comprehensive story of the palace.!Ottoman Legacy - Dolmabahce Palace!Ottoman!Ottoman Fox Renderfarm: In your personal artworks, lighting is always an important part that makes the picture so poetic in this work, could you introduce how you set the lighting and made the hyper-realistic render?John: I used a Redshift Dome Light together with a Sun & Sky Rig to light the scene. !Ottoman Legacy - Dolmabahce Palace!Ottoman Legacy - Dolmabahce Palace!Ottoman Legacy - Dolmabahce PalaceAs in most of my projects, I find my preferred lighting settings by trial and error, for instance, I would rotate the Sun & Sky Rig until I get a sun angle that elevates the atmosphere of the scene without overexposing and negating too many details. The dome light in the scene was linked to a sky HDRI which served as ambient light and the backdrop sky.The final rendering came straight out of Cinema4D Redshift without any Photoshop post-production. However, I did spend a considerable amount of time tweaking the Redshift “bloom” & “streak” settings to achieve the final look, in addition to utilizing an “F250” LUT that ships with Redshift, adding a warm tint to the overall image. Fox Renderfarm: How long did it take to finish the work? Did you meet any difficulties when creating this work? And how did you solve it?John: It took me about 2 months to complete the project. I have faced a lot of challenges – one of which being long rendering times.“Ottoman Legacy” was one of the most detailed projects I have ever worked on – the main building alone consisted of over 1 trillion polys. Previously I would have created a low poly version of the scene, but I took the challenge as an opportunity to see how far I could push the boundaries of rendering in Redshift, for the sake of retaining as much detail as possible.!Serenity II Kiyomizu-dera © John YimSerenity II: Kiyomizu-dera © John Yim Fox Renderfarm: Any other things you want to share with the CG enthusiasts?John: I learned that in order to work efficiently on detailed scenes like “Ottoman Legacy” one has to utilize as few modular elements as possible to maximize computing power and to minimize rendering times. These could be done by instancing and rearranging small-scale modular elements creatively to create entirely different models, as I have done to most of the ornaments but not to the extent of the entire scene.!Pioneers into 2021 © John YimPioneers: into 2021 © John Yim
How To Create A Nostalgic Alfa Romeo Racing Car With 3ds Max
Alfa Romeo is a company with a long history in the automobile and motorsport industry. As a huge car lover, Jason Raptopoulos, the 3rd place winner of Hum3D Car Render Challenge 2020, chose a rare model of Alfa Romeo that few will know of as his inspiration.!Alfa Romeo G1Alfa Romeo G1 !A-hidden-treasure-Iasonas-RaptopoulosA hidden treasure © Iasonas Raptopoulos Made with 3ds Max, Substance Painter, Marvelous Designer, Adobe Photoshop and After Effects, the project took Jason about one and a half months, which brings a feeling of warmth and nostalgia. Let’s find out how he made the beautiful 3D artwork in the exclusive interview with the best cloud rendering service provider, Fox Renderfarm.!Jason Raptopoulos- Jason Raptopoulos (Iasonas Raptopoulos)- 3D artist / Generalist- GreeceFox Renderfarm: Hi, Jason, could you give us a brief introduction about yourself?Jason: Hi! My name is Jason Raptopoulos, I am 34 years old, I live in Greece and, specifically, in Athens. I have been meddling with computers since a very young age and for some years now, with photography too. At the age of 27, I graduated from SAE Athens’ 3D animation course and I have been working as a 3D generalist ever since. I love my job and I enjoy discovering new techniques which, later on, I apply on my projects.Fox Renderfarm: Congratulations on winning 3rd place in the Car Render Challenge 2020, how do you feel about it?Jason: Thank you very much. In a word...excited! At first, when the results came out I could not believe it. Haha. Learning that my project, in which I invested a sizable amount of time creating, stood amongst the top 3 qualifiers was a huge satisfaction for me.Fox Renderfarm: What’s the idea behind your artwork 'A hidden treasure'?Jason: Prior to the beginning of the project’s creation I had plotted a story in my mind from which I did not want to deviate. My goal was whoever viewed my project to feel very emotional and nostalgic but without the need to include human presence. I wanted it implied. These were the thoughts behind the descriptive text that accompanied my project at hum3d.An Alfa Romeo G1 1921 model, stored in a barn where its owner used to take care of. For reasons unknown, though, he had to stop.!WIP-A hidden treasure © Iasonas Raptopoulos!WIP - A hidden treasure © Iasonas RaptopoulosFox Renderfarm: The car render shows your great level of modeling and texturing. Any references and how did you make it?Jason: 3ds Max was utilized for the creation of about 90% of the project. This includes the modeling of the scene, the car, the props and all of the scene’s materials. An interesting fact is that the car has been designed entirely using photos found on the Internet. Unfortunately, no matter how hard I tried, I wasn't able to acquire any blueprints for the specific model. Also, Substance Painter was used for the basic "dusty" look of the car. But, in the end, the material was evolved through 3ds Max.!reference-A hidden treasure © Iasonas Raptopoulos!WIP 1 - A hidden treasure © Iasonas Raptopoulos!WIP 2 - A hidden treasure © Iasonas Raptopoulos!Clay - A hidden treasure © Iasonas RaptopoulosFox Renderfarm: This render has so many details with all the tools, the dust on the old racing car and the light falling in the old barn, which make it look very nostalgic. How did you make them?Jason: I started the creation of the project with an image, a first draft if you will, in my mind in which I had given greater emphasis to the front part of the car, where the light would shed, in a tighter frame. But, while proceeding with the project, that image shifted and I decided to open up the frame a little bit in order to show a further view of the barn and, also, more elements in the scene.. At first, I started with the basic geometries of the barn, the “camera’s” angle and a source of the light too. I used Clay mode