FoxRenderfarm
  • 한국어
    한국어
  • English
    English
  • España
    España
  • Português
    Português
  • Deutsch
    Deutsch
  • Türkiye
    Türkiye
  • 日本語
    日本語
  • Italiano
    Italiano
  • Français
    Français
  • Россия
    Россия
  • NEWS CENTER

    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.


    Making an Eye-catching Vintage Mustang Look Strong and Smart in 3ds Max

    2020-02-04

    Trending

    Hum3D Contest

    For 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 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 Renderfarm

    The 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, India

    Fox 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 V

    Her Eventual Hesitation by Marek Denko

    Fox 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

    For 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.

    Then 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.

    Then 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.

    Fox 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.

    Fox 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.

    Fox 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 VideoCopilot

    Fox 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

    2> 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 Kramer

    The 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 Games

    Fox 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

    2020-01-27

    Trending

    Hum3D Contest

    Sixth 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 Vesterbaek 3D Artist From: Denmark

    Courage 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 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 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

    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.

    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.

    Fox 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.

    Fox 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.

    Fox 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.

    Fox 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

    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.

    Fox 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

    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

    2020-01-21

    Trending

    Hum3D Contest

    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 Darvishi

    Fox 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 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.

    Fox 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 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.

    Fox 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.

    Fox 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 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

    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

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

    2019-06-17

    Top News

    Hum3D Contest

    It is our honor to have an interview with Yi Sun, the first place winner in Hum3D’s Three D Gun 2 Competition, which is also sponsored by Fox Renderfarm, a leading 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: yisun.artstation.com


    Three D Guns 2 Competition Winners Announcement!

    Three D Guns 2 Competition Winners Announcement!

    2019-06-13

    Fox Renderfarm News

    Hum3D Contest

    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 Berger

    What the jury says:

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

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

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

    Third place: The Stopper by Kimmo Kaunela

    What the jury says:

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

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

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

    Special prize from Fox Renderfarm: Decimator MK1 by Malchus

    What Fox Renderfarm says:

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

    Congratulations to all the award-winning artists and 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.

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


    Hum3D Video Game Superstar Contest Winners Announced

    Hum3D Video Game Superstar Contest Winners Announced

    2017-06-13

    CG Challenges

    Hum3D Contest

    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/


    Key Words

    search
    MILESTONES|Fox Renderfarm|Desktop Client|Blender|Bollywood films|Hum3D Contest|NVIDIA|Silkroad Digital Vision|Malaysian Animated Films|Indiajoy|Art Competitions|Architectural Visualization|CGarchitect Architectural 3Dawards|Best cloud rendering services|Render cloud|VFX|Upin & Ipin|Green Book|Fox Renderfarm Interview|Mission Mangal|Kre8tif!|Fox Renderfarm Mini Program|CG|CG Tech Summit Malaysia|Zhang Yimou|film works|cloud rendering|Golden Horse Award|Shadow|SIGGRAPH Asia 2018|Morrigan Flebotte|VWArtclub Annual *Contest|Asswad Mouhamad|animation works|IMax Studio|Boonie Bears|Renderosity|Gary S. Kennedy|Evermotion Challenge 2018|Brian Beaudry|Alita: Battle Angel|Bobby Bala|Mohit Sanchaniya|Katapix Media|Flying Car Productions|Razer|The Shipment|FoxRenderfarm|CG Tech Summit|Alpacalypse Productions|halloween|Hum3d Survial Car Challenge|Federico Ciuffolini|Ralf Sczepan|Iavor Trifonov|Clarisse|CGTS Malaysia|Isotropix|C4D|Tomasz Bednarz|V-Ray|Cinema 4D|MAXON|siggraph caf|Evermotion challenge 2017|CGTrader Space Competition|film of the year|Le Anh Nhan|Planet Unknown|Fox Renderfarm 2017 Achievements|CSFF|Julio Soto|boar 2017|Deep|SIGGRAPH Asia 2017|Chris Sun|Glass Cage|Fox Renderfarm|Making Life of Bri' n Chris|anthem studios|The Rookies|Peter Draper|Makuta VFX|Baahubali 2|CG Competition|enchantedmob|CG Studios|Academy Awards|CGVray|weeklycgchallenge|SketchUp|siggraph 2017|Chris Buchal|SIGGRAPH Asia|LightWave|Indigo Renderer|Rafael Chies|V-Ray RT|CPU Rendering|NVIDIA Iray|Chaos Group|OctaneRender|Redshift|STAR CORE|CICAF|VR|Mr. Hublot|Ribbit|GPU Rendering|Linux|Monkey Island|LuxRender|HPC|Render Farm|Life of Bri|WORLD LAB|Michael Wakelam|3D Rendering|Online Render Farm|Alibaba|Baahubali|阿里雲|Malaysia|VAX|Aliyun|2015 Hangzhou Computing Conference|Oscar|SIGGRAPH|CGTrader|Kunming Asia Animation Exhibition|Evermotion|RenderMan|

    Categories


    Fox Renderfarm News

    Fox Renderfarm Projects

    Fox Renderfarm Lectures

    CG Challenges

    Top News

    Blog

    Fox News

    Fox Talk

    Trending

    Recent News List


    Creating an Amazing CGI Project Staged at Hagia Sophia in ZBrush

    2020-11-20T06:42:35.741Z

    How to Recreate the Fairytale Rakotz Bridge in Maya

    2020-11-19T08:04:45.212Z

    How to Animate the Shortage of Toilet Paper During Pandemic in a Funny Way

    2020-11-18T03:29:53.282Z

    How to Create a Realistic Mushroom House in Blender

    2020-11-09T07:31:58.987Z

    FGT3D Santa’s New Ride Challenge is Online Now!

    2020-11-04T08:24:48.096Z

    How to Make a Cuddly Protector for Sweet Dreams in Maya

    2020-10-29T11:12:24.648Z

    How To Create A Dreamy Piano MV In 3ds Max

    2020-10-28T11:05:48.666Z

    2 M’sian Animated Films Won National Winners at the 2020 Asian Academy Creative Awards (AAA)

    2020-10-22T09:14:59.790Z

    How to Create a CG Scene in Norman Rockwell Style in Blender

    2020-10-15T10:32:22.337Z

    Partners

    Medias

    VARIETYBIDNESSETCAnimationMagazineAnnecyFestivalArtstationAWNChaosgroupSiggraphBeinewsCGArchitectCGsocietyCgtraderEvermotionRenderosityTheRookiesVfxv
    Fackbook Customer ReviewsFoxrenderfarm

    강력한 렌더 팜 서비스

      비즈니스 컨설팅

      글로벌 에이전트 연락처: Gordon Shaw

      Email: gordon@foxrenderfarm.com

      마케팅 담당자: Rachel Chen

      Email: rachel@foxrenderfarm.com