How to Make an Adventurous Treehouse in Blender
The concept of treehouse spurs a lot of imagination about the romantic or adventurous atmosphere with natural beauty from starry night, jungles to tranquille lakes and so forth. CG Boost set “Treehouse” as the theme of their September challenge, setting a stage to let numerous talented artists to splash their imagination and CG techniques.!CG BOOSTFox Renderfarm, as a world leading cloud rendering service provider, sponsored the great challenge. Plus, we are so honored to have the chance to interview the 1st Place winner - Florian Linke.- Florian Linke- Amateur CG enthusiast- From: Vienna, AustriaThe narrative and mysterious ambient delivered by the artwork catches the jury’s attention alone with the nice lighting and balanced compositing.!Treehouse - Florian Linke Florian about his entry:“The tree house built by survivors out of the remnants of wrecked ships that got lost and crashed down the waterfalls is meant to portray the will of people to not give up and survive, no matter the circumstances.This is my first participation, and during the creation of this project I had to learn about many new things like adaptive subdivision and volumes. It took me the whole month to complete, because I am not very advanced (yet), and overall it was really just a lot of fun experimenting around.”Let’s dig into our interview with Florian and enjoy the creative process altogether. Fox Renderfarm: Hey Florian, congrats on winning the 1st Place in the CGBoost Treehouse Challenge! Could you introduce yourself to us?Florian: Hello there and thank you very much, my name is Florian Linke and I am an amateur CG enthusiast from Vienna, Austria. Fox Renderfarm: The winning artwork is quite narrative and appealing, could you share with us the idea and inspiration behind the artwork?Florian: Both nature and pirates have always been very inspiring to me, and the theme of the challenge seemed to go really well with both. The idea is that some ships got lost and ended up crashing down the waterfalls in the background. After that, the survivors built a new home on the tree, partially out of the remains of the wrecked ships. I always liked the idea of never giving up, and wanted to do my best to portray this idea. Fox Renderfarm: What software and plugin did you use to create the artwork? Florian: I used Blender for the entire scene, and GIMP for some minor color correction. Fox Renderfarm: How long did it take to finish the artwork?Florian: I have been working on the project on and off for around three weeks. It took me so long because I had to experiment a lot with different things, and learn a lot of new stuff to be able to make some elements of the scene. Fox Renderfarm: Could you share with us your creative progress, from modeling to the final rendering?Florian: First, I started with a simple blockout, to get a rough idea for the layout. I changed this around a lot, until I had a better plan.!Treehouse - Florian Linke!Treehouse - Florian LinkeI then started to replace all the placeholder models with new ones, starting with the cliffs, then the tree, the house, and lastly, the background vegetation.The cliffs are just round cubes, stacked and subdivided, and displaced with a height map. The tree was made using Blender’s skin modifier, by intertwining the branches to create a sort of tree hand.!Treehouse - Florian LinkeLastly, I added some mist, tweaked the lighting, and tried to use volumes to make the waterfalls look more convincing. I then added the background vegetation, which was made in the same way as the big tree, and some smaller plants and treetops made from transparent images of leaves and branches.!Treehouse - Florian Linke Fox Renderfarm: The treehouse is the main object in the whole picture, did you model it from scratch? How did you make it vivid while keeping its structure organic? Florian: I first modeled some planks and wooden bars, then arranged them into sort of wall and floor modules, and then built the house itself out of these elements, keeping it all relatively loose and chaotic. After that I just modeled some decorative assets like nets and barrels and placed them on the platforms around the house.!Clay Render -Treehouse - Florian LinkeClay Render Fox Renderfarm: Are there any special considerations behind the texture?Florian: I tried to make everything look a little mossy, without stressing my PC too much, by mixing a moss material into every normal material. The moss on the tree and rocks is always on top, and on the house, it is in the nooks and corners. Fox Renderfarm: The lighting setup plays an important role in creating the atmosphere. How did you arrange the lighting, especially the fog and the detailed lighting in the cave?Florian: I modeled all the mist and fog in the scene as solid objects first, and then used Blender‘’s mesh to volume modifier to get the volume to have the exact shape I needed. The lights in the cave are just regular point lights, placed inside small lantern models. Fox Renderfarm: Did you meet any difficulty in the process? How did you solve it?Florian: One of the biggest difficulties was actually the cliffs. I am not super experienced when it comes to 3D art, so I had to experiment and try a lot of different approaches to get it right. Fox Renderfarm: How did you encounter CG? Could you share with us your education and career experience in the CG industry?Florian: The first time I knew that I wanted to learn 3D art, was when I played on the original playstation as a kid. Fox Renderfarm: Could you give some advice to the people who want to step into this industry?Florian: Don’t let anything discourage or intimidate you. Learning 3D art is often hard and complicated, but if you keep at it, it will soon become second nature. There are so many programs and helpful tools as well as tutorials available nowadays, often for free or at a very affordable price, so no matter where you stand, nothing stands in the way of your dream! Fox Renderfarm: Any artwork or artist inspires you the most?Florian: I am a huge fan of the works from Zdzislaw Beksinski, his surreal and disturbing, yet strangely beautiful art really helps with getting new ideas. !Zdzislaw Beksinski© Zdzislaw Beksinski
FGT3D Snowman Challenge Is Open for Submissions Now!