in realtime rendering in order to decide where to locate the source of the light. So, by using lots of references, I designed each element, studied their “behavior” when they age and that is when I met a huge challenge. To recreate them in the best way possible. As I have already mentioned, the whole scene was created from scratch using 3ds Max and I also used Redshift as a rendering engine. Pflow was utilized for the dust in the air, the general scene’s lighting is managed by a HDRI dome map and there has been one more light used so as to emphasize the volumetric light on the car.!WIP - A hidden treasure © Iasonas Raptopoulos!WIP 2 - A hidden treasure © Iasonas RaptopoulosFox Renderfarm: Which part of this work are you most satisfied with and why?Jason: Mostly, with the car itself. But I don’t think that I could say that there is something in the whole project that I am not satisfied with. Maybe I could have spent some more time refining the resulting version of the ground. But as it is natural I was always more focused on the main subject of the project, the car, to which I spent the most time designing and detail-refining. The second most important aspect of my project is the lighting which was heavily altered from my original idea trying to manipulate and create this nostalgic atmosphere.!How To Create A Nostalgic Alfa Romeo Racing Car With 3ds Max -1!How To Create A Nostalgic Alfa Romeo Racing Car With 3ds Max -2!How To Create A Nostalgic Alfa Romeo Racing Car With 3ds Max -3Fox Renderfarm: Did you encounter any difficulties when creating the artwork? And how did you solve it?Jason: Of course, as anyone does, but…I didn’t solve it! Haha. To be honest, my greatest encounter was the rendering time (during trials) and in order to overcome this I needed new equipment. lol. When someone gets the rendering results quicker, they can notice and improve their mistakes a lot faster. On a more technical note, I devoted a big part of my time to the designing and refinement of the ground. I met technical difficulties with Displacemaps and, ultimately, I am not so satisfied with the result. Also, as any designer would agree, one of the slowest aspects, from a creative point of view, of the process is the pre-designing stage, the research for the history of the model and the drafting of a working plan. But after the first steps have been taken, everything gets in a flow finally.Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Jason: In 2013 I decided to enroll in SAE Athens’ 3D Animation course and since 2015 that I graduated I have been employed by or collaborated with various companies. For the last two and a half years I have been working in an animation studio in Greece (Kent-Films, pixelfarm.gr) as a 3D generalist with a specialty in lighting and shading. !Pannacotta CGI © Iasonas RaptopoulosPannacotta CGI © Iasonas Raptopoulos Fox Renderfarm: How do you enhance your professional skills?Jason: I keep trying to discover and experiment with new software and techniques all the time and my goal is to apply those on my projects (if each project’s special conditions and schedule allow it). Social media is the ideal tool to keep track of all the field’s news, learn about new software from companies and, if someone participates in groups or fora, there they will find an endless “library” of knowledge in addition to discussions and queries of colleagues. Alfa Romeo Giulia in Iceland © Iasonas Raptopoulos Fox Renderfarm: Anything else you would like to share with CG enthusiasts?Jason: Above all, in order to have highly creative results we must love what we do. We must always try to discover and meddle with new techniques and never rush to deliver a project. Details (even small ones) are what make a project stand out.!Airbus A320neo © Iasonas RaptopoulosAirbus A320neo © Iasonas Raptopoulos Instagram: https://www.instagram.com/k_johnyim/
How to Use 3ds Max to Create A Photorealistic Car Render Giving Fairytale Mood
Hum3D Car Render Challenge, an annual render challenge, announced the winner of 2020 recently. As the long term partner of Hum3D, Fox Renderfarm is pleased to witness that there are more and more excellent car render artworks emerging year by year. This time we are honored to interview Phil Derbyshire, the 2nd place winner of the challenge and also the special prize winner from our Fox Renderfarm team.!Clay-The Mini Dream © Phil DerbyshireThe Mini Dream © Phil Derbyshire Phil’s award-winning artwork, The Mini Dream, shows a fantastic and microscopic world, made with 3ds Max, Redshift, Quixel Megascans, Forest Pack Pro, ZBrush, Substance Painter, Affinity Photo and Affinity Designer. Phil described the artwork,”No matter how small you may be in the grand scheme of things, there is absolutely nothing that can stop you from dreaming big!”Let's find out how he made the amazing artwork through the exclusive interview with Fox Renderfarm.!Phil Derbyshire- Phil Derbyshire- 3D Artist at TekVisual, LLC- AmericaFox Renderfarm: Hi Phil, thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Phil: Of course, I’m happy to be here! My name is Phil Derbyshire and I am a 3D Artist with a passion for environment design. I am currently working full-time for Tekvisual – An Architectural Visualization studio based in South Florida and I’ve been a full time 3D Artist since 2014 when I graduated with a Bachelor degree in Game Art & Design.Fox Renderfarm: How do you feel about winning second place in the Car Render Challenge 2020?Phil: I feel ecstatic! To be honest, when I saw some of the amazing submissions to the competition, I was going to consider myself lucky if I was placed in the top 10. There were some fantastic pieces of art submitted and I’m grateful to have been placed up there with the best of the best.Fox Renderfarm: With the dreamy feeling, The Mini Dream also gets the Special prize from our Fox Renderfarm team, so what inspired you to make the artwork?Phil: When it came around to starting this project I had three things in mind. Firstly I knew that I wanted to tackle a macro miniature render again. The first time being a few years ago when I created a piece that I called “December 25th 1am: Christmas Morning”.!December 25th 1am Christmas MorningDecember 25th 1am: Christmas Morning When I looked back on it now it’s hard not to see the flaws like the empty room reflection in the bulbs and other such missing details, but I could also still see some potential in the direction I went with it.Secondly David Attenborough’s “Empire of the Ants” documentary was still in the back of my mind, and I wanted to incorporate these little buggers into my render.!Empire of the Ants-The Mini Dream © Phil DerbyshireThe third and final part that was on my mind for the render was, of course, the car! Back when I used to live in the UK, a teacher of mine owned a classic Mini Cooper S much like this one. It’s such an iconic car that I wanted to bring to life in 3D with my own artistic spin.Fox Renderfarm: How long did you take to finish the work?Phil: I spent every spare moment that I could working on this piece! Working from home this past year with no commuting has given me more time to focus on what I truly love. I began with writing down a rough time frame for each part of the project, which I worked on in the evenings and weekends, and stuck to that plan as best I could.!The Mini Dream © Phil Derbyshire-1!The Mini Dream © Phil Derbyshire-2!render-The Mini Dream © Phil DerbyshireFox Renderfarm: We’re all impressed by the great modeling and texturing of the work, could you introduce how you create the car so realistic?Phil: Yes, absolutely! For the modeling, I tried to stick to my references to the best of my ability and attempted to model every detail that could be visible in the final render. For the texturing, I found images of miniatures and real cars decaying. I did my utmost to place the rust in obvious places where it would naturally form. For instance,at the bottom of the doors and at creases/edges and for this process, I utilized Substance Painter. I had a couple of starter rust materials in painter which I then modified to create the color and style that I wanted and went from there.!reference-The Mini Dream © Phil Derbyshire!The Mini Dream © Phil Derbyshire-3!The Mini Dream © Phil Derbyshire-4Fox Renderfarm: The harmony of colors and lighting is also outstanding, could you tell us how you made the artwork look like a fairy tale?Phil: Sure! So, this part was a tricky one that took a lot of experimenting during the project, I heavily took advantage of Redshift’s PostFX to adjust the Bloom/Flare, Bokeh and color controls to achieve the desired look, and it took a lot of trial and error before I was satisfied with the results. I also did something new for me for this project which was to convert and output all of my textures in a ACEScg color space to take advantage of the wider color gamut that ACES provides. The dust particles I made using TyFlow in 3ds Max, I feel that it also helped give it that fairy tale look that I was going for. Lastly, I took the final render into Affinity Photo and made my final color corrections there. I was really happy with the final product.Fox Renderfarm: The details of the image are wonderful, not only the car, but the grass and ants surrounding, could you introduce how you made these details?Phil: Making the ants made me a little anxious at first, as I hadn’t touched ZBrush in a couple of years and that UI always takes a little re-learning when coming back from another DCC, but after a late Friday night of sculpting, the ant mesh was done. The next morning I exported a high poly and a low poly version and brought them into Substance Painter for baking and texturing. That Sunday, I brought them into 3ds Max for rigging and worked on the final SSS material to bring them to life in the way that I wanted.The tree’s and branches are Quixel Megascan assets, I re-textured them inside of Substance Painter to add more mossy details and then converted those textures over to ACEScg. The leaves, grass and moss are 2D atlases I cut out and made simple geometry for, I then used Forest Pack Pro plugin in 3ds max to scatter them on the rocks/branches and ground.Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Phil: The only difficulties I ran into while working on this project, were the scene crashing during rendering. It turned out that some of my computer specs were aging a bit and causing me some trouble as the project became very demanding. My i7-4790k and 32GB Memory from 6+ years ago were now showing their age. I re-sized textures, optimized the geometry, and converted a lot of the objects in the scene into proxies which allowed me to render the project without crashing.Fox Renderfarm: How do you feel about Fox Renderfarm cloud rendering services?Phil: Yes I’ve used Fox Renderfarm in the past for work before we put together a small render farm of our own for our architectural visualization animations. I remember it being easy to use and had the plugins that we needed. Next time I run into rendering issues due to my hardware or if I need it to be done faster, I’ll be uploading my scene to Fox Renderfarm.Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Phil: Never stop learning new things and experiment whenever and wherever you can. You never know where your ideas and dreams can take you and what you can create by just playing around in 3D.!Reborn © Phil DerbyshireReborn © Phil Derbyshire !Day 42 of Isolation © Phil DerbyshireDay 42 of Isolation © Phil Derbyshire Find more artworks of Phil at ArtStation: https://www.artstation.com/philderbyshire
How to Create a Future Alien Planet Scene in LightWave 3D
!Hum3DHave 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 ClayThe harvest © David AgueroAs 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. !David Aguero- David Aguero- Freelance 3D Generalist & Concept Design- From: Argentina- ArtStation: https://www.artstation.com/david_agueroFox 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 WarsAT-ST from Star WarsFox 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. :)!space rover!space rover!space rover!space rover!space rover!space roverFox 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.!LightWave 3D!LightWave 3DFox 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!Detail renders of the space rover!Detail renders of the space roverDetail renders of the space roverFox 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 AgueroThe Last Shuttle © David AgueroFox 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 AgueroHealing © David AgueroFox 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.