FGT3D Snowman Challenge, organized by the best cloud rendering services Fox Renderfarm, is now open for submissions! Olaf in Frozen is loved by audiences all over the world for his cuteness and wacky personality. So why not build your own SNOWMAN! What kind of look will he/she have, what adventures will he go through. Please use your 3D artworks to tell your snowman story! PRIZES:3 Professional artworks and 3 Student artworks will be selected and awarded!Besides, the winning artworks will gain a great amount of exposure and publicity.· Interview with Fox Renderfarm· Advertisement and promotion on our official website, social media accounts, and newsletters. RENDER SERVICE SPECIAL OFFEREach participant can get a free $50 render coupon!You will receive a confirmation email with the coupon code, after submitting the work that meets the demands (read more about the rules). HOW TO SUBMIT:- Use this submission form to submit your entry before the deadline is over.- Also, you can join the community and enter the FGT3D Challenge!- The challenge ends on December 12th, 2021 (UTC+8) and the winners will be announced on December 21st, 2021 (UTC+8). RULES:- Your entry must relate to the challenge’s theme (we strongly encourage you to set your imagination free)- Your entry must be a 3D rendered image, video or 2D or concept art is not allowed- Your entry can be created by one artist or a group- There’s no limitation on styles and the choices of software and plugins- Your entry must be original art created specifically for the challenge- Minimal use of third party assets is allowed, as long as they are not the main focus of your scene (third party textures and materials are not included in this rule and can be used freely)- Feel free to enhance your rendering- Images that depict hate, racism, sexism or other discriminatory factors are not allowed- Works must be submitted before the deadline- If you have any problems please contact email@example.com JudgesBen CheungKariem SalehMiho AokiFrank WANG Yefeng2020 VES Awards Nomination JudgeFilmmaker and Character AnimatorAssociate ProfessorComputer Art University of Alaska FairbanksMedia Artist, Assistant Professor, Digital Media Curriculum, Art Department, Rhode Island College SPONSORS:- Fox Renderfarm - Fast & secure render farm services.- Chaos V-Ray - Visualize anything imaginable with V-Ray.- Corona Renderer - Known for its ease of use, power, and affordability, Corona Renderer 6 is available for 3ds Max and Cinema 4D.- Raysync - Fast file transfer solutions with reliability and security.- Poliigon - Make better 3D renders.- LIGHTMAP - HDR Light Studio makes lighting fun.- iCube R&D Group - iCube R&D Group develops and provides cutting edge and affordable tools for 3D visualisation industry.- Textures.com - A website that offers digital pictures of all sorts of materials.- Graswald - The best way to create nature in Blender.- TopoGun - A stand-alone resurfacing and maps baking application.- Texturebox - Making great textures for free and premium at a low cost.- Pilgway - Make it easy with 3DCoat: Sculpting, Voxels, Modeling, Retopo, Texturing, and UV. Judges- Ben Cheung - 2020 VES Awards Nomination Judge- Kariem Saleh - Filmmaker and Character Animator- Miho Aoki - Associate Professor Computer Art University of Alaska Fairbanks- Frank WANG Yefeng - Media Artist, Assistant Professor, Digital Media Curriculum, Art Department, Rhode Island CollegeLearn More: https://www.foxrenderfarm.com/fgt3d-snowman-challenge.html
How to Make a Stylish Spacecraft in Blender
Imagine if we humans, in the distant future, exploring the borders of our dimension, rediscovered ourselves in the past, thinking that it is another species.The third place winner in the Student category of the FGT3D Explorer Challenge goes to Andrey Oliver with his work, Explorers from the future. “Great combination of painterly looks and 3D rendering. who didn't ever park his ship in a no-parking spot? The cartoony and still technical design of the vehicle looks absolutely stylish. The colors of the paint finish pop out greatly surrounded by this rough and hazardous landscape.” One of our judges, Kariem Saleh said, who is an award winning film director and animator based in Berlin, Germany.Let's find out how Andrey made the amazing artwork through the exclusive interview with Fox Renderfarm.!Explorers from the future © Andrey OliverExplorers from the future © Andrey Oliver Fox Renderfarm: Hi, Andrey! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself? Andrey: Hello! Thanks for the opportunity. My name is Andrey and I have always been interested in 2D and 3D art, as it was a way I found to release my creativity and thoughts, the art world. Fox Renderfarm: Congratulations on winning 3rd place in the Student Category of the FGT3D Explorer Challenge, how do you feel about that?Andrey: I feel extremely happy to have won third place and to have competed with exceptional artists. It's great to see your art on the podium. Fox Renderfarm: How long did you finish the work, Explorers from the future?Andrey: On March 24, 2021 I found out about the contest through @tonycartoonish, a great artist, and since that day I have been thinking about what to do. It must have taken me 5 weeks to model and render all the art.!Samantha Donut @ tonycartoonishSamantha Donut @ tonycartoonish Fox Renderfarm: What software and plugins did you use?Andrey: I used Blender and Substance Painter to model the ship and scenery, and also used and modified some Quixel Bridge props to complement the naturalness of the scene with secondary elements and textures. In the end I used Photoshop for retouching. Fox Renderfarm: What’s the inspiration behind your artwork? Any references?Andrey: For the Explorers theme, I thought about making a spacecraft, after all I've always admired the Star Wars or Guardians of the Galaxy spacecraft designs, and so I made my spacecraft inspired by them but stylized.!Explorers from the future!Explorers from the future Fox Renderfarm: The believable lighting, mood setting, attention to details, even the No parking sign are rendered nicely. How did you make it?Andrey: As a 3D artist, I have always sought to add naturalness to the works, observing the real world and the behavior of nature and light. I think that the small details make the narrative of the scene more complete.!Explorers from the future-3!Explorers from the future-4 Fox Renderfarm: How did you make the great combination of painterly looks and 3D rendering?Andrey: I think a stylized modeling with a hand texture painting in Substance Painter and small touches in photoshop were essential to achieve this effect.!Explorers from the future-10!Explorers from the future-4-6!Explorers from the future-11!Explorers from the future-4-5 Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Andrey: Yes, the biggest challenge was the complexity of the shape of the spacecraft and its numerous parts, but after a long time of testing, the best way was to divide the spacecraft into several categories of parts, so I was able to have greater control in the modeling.!Explorers from the future-9!Explorers from the future-8 Fox Renderfarm: Any artists or artworks inspired you most?Andrey: @thisnorthernboy was an artist who inspired me a lot in the design of the ship.!Explorers from the future-7Deep Space Fleet II @ thisnorthernboy Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Andrey: I am self-taught in 3D. I started studying when I was 13 years old out of curiosity, learning everything from internet videos and manuals and today I have a great experience with these programs. To complement my learning, today I also study Animation Design at college. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Andrey: If you really want something, you will get it, the beginning is always the hardest. Draw what you like, model what you like, so you will have more pleasure in what you are doing and learn better. Look at the great artists and get inspired. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Andrey: I think FGT3D is an amazing idea, which stimulates the contact and minds of countless artists to show their potential to the world. Fox Renderfarm: Do you have any advice for future participants in the competition?Andrey: Enter the contest, do what you like, gain experience, have fun!!FGT3D Explorer ChallengeFGT3D Explorer Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in March, 2021 and sponsored by our amazing sponsors, including Xencelabs, Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners again! And thanks to everyone for participating! See you at our next FGT3D Challenge!
How to Create a Cute Story About a Little Bulb by Blender: Introducing FGT Art May Winner, Anahad Kashyap
As a platform to show CG talent, FGT Art, organized by the best cloud rendering service provider, Fox Renderfarm, welcomes CG artists all over the world to show off their impressive 3D artworks which were rendered with Fox Renderfarm. Congratulations to our FGT Art May Winner - Anahad Kashyap, a young freelance artist who is proficient in Blender regarding modelling, animating, and rendering.Anahad’s award-winning artwork “Ignore”, made by Blender and Mixamo, is interesting and lovely, showing a cute story about a little bulb. Let’s find out how he created the artwork in the exclusive interview below.- Anahad Kashyap- Freelance Artist- From: India Fox Renderfarm: Hi Anahad! Could you have a brief introduction about yourself? Anahad: My name is Anahad Kashyap and I am currently studying B. Des. Industrial Design in Vellore Institute of Technology, Vellore, Tamil Nadu, India. The date “23rd May 2021” marked one year of me learning 3D modelling and CG and my work experience includes doing a few freelance projects and making videos for my YouTube channel.Blender Showreel 2020 © Anahad Kashyap Fox Renderfarm: Congratulations on being the May winner of FGT Art! How do you feel about it?Anahad: Honestly, I am super thrilled and honored that you guys chose me as the winner and I can’t thank you guys enough. Fox Renderfarm: Could you share with us your inspiration/references/moodboard of the work ‘Ignore’?Anahad: Earlier I took a challenge of creating one digital render daily for a month and on my 6th Day I created this:!Ignore - Anahad Kashyap - Day 6This was inspired by a very old advertisement of an electrical company popular in India. Actually the thought of a personified Light Bulb excited me a lot and I set on making it. One of the biggest hurdles I faced while making this was “how to make it believable?”........I know it sounds a bit ironic as the character itself doesn’t exist at all. My references included pictures of light bulbs, nuts and bolts (duh!). Few of them are: Fox Renderfarm: How long did it take to finish the work? Anahad: The whole process (modelling and texturing) took me around 12-13 days of mostly working at night due to college. Majority of my time was spent on creating the environment because the character was already done…...I just modified it a little to match human proportions better. Fox Renderfarm: The character is cute, could you share with us the character design and modeling process?Anahad: The character modelling took around 5-6 hours completely cause although not very complex, I wanted to make it as detailed as possible. Few clay renders are:!Ignore - Anahad Kashyap - 0067Then comes the most important part of making any 3D render feel realistic, which is adding Surface imperfections. There are many types of surface imperfections like micro scratches, fingerprints, dust buildup in crevices, etc.The surface imperfections which I considered for the character were fingerprints and micro scratches. Fox Renderfarm: The environment is rich and realistic, could you introduce how you set the environment and made all the details?Anahad: Ah yes, The Environment (sigh!)......By far the most work I have ever done on any 3D environment. Everything in the scene (like the laptop, brick wall, poster, windows, ferris wheel etc.) was self modelled and textured. And just like the character, surface imperfections are suuuuuuuuuuuper important here also, like surface scratches on the table top, wipe marks on window panes, fingerprints on the laptop screen (It’s a touchscreen laptop 😝😝), etc. Here are two images of the environment….one without surface imperfections and one with imperfections.- Without Imperfections: !Without-Imperfections- With Imperfections: !Ignore-Anahad-KashyapAnd the thing even more time taking and frustrating than self modelling all the assets is making a visually balanced composition i.e. positioning all the assets carefully to make the scene visually pleasing and ensuring that none of the areas look more visually weighted than others. One has to ensure that the focus point of the scene (in this case that being the bulb character) remains in focus. Here is one of the MatCap render of my scene:!anahx-kashyap-123456789123456798I used MatCap view to arrange the composition of the scene and if the project demands it, I sometimes render the whole animation sequence in MatCap view because it saves a lot of render times and gives an exact view of how the animation would look when fully rendered. Fox Renderfarm: As a freelance artist, why do you choose Blender as your main tool, and what is the biggest advantage of Blender for you?Anahad: As a growing freelance artist, Blender offers the complete package of what a 3D artist could need. It has features like support for fire, water, cloth and smoke sim, 2D animation, video editing(basic), sculpting, remeshing, etc. along with the primary use case which is 3D modelling and animation. Personally, the biggest advantage of Blender for me is the ease of use and a very flat learning curve. I don’t have anything against any other 3D modelling apps and I am aware that all of them are unique in their own way and have their own set of features but for me Blender had the most visually appealing viewport and less intimidating controls for a beginner. Fox Renderfarm: How do you improve your CG professional skills? Could you give some Blender learning advice to CG learners?Anahad: This is a question where I can answer both the parts together! The thing I do apart from all the freelance work is I try to recreate movie scenes as closely as possible. Like watching movies from great directors like Steven Spielberg, David Fincher, Christopher Nolan and picking scenes from the movie which look the most visually appealing to me and then recreating them in Blender. The first step to this includes matching up the 3D camera with the camera used in the film along with the correct focal length. For this I use an app called “fspy” which works perfectly for this.Hope this helps! Fox Renderfarm: Have you used or heard of Fox Renderfarm before? If yes, how do you feel about it?Anahad: Actually I did hear about Fox Renderfarm earlier but never got around to using it. But when the time came for rendering my project, It was very much clear through the creation process that my PC won’t be able to handle it. So I decided to give it a try now I freaking love it. The features I love the most are:- Super fast transfer of heavy files- Reasonable Price- Easy to use InterfaceCan’t wait to use it for my YouTube videos!!!!! Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Anahad: Yes there are a few things which I would like to say to CG enthusiasts…….Never get disheartened by looking at other great artist’s work on social media. Nobody starts at the top…….And to never give up…….One Day the grind will pay off in one way or the other.Koenigsegg Gemera © Anahad Kashyap Who’s our next FGT Art winner? Shine your talent and win great prizes!