Making an Eye-catching Vintage Mustang Look Strong and Smart in 3ds Max
!Hum3DFor our mutual goal - improving with the community together, Hum 3D and Fox Renderfarm have established a close and significant cooperation. For this year’s Car Render Challenge, Fox Renderfarm, the leading render farm in the CG industry, as the sponsor, is glad to select The Retro Masterpiece by Surjendu Das as the Fox Renderfarm Team Choice.!The Retro Masterpiece by Surjendu DasThe Retro Masterpiece by Surjendu Das“Everything about this work is just well designed, from composition and mood to modeling and materials, making the eye-catching vintage Mustang look strong and smart.”-- Fox RenderfarmThe powerful Mustang with exquisite lighting was also winning the Autodesk Team Choice. Wouldn’t you want to know more about who’s the magic hand behind the fine artwork and how he has made it? Fox Renderfarm had an interview with Surjendu Das and asked all those questions. Check out out interview for more interesting sharings.- Surjendu Das- 3D Artist- From: Kolkata, IndiaFox Renderfarm: Could you please give a brief introduction of yourself?Surjendu: Hello, I am a student from Kolkata, India. I am currently doing my graduation in Computer Science & Engineering as well as pursuing a diploma in 3D and VFX art. I have a strong desire to learn new things and applying them. I aspire to work for major gaming or VFX studios/companies around the world in the future and be a part of their amazing creativity. Fox Renderfarm: How do you feel about winning the Fox Renderfarm Team Choice in the Hum3D ‘Car Render Challenge’?Surjendu: I am feeling very happy to say the least, and proud of myself, my friends, and my parents who helped me a lot to achieve this milestone in my life. This is my first ever international achievement in the field of 3D and it has encouraged me so much to work and create more and more nice artworks. Big thanks to the Fox Renderfarm Team and Hum3D Team for selecting and portraying my artwork, this means a lot to me . And again I want to thank my parents for enabling me to achieve my goals in life. Fox Renderfarm: What’s your inspiration for the well-made artwork The Retro Masterpiece?Surjendu: I am a big fan of cyberpunk, retro-night style arts and games like GTA V. So I always take snapshots of those whenever I get the opportunity, from galleries like Pinterest, Artstation etc. And it eventually inspired me to create a similar one like them. Also the main inspiration for my scene was from a famous scene by Marek Denko – “Her Eventual Hesitation”. !GTA VGTA V!Her Eventual Hesitation by Marek DenkoHer Eventual Hesitation by Marek DenkoFox Renderfarm: Could you tell us the making process of the vintage Mustang?Surjendu: I started by making a rough layout in Photoshop, mainly I photobashed the various images I saved to my collection. On the modeling part, my friend Ritam Chatterjee really helped me out as he was modeling the Mustang. And I thought that it would be awesome to have the Mustang model in the scene. While he finished the Mustang, I set out the very basic layout of the scene in 3ds Max. After that I added the Mustang and the buildings as per the layout and did the necessary modeling and tweaking. The buildings used in the scene was from a free kit that was available from Kitbash3d.com!The Retro Masterpiece Modeling part 1!The Retro Masterpiece Modeling part 2!The Retro Masterpiece Modeling part 3!The Retro Masterpiece Modeling part 4!The Retro Masterpiece Modeling part 5!The Retro Masterpiece Modeling part 6!The Retro Masterpiece Modeling part 7!The Retro Masterpiece Modeling part 8For texturing the Mustang I made custom shaders in 3ds Max for the body, headlights, tires and also added some free textures which I googled and photoshopped as per my needs.!Clay-The Retro MasterpieceThen I used V-Ray lights to light up my scene. As it was a night scene I had to produce many lights at every place which affected the final view of the scene. I rendered out various lighting passes as a test, and composited them in photoshop to judge and finalize the lighting. I also added fake lighting to enhance the scene.!WIP Lighting The Retro Masterpiece by Surjendu Das!WIP Lighting - Surjendu Das!WIP Lighting The Retro Masterpiece by Surjendu DasThen I rendered the raw file in 4K in V-Ray along with various passes for my needs and comped it all together in Photoshop, did some crazy color corrections, masking, painting and finally it was ready to publish. !texture light-The Retro Masterpiece by Surjendu Das!The Retro MasterpieceFox Renderfarm: We noticed the reflection on the surface of the car and the texture of the car lights are exquisite, could you tell us how did you achieve both of them respectively?Surjendu: The reflection on the surface of the car is what has started to make the scene look good. It was made by adding fake scene lights. Initially I assigned the car with a matte surface and did the lighting with an HDRI / Dome light. But it came out to be worse than ever, so I made the car paint material to be very reflective and added three big plane lights in the scene on the right side of the car which cannot be seen from the scene camera. Then I googled some night images and put them as a light texture in the big lights which eventually worked as reflection lights and changed the look and feel of the scene and the mustang. The texture of the car headlight is made by connecting a simple procedural grid map to the bump node of the vray glass material. The grid was created by using a composite texture of two Waves maps available in 3ds Max, one having horizontal lines and one having vertical lines, and one of their blend modes was set to multiply in composite node. The image of the shader is attached.!Texture-The Retro MasterpieceFox Renderfarm: And the environment design enriches the ambiance of the whole picture, any ideas behind the lighting design?Surjendu: As it was a night scene I had to create lights at every possible area to illuminate the objects. So I made use of direct and indirect lighting to light up my scene. I created lights on the physical light sources and created bounces off them where the light would spread. I also added fake lights off the camera to help illuminate the scene and especially the Mustang, such as the creating lights on the right side of mustang to help with extra illumination and reflection. Also I used self illumination material on various sign boards which helped catch attention.I started with a night HDRI for all the light bounces but it eventually made the scene bad so I did lights on my own. !WIP Lighting The Retro Masterpiece by Surjendu DasFox Renderfarm: How long did it take to finish the artwork?Surjendu: It took approximately 3 months to complete the whole artwork.Fox Renderfarm: What software and plugins did you use to make the artwork?Surjendu: I used Autodesk 3ds Max for modeling, texturing, Chaos Group’s V-Ray for lighting and rendering in 3ds Max, Adobe Photoshop for final Compositing.Fox Renderfarm: What’s the most unforgettable experience in the production process?Surjendu: For me, during the production, the most unforgettable experience was the individual lighting of the scene, it felt like it would never end, it was a bit monotonous to add lights and test the renders again & again as I was using CPU rendering but I really enjoyed the process as a whole and was surprised at last to see that the lighting of the scene went well. Fox Renderfarm: Have you met any difficulties? How did you solve it?Surjendu: The difficulties that I met in the whole scene was again the lighting part and the time left. I used several HDRIs/Dome light for overall environmental lighting but the outputs were bad or not coming up to the mark. I once thought of changing the entire concept but the time was limited and I had to make the change then and there.So I ended up manually creating the lights for the light sources as well as creating bounce lighting for the scene along with the big reflection lights on the other side of