How to Create the Exploration Escape of the Last Colonist in Lightwave 3D
FGT3D Explorer Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in March, 2021 and sponsored by our amazing sponsors, including Xencelabs, Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Explorer ChallengeThe third place winner of Profession category is David Aguero! Congratulations! His artwork, Leaving the colony, stands out for its rich colors, exquisite details and excellent composition with a sense of depth.“A spaceship is leaving a town on the bottom of a cliff. The town appears to be some sort of a mining operation or settlement. The artist used colors and surface materials very effectively. The color of the town is like the rocks and doesn't look like a very good place to live. The spaceship is painted green and looks very different from the town. It makes me wonder if the spaceship is escaping from the dying town or on a mission to save it, but it looks like a great adventure is waiting for the people aboard.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Here’s the interview between David and Fox Renderfarm, in which we can find out how he created this wonderful 3D render.!Leaving the colony © David AgueroLeaving the colony © David Aguero Fox Renderfarm: Hi, David! Thank you for accepting our interview. Congratulations for winning third place in the FGT3D Explorer Challenge, how do you feel about it ?David: It feels amazing! I love to create art especially when the subject matter is one of my favourites. Fox Renderfarm: Could you share with us your inspiration/references/mood board for the work Leaving the colony?!Project Eagle © Brennan MassicotteProject Eagle © Brennan Massicotte !Exploration © JULIAN CALLEExploration © JULIAN CALLE !EXO - Mechanized Mars Exploration Rover © Daniele SolimeneEXO - Mechanized Mars Exploration Rover © Daniele Solimene Fox Renderfarm: How long did it take to finish the work? And what software and plugins did you use?David: 10 days in free time, from 2 to 3 hours, I use Lightwave 3D 2020, World Creator and Affinity Photo. Fox Renderfarm: The artwork builds a strong story, which is fantasy. Could you share with us the story behind it?David: The back story: the colony didn’t progress as expected, so, resource to make a self sustained living wasn't possible, everyone is dead or left the colony some time ago, the last colonist put together a small shuttle (the shuttle was for low flight scouting, it took some years to be modified for planetary capabilities, also the low gravity of the planet was handy) . Fox Renderfarm: Did you make the model of the colony and aircraft from scratch? Could you share with us the modeling process?David: I made all from scratch, for the ship I first used a kitbash technique for rapid prototyping, then some classic modeling. For the city was made very low poly, and thinking like lego parts.!Leaving the colony © David Aguero-1!Leaving the colony © David Aguero-2!Leaving the colony © David Aguero-3 Fox Renderfarm: We were all impressed by the rich colors of the work, how did you set the color to make sure the harmonious colours and the right balance?David: That took some serious tweak on the materials, the light and the atmosphere, but with some color theory in the head, oranges and blues are always great looking color palettes. Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?David: The problem I encountered in order to put the ship in the foreground, I needed it to lower the contrast for the background with more fog, so the illusion of being quite far doesn't break, it was hard to get the right amount, so the background doesn’t get lost, too. Fox Renderfarm: As the old friend of Fox Renderfarm, do you have any new projects or plans to share with us?David: I have been working full time now as Art Director, so my job now is more to manage other artists. Also, my current job has an NDA.Pwnisher Alternate Realities Challenge Submission © David Aguero !Healing © David AgueroHealing © David Aguero !haunted hall © David Aguerohaunted hall © David Aguero !The Last Shuttle © David AgueroThe Last Shuttle © David Aguero !The harvest © David AgueroThe harvest © David Aguero Fox Renderfarm: As a successful CG artist and entrepreneur, what do you think are the most important factors in making a successful commercial artwork?David: Stay fresh, every new show, movie, artist, you need to follow the trend to stay updated with all the amazing art out there. Fox Renderfarm: Any other things you want to share with the CG enthusiasts?David: For young artists, try to enter as many challenges as you can. It is perfect to do your own things and practice, grow your portfolio and win some amazing tools along the way. Practice makes the master.
FGT3D Hunter Challenge Is Open for Submissions Now!
FGT3D Hunter Challenge, organized by the best cloud rendering services Fox Renderfarm, is now open for submissions! We would like to invite 3D artists around the world to submit their artworks, show their CG talents and win great prizes! Theme: HunterHunters appear in many movies and TV series, such as the monster hunter in “ Monster Hunter ”, the magic hunter in “ The Huntsman: Winter's War ” and the witch hunter in “ The Last Witch Hunter ”. In this render challenge, please use your imagination to create your own HUNTER, no matter what kind of hunter you create, we are looking forward to it!!FGT3D HUNTER CHALLENGE Prizes:3 Professional artworks and 3 Student artworks will be selected and awarded this time! The prizes including render coupons provided by Fox Renderfarm, license of Corona and Corona Academy Online Courses (unlimited access for 2 years), Raysync's larger file transfer license (SMB version), textures.com's yearly subscription with credits per month, Friendly Shade's 32K resolution bundle, MultiScatter, MadCar, CityTraffic license provided by iCube R&D Group, Texturebox's legendary membership, Graswald's pro personal license, individual subscription for Toolbag 4 provided by Marmoset 12 and so on.Besides, the winning artworks will gain a great amount of exposure and publicity.Interview with Fox RenderfarmAdvertisement and promotion on our official website, social media accounts, and newsletters.Moreover, each participant can get a free $50 render coupon! You will receive a confirmation email with the coupon code, after submitting the work that meets the demands (read more about the rules). How to submit:- Use this submission form to submit your entry before the deadline is over.- Also, you can join the community and enter the FGT3D Challenge!- The challenge ends on August 15th, 2021 (UTC+8) and the winners will be announced on August 26th, 2021 (UTC+8). Rules:- Your entry must relate to the challenge’s theme (we strongly encourage you to set your imagination free)- Your entry must be a 3D rendered image, video or 2D or concept art is not allowed- Your entry can be created by one artist or a group- There’s no limitation on styles and the choices of software and plugins- Your entry must be original art created specifically for the challenge- Minimal use of third party assets is allowed, as long as they are not the main focus of your scene (third party textures and materials are not included in this rule and can be used freely)- Feel free to enhance your rendering- Images that depict hate, racism, sexism or other discriminatory factors are not allowed- Works must be submitted before the deadline- If you have any problems please contact firstname.lastname@example.org Partner:PIXL VISN Media Arts Academy Sponsors:The prizes are provided by our awesome sponsors, including:- Corona Renderer - Known for its ease of use, power, and affordability, Corona Renderer 6 is available for 3ds Max and Cinema 4D.- Raysync Larger File Transfer - Fast file transfer solutions with reliability and security.- Texturebox - Making great textures for free and premium at a low cost.- Friendly Shade - High-quality textures for 3D artists.- iCube R&D Group - iCube R&D Group develops and provides cutting edge and affordable tools for 3D visualisation industry.- Textures.com - A website that offers digital pictures of all sorts of materials.- Graswald - The best way to create nature in Blender.- Marmoset - 3D Real-time rendering, lookdev & texture barking tools. Judges:For this competition, we have invited professionals in the CG industry as our judges to ensure the fairness and professionalism of the competition.Here's the list of our jury:- Ben Cheung - Vice President of Fox Renderfarm- Kariem Saleh - Filmmaker and Character Animator- Miho Aoki - Associate Professor of Computer Art, University of Alaska Fairbanks- Julius Harling - Founder of Graswald- Frank WANG Yefeng - Media Artist / Assistant Professor of Digital Media Curriculum, Art Department, Rhode Island College- Cenay Oekmen - VFX Tutor of Pearson College London FAQ:1.Do I need to pay any fees to participate in the competition?- No, the FGT3D Challenge is free for everyone.2.Do I need to register a Fox Renderfarm account for participating in the competition?- No, you can participate with or without a Fox Renderfarm account, which will not affect the final result of the competition.3.Does the entry need to be rendered by Fox Renderfarm?- No, you can use any 3D software, renderers, add-ons according to your need.4.Can I submit multiple submissions for the competition?- No, you can only submit 1 final render for the competition.5.Can I share my artwork and WIP online before the challenge is over?- Yes, of course, you can.We are looking forward to your participation. Come to shine your talent and great prizes are waiting for you! Let's celebrate a special Christmas!
Exploring New Worlds: Introducing Ken Nguyen and His 22 Years of CG Journey
Victory is Ours! © Ken Nguyen The war between the E.U.N. (Earth United Nations) and the aliens has been going on for decades and brought humanity on the brink of extinction. While wars ravage the Earth, E.U.N has sent people to explore and settle colonies on other planets.The art series, "Exploring New Worlds", are created by Ken Nguyen, who was born in Vietnam, grew up in Paris, France, in the 80s and then moved to the USA in the mid-90s. Ken has over 22 years combined experience in architecture, video games, themed entertainment, immersive experiences and trade shows and exhibits. In our exclusive interview, we can find out how Ken created the amazing art series and his 22 years of CG Journey! !Ken Nguyen- Ken Nguyen- Sr. 2D/3D Concept Designer- From: United States- Artstation: https://www.artstation.com/ken28875 Fox Renderfarm: Hi Ken, thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Ken: My name is Ken Nguyen. I was born in Vietnam but left the country at a very young age after the war. I grew up in Paris, France, in the 80s and then moved to the USA in the mid-90s. I have over 22 years combined experience in architecture, video games, themed entertainment, immersive experiences and trade shows and exhibits. Fox Renderfarm: As a 2D/3D Senior Concept Designer, do you think 2D art skills help you a lot in 3D art developing?Ken: Like most concept artists, I started learning traditional media such as pencils, markers, and watercolors. Then I discovered Photoshop in the late 90s. I got introduced to 3d modeling with SketchUp when I was working in architecture in the early 2000s. I would say that 2D and 3D skills work in tandem to create the desired art. Indeed, I do not think an artist is 100 percent 2D or 100 percent 3D, especially nowadays with all the new 3d software. Some use simple 3D geometries and do a lot of paint-over and photobashing in Photoshop. Others like myself use a lot of 3D and do minimum 2D work in Photoshop. However, there were some pieces that needed a lot of Photoshop paint-over for things that were faster to do in 2D than in 3D (e.g., Adding FX such