the car which I discussed earlier. There are a total of 150 lights approx in the scene.Fox Renderfarm: Could you recall your first encounter with CG? How did you come up with pursuing your 3D career?Surjendu: My first encounter with CG was back in 2014 when I tried to composite a transformer in my home video after watching many tutorials on YouTube and which I failed eventually.I loved to play video games and watch sci-fi movies since childhood. So one day all of a sudden I thought of filming & creating my own cool action sci-fi scene with my brother. I searched for a hell lot of videos and tutorials of it and came across VideoCopilot and its host Andrew Kramer. He is a great guy who does free tutorials on After Effects and 3D. His way of approach highly impressed me and encouraged me to create cool action scenes like him. I followed him thoroughly and slowly generated a liking towards this subject as it got revealed more and more. That’s how I ended up pursuing a career in 3D.Tutorial video via VideoCopilotFox Renderfarm: Could you briefly tell us about the education and career experience along your 3D journey?Surjendu: It’s not long since I started my 3D journey, having started it back in 2017. But in these 2 years I have gathered a lot of experience in the course of learning it and I want to say that it is challenging as well as the most fun subject to learn and work in if anyone is really interested. The mix of technology and fine art is groundbreaking and the things that can be achieved is limitless. I have been learning the subject restlessly and the best thing is that I have faced many problems and I learned many things from it eventually solving bigger problems. Hoping to level up my career more and more in the future.Fox Renderfarm: In your Facebook profile, we saw that you are “Autodesk Certified”, could you share your experience of getting the certification?Surjendu: After completing the 3ds Max course last year, I was allowed to sit for the Autodesk Certification Examination for 3ds Max from the authorized Training Center I was studying in, as a mark of completing the course successfully. It was a 3-hour long online MCQ-Type exam.I was given a set of questions from various fields – modeling, texturing, lighting, rigging , animation and particles inside of 3ds Max. The questions were moderate to difficult and consisted of core conceptual questions about using 3ds Max properly and questions asking a lot of keyboard-shortcuts in 3ds Max. I successfully completed the exam with a mark of 970 out of 1000 and got the certification.Fox Renderfarm: Who or what project inspires you the most in the industry?Surjendu: In the CG and VFX industry I am inspired the most by many personnels, some of them are:1> Marek Denko, his CG projects very much detailed which inspires me. !Artworks by Marek Denko 1!Artworks by Marek Denko 2Artworks by Marek Denko2> Andrew Kramer, he is one of the game changers in the field of VFX and is one of the main reasons why people like me got interested in the world of CG and vfx. His works inspire me the most.Lock & Load by Andrew KramerThe project which inspired me the most recently is Project Spotlight by Epic Games where they are doing real time vfx and cg manipulation with actor’s performance in unreal engine, which can save a lot of time in production.Project Spotlight by Epic GamesFox Renderfarm: What do you do to get inspired and motivated? And how do you improve your professional skills?Surjendu: I get inspiration from lots of things. I watch artworks of other artists, play video games which has stunning environments and assets, watch sci-fi short films and watch intros of various films and TV shows. I take various subscription of online courses whenever possible to further improve my professional skills and creativity and in general I gather knowledge from Youtube and Google any time I face a problem. Fox Renderfarm: Any other things you wanna share with CG enthusiasts?Surjendu: I want to say the CG Enthusiasts that you should always remain interested and keep creating and working without thinking twice, because the more you create, the more you face problems, and the more you solve and overcome, creating your best artwork, that is where the real fun in the process of CG lies.
Telling the Legendary Story of F1 Driver Ayrton Senna through 3D Artwork
!Hum3DSixth annual Hum3D competition for the best Car render, one of the largest awards event for the car 3D modeling and visualization industry, showcased plenty of creative designs from 3D artists around the world.Fox Renderfarm is grateful that we have a chance to interview Mr. Daniel Vesterbaek, who described a dramatic F1 story through his 3D artwork “Courage” which won the second place in the competition.Daniel Vesterbaek3D ArtistFrom: Denmark!Courage by Daniel VesterbaekCourage by Daniel Vesterbaek As the challenge judge Calvin Bacon said, “A single image can tell stories and this one says it all. A great act of kindness and selflessness showcased in a beautifully composed render.”The piece tells a story about Ayrton Senna, a Brazilian racing driver, who is widely regarded as one of the greatest F1 drivers of all time. Daniel did a lot of research about the career of the legendary F1 driver and when he learned about the accident that lots of people might remember Senna for, he knew straight away that he had to make a scene illustrating it.!Ayrton SennaAyrton Senna On the challenging 1992 Belgian Grand Prix at Circuit de Spa-Francorchamps, the French F1 driver Erik Comas crashed heavily during a practice session. Comas was knocked unconscious, still holding down the throttle. As the engine was roaring at high RPMs, while more and more oil and gasoline was leaking from the car, the situation could easily have resulted in an explosion. Ayrton Senna drove by and stopped as soon as he noticed the situation and ran to Comas' car to cut off the engine. Comas believed Senna saved his life that day.!The accident at 1992 Belgian Grand PrixThe accident at 1992 Belgian Grand Prix This story had a great impact on Daniel and he thought it showed what the life behind the helmet is like. How much of a connection the drivers have - teammates and opponents alike.“The render is based on this event but is not totally true to it. In reality, the engine of Erik Comas’ car was not on fire - This is a detail I added to communicate, what the real danger of the event was,” Daniel said.Let’s learn more about Daniel’s creation process through the interview between Daniel Vesterbaek and Fox Renderfarm.Fox Renderfarm: Hi, Daniel! Could you give a brief introduction of yourself？ Daniel: I am a 22-year-old guy living in Denmark working at a motion design studio in Aarhus. I have always been fascinated by film and animation and during the last 7 years have been spending a lot of time doing 3D related artworks. !