as smokes, fires, or doing color corrections and whatnots in Photoshop).This one is a great example of concept that I spent a lot of time with paintover and texture/photobashing in Photoshop.!The Last of Them - The Ambush © Ken NguyenThe Last of Them - The Ambush © Ken Nguyen Fox Renderfarm: What’s your inspiration for your series of visual developments called "Exploring New Worlds"? Ken: It is actually a long process that started back in 2013 when I did the first concept in the series called the Last of Them.!The Last of Them © Ken NguyenThe Last of Them © Ken Nguyen It was the beginning of my alien-invasion/post-apocalyptic/end-of-the-world series of visual developments. Humans were living in peace under the E.U.N (Earth United Nations) until the alien invasion that brought the human race to the brink of extinction. The war between the E.U.N. military and the alien forces lasted for over a hundred years. As decades passed, humans developed new technology and spaceships that would allow them to escape the war-ravaged earth to explore other planets. That was when the Exploring New World (XNW) series would begin. I was laid off during the COVID-19 pandemic last year and it was a perfect time to take a break and work on personal art pieces such as the XNW environment concepts. That was also a way for me to visit those worlds and escape all the craziness happening in 2020. LOL Fox Renderfarm: How long did you take to finish the "Exploring New Worlds" series?Ken: As mentioned above, I lost my job, therefore I had a lot of free time to work on personal projects. I spent a few months during the Spring and Summer of 2020 working on the XNW series which actually consists of different themes. The main subject is Exploring New Worlds, but there are also concepts that were parts of Alien Encounters, Alien Civilizations, E.U.N. Capital, Military and Bases on other planets. !Exploring New Worlds!Alien Encounters!Alien Civilizations!E.U.N. Capital!Alien Encounter © Ken NguyenAlien Encounter © Ken Nguyen !E.U.N. Capital © Ken NguyenE.U.N. Capital © Ken Nguyen !Alien Civilization © Ken Nguyen-1!Alien Civilization © Ken Nguyen-2!Alien Civilization © Ken Nguyen-3!Alien Civilization © Ken Nguyen-4Alien Civilization © Ken Nguyen !E.U.N. Military Base © Ken Nguyen-1!E.U.N. Military Base © Ken Nguyen-2E.U.N. Military Base © Ken Nguyen While working on XNW series, I also did some concepts for the Last of Them series that tells the story of the war between the humans and the alien/mutant races on war-ravaged Earth that will lead to the XNW series after over a century has passed.!The Last of Them - The Ambush © Ken NguyenThe Last of Them - The Ambush © Ken Nguyen !The Last of Them - Abandoned Warehouse © Ken NguyenThe Last of Them - Abandoned Warehouse © Ken Nguyen !The Last of Them - Behind The Car! © Ken NguyenThe Last of Them - Behind The Car! © Ken Nguyen Fox Renderfarm: You were the Concept Artist at DIGITAL DOMAIN in 2018 in charge of environment and prop concepts for ELEVEN ELEVEN. Did you meet any difficulties while creating? And how did you solve it? Ken: I was one of the many concept artists working on Eleven Eleven, which is an original science fiction story designed for virtual reality and augmented reality and has been selected by the 2019 SXSW Film Festival.I believe the art team worked on the game several months before Digital Domain reached out to me and hired me to help with some extra environment concepts as they were on a tight schedule.I was tasked with creating the jungle and cave areas as well as some props. The challenge here was to create a jungle that looks realistic and natural by populating the scenes with trees and plants, and at the same time it must satisfy the gameplay. Designing in 3D was the biggest advantage compared to 2D. Indeed, I was able to place the vegetation assets in real-time and experience the spaces with camera movements as if I were in the jungle. !Eleven Eleven VR Game © Ken Nguyen-1!Eleven Eleven VR Game © Ken Nguyen-2!Eleven Eleven VR Game © Ken Nguyen-3!Eleven Eleven VR Game © Ken Nguyen-4!Eleven Eleven VR Game © Ken Nguyen-5!Eleven Eleven VR Game © Ken Nguyen-6Eleven Eleven VR Game © Ken Nguyen Fox Renderfarm: Among all the projects you’ve done, which project do you feel proudest and would you share with us how you make it? Ken: There are many concepts that are my favorites and that I am proud of. Among them are some from the XNW or The Last of Them series because they were the newest concepts and I have learned a lot from previous projects to create them. However, for this question here, I would like to share some renders that are perfect examples to show how working in 3D is fast, efficient and productive especially for architectural renders.This project is called A Day in the City and was an entry to the 2018 Evermotion challenge. After I read the brief, I thought it would be interesting to create a scene showing everyday life in downtown of a big city. I started gathering buildings from my 3D resource folders and played around with different layouts as shown in the WIP-01 image. I came up with seven options. They were all grey renders so that I did not have to worry about materials and textures. I then populated the scenes with people, vehicles and trees as you can see in the WIP-02 image.After picking one of the views, I started to do some color renders and played with different lightings, weather, and time of day such as evening, night, sunny, overcast, etc. I believed the final submission was the evening one. After the contest was over, I decided to do a snowy post-apocalyptic version just for fun. !A Day in the City WIP - 01!A Day in the City WIP - 02!A Day in the City © Ken Nguyen-1!A Day in the City © Ken Nguyen-2!A Day in the City © Ken Nguyen-3!A Day in the City © Ken Nguyen-4!A Day in the City © Ken Nguyen-5A Day in the City © Ken Nguyen Fox Renderfarm: What’s your pipeline of 3D art?Ken: I do a lot of 3D kitbashing using models I build from scratch as needed, free models and some that I bought from different 3D sites. A lot of them are quite affordable and they are made by professionals, therefore the quality is particularly good. After I have an idea of what I want to do, I gather the 3D assets and compose them together in SketchUp. I then export the whole thing into Lumion, set up the views, and add lighting. I usually do some tests with white box or grey renders. I can focus on the composition and lighting/values and not worry too much about color, materials, and textures. When I am somewhat satisfied with the grey renders, I start adding materials and textures. It is a long but fun process going back and forth between SketchUp and Lumion. Nothing is written in stone for the 3D composition. As a matter of fact, I kept on changing, adding, or rotating the 3D assets as needed. Everything is in real-time, therefore, I can see what the final render might look like with actual lighting, shadows, reflections on materials, etc.When I have something that I really like, I render it and bring it into Photoshop for some paintover, color corrections, FX like smokes, and so on. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Ken: After graduating from high school, I went on to study architecture. I received a bachelor and master’s degrees in Architecture and worked for about five years as an architectural designer. I never knew that learning SketchUp (a program originally created for architects to create quick 3D designs) would help me get a job in the game industry.Ever since I was a little kid, I always love to draw fantasy and sci-fi characters, environments, and architecture. Therefore, I decided to quit my architectural job and move to San Francisco, California, in 2003 to attend the Academy of Art University where I graduated with a MFA in Games focusing on concept art, modeling, texturing and animation with Maya and Studio Max.I got my first job in the game industry working on concepts of environments and architecture for an MMO in 2006 using SketchUp and E-On Software Vue.Then in 2013, I discovered Lumion3d, a program similar to real-time game engines, that allowed me to create my first alien invasion/post-apocalyptic concept that would evolve into the Exploring New Worlds series.I have been using SketchUp, Lumion3d and Photoshop to do all my environment concepts ever since.I also use Daz3d for my character designs, but my next goal will be to learn ZBrush. Fox Renderfarm: Any artists or artworks inspired you most?Ken: I get inspiration from the artists and concept art from movies like Star Wars or Avatar, and video games such as Halo, Assassin Creed, The Last of Us, and Uncharted series, and Ghost of Tsushima.I also like to look at the old masters and how amazing the intricate details are in their oil landscape paintings. Fox Renderfarm: The composition, lighting and coloring of your works are fantastic, how do you enhance your good sense?Ken: Composition, lighting, and color are basic art foundations that all artists must learn. Whenever possible, one should think about foreground, middle ground and background, and what stories the renders are telling and how the composition of the elements guide the viewers’ eyes. Lighting (and shadows) when done correctly will create a sense of realism. As for color, it creates moods and emotions. Concepting in 3D certainly helps a lot with composition and lighting especially for environments and architectural designs. Indeed, I can place, move, and rotate all the elements (e.g. rocks, mountains, plants, characters, buildings, vehicles, etc.) and see which compositions work best. Also, using Lumion I can add lights and try different weather types and times of day (e.g., morning, night, etc.) and see the changes in real-time. That would be impossible to do in 2D concepts. Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Ken: Here is an advice that many of you certainly have heard: Follow your dreams and “Love what you do and do what you love” (Ray Bradbury). Also, learn from your past mistakes, be willing to embrace changes and learn new techniques and software. Finally, practice, practice, and practice! As a CG artist, it is a never-ending journey of learning and discovery to become a better artist.As Ralph Waldo Emerson once said: “Life is a journey, not a destination”.
‘Deer King’: How to Create Powerful Deers in Blender
How strong the power of nature will be? When the power of nature rises, it will be even mightier than we expected! Recently, the Power of Nature Challenge attracted so many 3D artists to show their talent and imagination, portraying the mighty power of nature in 3D art.!Deer The king of the forest - CG BOOSTShowing the braveness and strength from nature, the work “Deer, the king of the forest”, which was created using Blender, ZBrush, Substance Painter and Photoshop, received an honorable mention in the challenge.Deer, the king of the forest © Artzai Elorza The work’s color palette and composition are strong and impressive, according to the jury of the challenge. As the sponsor of the challenge, Fox Renderfarm is pleased to interview the creator Artzai Elorza Arana, who talked about how he made this amazing work.· Artzai Elorza Arana· From: Spain Fox Renderfarm: Hi Artzai, could you give us a brief introduction about yourself?Artzai: Hi there, thank you Fox Renderfarm for giving me this opportunity. I am really happy for being here :DMy name is Artzai Elorza Arana and I am from Bilbao, Spain. Currently, I am working as a 3D artist in Visyon by Mediapro Group, a great virtual reality company located in Barcelona, Spain.!Palau-Moja-©-Artzai-Elorza!Palau-Moja-©-Artzai-ElorzaPalau Moja © Artzai Elorza Fox Renderfarm: How do you feel about receiving the honorable mention in the Power of Nature Challenge?Artzai: I was excited when my workmate let me know that I had received an honorable mention. I am very happy with these challenges allowing us to express our creative side… This is beautiful! :D Fox Renderfarm: How long did it take you to finish the work “deer, the king of the forest”? Did you meet any difficulties?Artzai: Certainly, I don't know how long it took me but I started thinking about the power of nature from the first day to the last day. I would say 1 hour or 2 hours per day, during 12-15 days.Yes, I met difficulties because my main challenge always is to improve some techniques or learn new software, so when I tried to use sculpting of Blender, I ended up switching to ZBrush because of the deadline :´) Fox Renderfarm: As the main character of the work, the deer king is so powerful, could you tell us how you create the deers?Artzai: Yes, of course! First of all, I made a blocking out in Blender according to the reference draw because I would just have time to focus on more important things. This meme helped me a lot!! hahaha! XD!Reference draw - Deer, the king of the forestThen, I sculpted level by level in ZBrush. When this model had good detailing, I made a low poly version and a high poly. I used both versions for normal map baking and I made a good hand painting texture with Substance Painter.!Deer King - Substance PainterI wanted to achieve hairlight with hairy deers to make a more magical powerful scene so finally, I became a deer hairdresser with hair and fur; I made a nice eye material becoming alive in it. And that’s all! !Deer King - Substance Painter Fox Renderfarm: The color palette and composition of the work are impressive, could you introduce how you made them?Artzai: As I said before, I wanted to make a powerful and onirica poster so the color palette started based on orange for the power blood moon and complementary blue for the onirica sky. Then I started making my final color palette. Regarding the composition, I thought of carrying the attention from the bottom side to the top side of the image. The lake diagonal would make the viewer meet with the boatman (which gives real scale). Then they go to the mid where the main light gains attention. Finally, the pyramid composition of the huge deers and blood moon light explosion makes the viewer go to hold their head up high