‘Ready for the Apocalypse’ by Daniel Vesterbaek‘Ready for the Apocalypse’ by Daniel Vesterbaek Fox Renderfarm: How do you feel about winning the 2nd place in the Hum3D ‘Car Render Challenge‘? Daniel: I felt very honored and happy when I saw the results. It's always awesome to get feedback from the people, who I am looking up to.Fox Renderfarm: Could you tell us the making process of the cars, especially the broken on with scratches and fragments? Daniel: For the cars, I did some very rough modeling at first and added details with booleans. I actually used this car mesh for both of the cars, but recolored it for the blue one. All the scratches and fragments were made in the shader. I also put a deform modifier on some of the objects to make them look like they were bent during the crash. The node network for the material of the blue car ended up being very complex with multiple layers of texture and painted masks for the holes in the body and all the scratches and dirt textures. !Model WIP!Blue Car Material Nodes Fox Renderfarm: Could you introduce the camera angle and composition design a bit? Any ideas behind that? Daniel: I wanted to create the feeling that people looking at the picture were on the track - in the action, so I put the camera pretty low. This was also the actual camera angle the crash was recorded in, in the real world. Fox Renderfarm: And at the back of the broken car, we noticed the distortion because of the heat, could you tell us how did you make it? Daniel: This was a compositing effect made inside the Blender compositor. In the file, I added an additional render layer, that had some simple planes with a color noise texture on them. At the areas with a lot of heat, I made the noise very strong and for the background, I added one big plane with a very low contrast noise. This way I could control in the 3D scene which areas would have more and less heat distortion. And because everything was set up on planes in the 3D scene, the depth would look correct as well. In the compositor, I used a displace node, that displaces the image based on a factor input. I input the noise render layer and got a very distorted look where the noise had a high contrast and a less distorted look for places with less contrasty noise. Additionally, I also made the noise render layer drive a blur node, which blurred out the areas with lots of heat. !Heat Distortion!Car Render by Daniel VesterbaekFox Renderfarm: How long did it take to finish the artwork? Daniel: I worked on the render from day one of the competition and finished it around a week before the deadline. So about 2 months. Fox Renderfarm: What software and plugins did you use to make the artwork? Daniel: For the render, I did almost everything in Blender - Even compositing. I used photoshop right at the end to do a bit of retouching and make the final color adjustments. To simulate the clothes I used Marvelous Designer and to create the characters I used MakeHuman. !Daniel Vesterbaek 1!Wireframe!ClayFox Renderfarm: What’s the most unforgettable experience in the production process? Daniel: There were a lot of roadblocks and also a lot of small successes in the process, so it is hard to pick out one. It was the first time I used Marvelous Designer and it was pretty easy to get into and the result was great. That was a pretty good experience.!Scene WIPFox Renderfarm: Have you met any difficulties? How did you solve it? Daniel: A lot! One of the biggest ones was when I realized the image was too messy. There was too much visual information fighting for attention. I tried to solve this by adding a lot of mist/fog in the scene to "gray out" the background, which is less important than the foreground. This proved to be quite effective.!Daniel Vesterbaek 7!Daniel Vesterbaek 15Fox Renderfarm: How did you come up with entering into the CG industry? Daniel: I always just did CG as a hobby, but one day I got contacted by a German company, who was starting to use Blender as their main 3D package. They wanted people who knew the software and hired me to be a part of their new team.Fox Renderfarm: Could you briefly tell us about the education and career experience along your 3D journey? Daniel: A lot of what I know came from a trial-and-error-approach. Apart from that, I learned a bunch of things from online learning platforms and video tutorials. At the two studios I have been working at, I have also learned a lot - Especially about pipelines, efficiency and about how to organize my files and time. I never went to a school specialized in 3D, but learned a lot from other people.!‘The Travel Companion’ by Daniel Vesterbaek‘The Travel Companion’ by Daniel Vesterbaek Fox Renderfarm: Who or what project inspires you the most in the industry? Daniel: I am very inspired by the CG storytellers. I think the medium has so much to offer - Not just flashy VFX and big explosions - but a whole new way of telling stories, that could not be told with a physical video camera. Of course I am very inspired by Pixar like most other CG artists, but I am also a huge fan of the work that Unit Image in France is doing. The way they tell stories through their game trailers is amazing! Apart from that studio, I love Don'tNod, who is making video games with great storytelling as well.!PIXAR-UNIT-DONTNODFox Renderfarm: What do you do to get inspired and motivated? And how do you improve your professional skills? Daniel: Often times I try to take in all the inspiration I can from other people and artists. The more you see, the more ideas you get. However, I think the best inspiration is something from your own life - Something that is relevant to you in some way. I try to force myself to improve every single day by working on one of my own projects - at least a bit of time. Even though you won't make a masterpiece every single day, you will improve and one day you will end up with something you can be really proud of. !‘A Merry Little Christmas’ by Daniel Vesterbaek‘A Merry Little Christmas’ by Daniel Vesterbaek Fox Renderfarm: Any other things you wanna share with CG enthusiasts?Daniel: Hard work pays off. I know that it kind of cliché to say, but I have experienced that it is true. The road might be long and you will have to put a lot of hours into it, but even when it feels like you are getting nowhere, you are improving. That is what I am reminding myself, when I get stuck and can't find the motivation to keep working on a project.‘The Arctic Explorer - Blender Animated short’ by Daniel Vesterbaek
Creating the Sophisticated Chevrolet Corvette 1960 in 3ds Max
!Hum3D**Hum3D ‘Car Render Challenge’ is one of the fantastic render challenges that artists who are passionate about both 3D creation and cars should not miss! As the sponsor for the challenge, Fox Renderfarm is amazed by the numerous submitted artworks, not only for the exquisite images but also the fun and the storytelling mindset behind the creations.We are so glad to have an interview with the first prize winner -- Mr. Ehsan Darvishi, who created the Chevrolet Corvette 1960 with the overwhelmingly beautiful details and lighting. He revealed the production process and share his industry experience. Please check out our interview for more.Ehsan Darvishi3D Artist, Qoo Studio From: Iran!Chevrolet Corvette 1960 by Ehsan DarvishiChevrolet Corvette 1960 by Ehsan Darvishi !Clay-Chevrolet Corvette 1960 by Ehsan DarvishiFox Renderfarm: Hi, Ehsan! Thank you for accepting our interview! Could you give us a brief introduction of yourself?Ehsan: Hi. Thanks for this interview. I’m Ehsan Darvishi, from Isfahan province, Iran. I’m 31 years old and I got into the CG industry from the age of 15. I’ve been as 3D artist in the animation studio for 7 years. During this time, two cinematic animations and three short animations were produced. Currently, I work remotely for Qoo Studio in Toronto, Canada, and also working as a freelancer.Fox Renderfarm: How do you feel about winning the 1st Place in the Hum3D ‘Car Render Challenge’?Ehsan: I’m so happy. I’m glad for achieving the first place. Thanks to Hum3D** and Serhii Antonov for this competition, also the jury and all sponsors.Fox Renderfarm: What’s your inspiration for Chevrolet Corvette 1960?Ehsan: The Corvette always makes me feel good especially old models. Of course, I'm sorry I can't drive with them. Unfortunately, there are no American cars in Iran.!The real Chevrolet Corvette 1960 in Photo. Source from Google SearchThe real Chevrolet Corvette 1960 in Photo. Source from Google Search Fox Renderfarm: The car in the picture is so well-made, especially the reflection on the surface and the windshield, could you tell us the process you made the car?Ehsan: In fact, reflections are created from a HDRI light with a proper image. I tried to select a picture that caused well reflections on the car’s body, windshield and metallic part. I changed the HDRI a lot for achieving the best result.!WireFox Renderfarm: The diner behind is rich with details, and the lighting design is sophisticated, how did you design and make the lighting?Ehsan: There were three types of lights in the dining room. First, the skylight and the ambient light coming through the windows. Then, yellow lights from big lamps in the roof and next, two sources of white lights above cubic glass. The blend of these lights created this light effect. In fact, I was inspired by an old photo for modeling and lighting the environment.!Draft render of Chevrolet Corvette 1960 by Ehsan DarvishiDraft render of Chevrolet Corvette 1960 by Ehsan Darvishi Fox Renderfarm: And regarding the environment, how did you achieve the fine texture of the bushes and floor respectively?Ehsan: I tried to show an early fall season. There is a tree without leaves in the back of the building, and the color of the plants is a little green. I wanted to show that sidewalk and asphalt weren't smooth like reality.!Chevrolet-Corvette-1960-by-Ehsan-DarvishiFox Renderfarm: How long did it take to finish the artwork?Ehsan: When I decided to take part in the competition, I had just 10 days chance. I started very fast and was able to send it one day before the time finished. I worked for that 9 days (12 to 14 hours a day).Fox Renderfarm: What software and plugins did you use to make the artwork?Ehsan: I used Autodesk 3ds Max, Substance Painter, Corona renderer and Photoshop.Fox Renderfarm: What’s the most unforgettable experience in the production process?Ehsan: In my idea, the best-producing stage or process is the time when it's completed. A final artwork involves several stages. The combination of these steps can be seen in the final work.!Chevrolet Corvette 1960 by Ehsan DarvishiFox Renderfarm: Have you met any difficulties? How did you solve it?Ehsan: Not having enough time and weak hardware especially for rendering. You can see some part is noisy, and there was no way for me to remove it.Fox Renderfarm: How did you come up with entering into the CG industry?Ehsan: My interest in CG industry began when computer games turned from 2D into 3D. Also, sci-fi films at that time helped my interest in CG. I was fifteen at the time, and I decided to start learning 3d software. At first, learning was difficult for me because there were limited educational resources.!Artwork by EhsanArtwork by Ehsan Fox Renderfarm: Could you briefly tell us about the education and career experience along your 3D journey?Ehsan: I graduated in computer software major. At first, I didn’t like it. Anyway, I started my education because there was no major in the CG field. I faced lots of problems for 15 years but they were sweet and useful because I could learn a new experience. The best time in my life and job was working for an animation studio as a 3D artist. I gained many useful experiences there, and the type of work was very attractive.!Artworks by Ehsan-2!Artworks by Ehsan-1Artworks by Ehsan Fox Renderfarm: Who or what project inspires you the most in the industry?Ehsan: I always follow the works of 3D artists. I also see a lot of Sci-Fi Films. Video games are always my favorite and besides enjoying them, I pay attention to modeling, texturing and making them.Fox Renderfarm: What do you do to get inspired and motivated? And how do you improve your professional skills?Ehsan: Sci-fi Films, video games, and 3D artwork motivate me, and I always follow them.Fox Renderfarm: Any other things you wanna share with CG enthusiasts?Ehsan: I believe that practice and learning are very important for being successful and should never be forgotten.
Interview With Yi Sun, The 1st Winner In Hum3D’s Three D Gun 2 Competitio
It is our honor to have an interview with Yi Sun, the first place winner in Hum3D’s Three D Gun 2 Competition, which is also sponsored by Fox Renderfarm, a leading render farm service provider in CG industry. Share this interview with everyone, here are the dialogue between Fox Renderfarm and Yi Sun.Fox Renderfarm: Hi, Yi Sun, congratulations to winning the 1st place in this contest, thanks so much for taking your time to have the interview with us. Firstly, would you please give a brief introduction about yourself?Yi Sun: Yes, my name is Yi Sun, 25 years old, from China, I had a bachelor degree in 3d animation and I’m currently studying Master of Design in Sydney.Fox Renderfarm: How long have you been in the CG industry? And how did you make the decision to get into the CG industry?Yi Sun: I haven't found a job in the CG industry yet, but I've been teaching myself 3D for 5 years now. I started doing silly short videos when I was a kid. back then I discovered I can make some visual effects for videos in After Effects, but soon, I realized the 2D visual effects is very limited, I want to make more sophisticated effects, especially 3D effects. so I started learning 3D software. At that time I just thought it was cool, I never thought about doing this for a career, until I visited the universal studio in Los Angles. I got a chance to listen to the Hollywood VFX artists talks about the VFX production of the blockbuster movies and it blew my mind. I've been dreaming to work on a blockbuster movie ever since that talk and I've been working very hard trying to put my first step in the CG industry. I hope my dream will come true soon.Fox Renderfarm: It is a great experience. Wish your dream come true. About the work "Porcelain 1911", what inspired you to come out the idea of making it?Yi Sun: The idea is very simple, combining two completely different objects together. I used to do this kind of design practice a lot when I was learning character design in 3D animation. In "Porcelain 1911", I try to combine the porcelain element I familiar with and a gun which I'm not quite familiar with. I think as a 3d artist, the biggest advantage I had is my cultural background. I've seen a lot of Chinese porcelain as I grow up, I found them very beautiful, so I feel very comfortable to work with porcelain element in my design. if this competition is about design a realistic and futuristic sci-fi gun, I believe there are millions of 3d artist who can design better sci-fi gun than me, because I never have seen or touch a real gun.Fox Renderfarm: It is an interesting idea. How long did it take you to finish the work?Yi Sun: I was doing a master degree while working on the "Porcelain 1911", I had 3 assignments from Uni so I barely had time to work on it, sometimes I only have 15 minutes before I got to go to sleep. It took me about 2 months, but I think the actual time I spent on it is only about 120 hours. Now I look at it, I think it could be done better, there are still many things I want to polish in this work.Fox Renderfarm: What software, renderers, plugins did you use in this work?Yi Sun: My main 3d software is Maya, and I used Mari (non-commercial) for texturing, and redshift for rendering and photoshop.Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Yi Sun: The difficulties I faced in this project is to create the realistic hand paint graphic of the Chinese porcelain, I tried to import vector into Photoshop apply filters but the result looks very fake, I tried to download watercolour brush for photoshop, but it doesn't look good either. Then I realized it’s not possible to create realistic paint mark on the computer, so I decided to create the texture physically with watercolour. I realized even though we had so many presets, filters and plugins to helps us create digital works, but they can never replace traditional mark making techniques, as a digital artist, I should always remember to respect the physical medium.Fox Renderfarm: Anything else you would like to share with CG enthusiasts?Yi Sun: I think CG is the best medium for self-expression, you can create almost anything and everything, that's why there are many things to learn, too many. I spent 5 years learning CG and I still feel that I know nothing about it, that's why I think we should always be humble to learn and we should try to use our cultural background as our advantage to develop our own unique style.Fox Renderfarm: Yes, totally agree with you. I hope you can make more wonderful works in the future, and you will be an excellent CG artist. Thanks so much for your time.More Yi Sun's artworks:
Three D Guns 2 Competition Winners Announcement!
Fox Renderfarm News
On June 12, 2019, Hum3D’s “Three D Guns 2” Competition, which also sponsored by the leading render farm service provider - Fox Renderfarm, announced the final list of winners. All the works in this competition are gun-themed 3D artworks. The competition attracted a large number of game artists, character designers, and weapon fans.Fox Renderfarm was honorable to be one of the judges, and had the chance to choose a work for the special prize - Fox Renderfarm Team Choice. All the entries are creative and pluralistic, congratulations to everyone. Here are the excellent award-winning works.First place: Porcelain 1911 by Yi Sun What the jury says:Jeremie Noguer: “Original idea and flawless execution”.Yurii Lebediev: “I love it! When I look at this render I remember feeling when I held porcelain mini figurines of animals of my granny. This is so nice and so good done!”Zacharias Reinhardt: “What a combination! Combining a hard and deadly weapon with something filigree as porcelain. The shape and materials with all the painted details, totally sells it”.Dominik Capodieci: “Interesting idea and nice shading and lighting”.Tom Grimes: “I have a soft-spot for juxtapositions, putting two things together that would never normally be found together. A porcelain gun! With beautiful patterning just like on the fine China that only gets used on Sundays. Almost surreal!”Remi Arquier: “I love the concept and the detailing – a lot of work went into taking this outside the box”.Second place: Under Cover Paranoia by Nicolas BergerWhat the jury says:Yurii Lebediev: “Absolutely unique ‘gun’! Very nice render! Enormous attention to details!”Zacharias Reinhardt: “This is probably the most disgusting weapon I have ever seen, but that is what it makes so great! The weapon design is great (in a weird way) and looks like it is straight out of an alien movie. The image is technically well executed and I especially like all the tiny realistic details. Now I know hat will haunt me in my nightmares ;)”Remi Arquier: “You don’t see much Cronenberg fan art these days, and this one stood out in concept and execution”.Third place: The Stopper by Kimmo KaunelaWhat the jury says:Arseniy Korablev (Teya Conceptor): “My favorite artwork in the competition. This nomination is needed at least to highlight such authors. Beautiful colors, interesting weapon. I want to pick up it and run with it :) The only thing that bothers me is a slightly blurry render, possibly due to DOF, antialiasing or image interpolation settings”.Jeremie Noguer: “The slight stylization works well, lighting and environment are on point”.Deuce Bennett: “I’m a sucker for post-apocalyptic, kitbash, and steampunk. This weapon tells me a story, and I love it”.Special prize from Fox Renderfarm: Decimator MK1 by MalchusWhat Fox Renderfarm says:“Great lighting, overall atmosphere is good, warm and cool colors contrast highlights the theme, so that viewers would instantly focus on the main object at first glance. The gun is perfectly blended into the picture, but still manages to stand out. Model, texture and lighting, overall is perfect”.Congratulations to all the award-winning artists and Fox Renderfarm hope to help more 3D artists to create their masterpieces.To check out all of the fantastic winning entries, as well as some special Team Choice mentions, visit Hum3D's blog post here.
Hum3D Video Game Superstar Contest Winners Announced
Fox Renderfarm is honorable to be one of the sponsors and judges for the Hum3D Video Game Superstar Contest which is a fan-art contest for the best 3D character from a video game. Every contestant can choose any remarkable hero that is considered as the most impressive character. The contest started from 21st March and ends at 30th May, and now we are thrilled to announce the winners here.First place is Chen Stormstout by Vladislav DimantIt was made with using 3D-Coat, 3ds Max, V-ray, Ornatrix and Photoshop. Excellent all around – beautiful composition, great use of DoF, lovely materials, environment and attention to detail.Second place is Incredible Mario by Sedat AçıklarIt was made with using Zbrush, 3D-Coat, UVLayout, Substance Painter, 3ds Max, V-ray and Photoshop.Third place is Heart of Darkness by Evgeniy ShatohinIt was made with using 3ds max, Mudbox, Corona renderer, Marvelous Designer, Substance Painter and Photoshop.Besides the top 3 winners, there are some special prizes selected by the other sponsors, please check the full artwork gallery here: https://hum3d.com/challenges/superstar-gallery/.And if you would like to learn more details about this contest along with the short interviews did by the Hum3D, please check the full post here: https://hum3d.com/blog/video-game-superstar-winners/
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