like the deer poses. Sure, our eyes are looking for the deer eyes. I don't know if this worked but I tried it, haha. Fox Renderfarm: What is the biggest gain for you from participating in the challenge? Artzai: My biggest gain was to finish the challenge with a very good feeling. I think that the good thing that these kinds of challenges have is the short deadline where we can offer all our knowledge and inspiration of the moment in a short time. I will use it like an instant photo of that moment to keep knowing my real progression. Fox Renderfarm: How long have you been in the CG career? Could you share your education or career experience with us?Artzai: Wow! My career is really rare. I have always been associated with 3D. When I was sixteen I loved the technical drawing so I tried to use 3ds Max 7 owing to the teacher's suggestion and I made my first scribble but I didn’t have a good computer for working properly. Then I graded in Geomatics Engineering and due to the photogrammetry I started (but not finished, haha) a Philosophy Doctorate in Virtual Reality for Architectural Patrimony in Laboratorio de Fotogrammetría Arquitectonica University of Valladolid. Finally, thanks to this unfinished Doctorate, Visyon by Mediapro Group company offers me the great opportunity to join their company. As of today I am still grateful, I am working almost 5 years as 3D artist in a VR company :D Fox Renderfarm: How do you improve your CG professional skills?Artzai: I improve my CG skills working with my teammates because we share all our skills all the time and work on many different typologies of projects such as architectural visualization, minigame, VR experience or animation. VR keeps growing so this makes me learn something new everyday. Fascinating! Fox Renderfarm: Have you ever heard of or used Fox Renderfarm cloud rendering services previously?Artzai: Yes, I have heard about Fox Renderfarm cloud rendering services in 3D communities. I remember the first time that I heard was in a Facebook page that someone wanted to know about render farms and prices. So I took a look at all of them and I thought that Fox Renderfarm seemed to care about their community with challenges, online magazines... It was interesting! Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Artzai: Yes, I would like to share my ArtStation https://www.artstation.com/clocca where I’ve uploaded some personal projects. I don’t have much content so far, because I’ve been very focused on work projects, but my idea is to start participating in challenges like these in order to spend more time on personal projects, so I’ll be uploading more content from now on.!tyrannosaurus rex © Artzai Elorzatyrannosaurus rex © Artzai Elorzathe lost spaceship | WIP © Artzai Elorza
13-Year of Exciting CG Journey: Introducing FGT Art February Winner, Rahul Venugopal
FGT Art, initiated and organized by Fox Renderfarm, is a program that encourages all Fox Renderfarm users to share their talents and get awarded monthly. We are very pleased to announce that the FGT Art February winner is Rahul Venugopal, who is the creator of the award-winning work Cyberpunk Neo Dharavi, and also an outstanding Matte Painter / Environment TD from Framestore.!FGT ART February Winner 2021Cyberpunk Neo Dharavi © Rahul Venugopal Rahul is a digital matte painter and compositor, who has worked for many fantastic projects including feature films, high-end TV series, TV commercials, and corporate videos. As a well-travelled artist, Rahul has worked in many countries such as Singapore, India, Bulgaria, Turkey, China, United Kingdom, Canada, and the United Arab Emirates.In his 13-year CG journey, he has participated in the production of many famous movies, including Interstellar, The Expendables 2, Olympus Has Fallen, Eega, ect.From the exclusive interview, you can learn about how Rahul created his Cyberpunk artwork and share with us his CG journey.Rahul Venugopal· Environment TD / Matte Painter at Framestore· Specialize in Matte Painting, Environments & Compositing Fox Renderfarm: Hi Rahul, thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Rahul: I am originally from Kochi, India and I have been in the motion pictures and television industry for the past 13 years. I started my career in Singapore and then went on to work as a freelance VFX artist in 8 countries around the world. At the moment, I am working as an Environment TD / Matte Painter at Framestore, Montreal. !rahul-venugopal-stormy-outpostsStormy Outpost © Rahul Venugopal Fox Renderfarm: Congratulations! How do you feel about being the February winner of FGT Art?Rahul: I feel really honoured and excited, this project was really a fun one and I feel great to be honoured by the Fox Renderfarm community. !rahul-venugopal-dmp-349-styleframe-v04 Fox Renderfarm: What’s your inspiration for this Cyberpunk artwork “Cyberpunk Neo Dharavi”?Rahul: This started off as a pitch for a client work but later I developed it into my own personal project. My main obvious inspiration for this project was Blade Runner but I wanted to put this scene in a not so distant future and put more relatable elements from the present day. The main idea was to show the division of wealth between state / mega corporations vs the poor section of the society. Also, at the same time show that there is thriving street life culture within slums, possibly infected with crimes, gambling and adult entertainment. !Blade Runner (1982 poster)Blade Runner Fox Renderfarm: We can see that there are some Indian elements in the scene, could you introduce these details and how you design them? Rahul: I wanted to base this city in India and I took modern-day metropolises like Mumbai as an inspiration where rich and poor districts are almost side by side. I took a lot of elements from Mumbai Dharavi Slums and bashed it with Hong Kong-style neon lights but with flavours of Indian brands and local shops signages. Also, I kept a neon signage of Hindu God Ganesha to give this city a distinctive Asian taste. !rahul-venugopal-frame349!rahul-venugopal-frame1 Fox Renderfarm: The composition, modeling and lighting of the work are pretty great, which part satisfied you most? And could you tell us how you make this part?Rahul: Majority of the models are kitbashed from various commercial and non-commercial 3D kitbash sets so I spend the majority of the time developing the look and feel of the city. I am really satisfied by the overall mood. I think I could have made it more hazy to make it more photorealistic but since this was a personal project, I took the freedom to reveal most of the details that I had put into this work. Fox Renderfarm: How long did it take to finish the work? Have you met any difficulties?Rahul: From start to finish, this took about 3 weeks, getting the layout right was obviously a huge task for such a scale and getting the right blend of 3D and 2.5D for the comp was another challenging task towards the end. !rahul-venugopal-ao-pass Fox Renderfarm: Which cyberpunk artwork is your favorite (including movies, games, etc.)?Rahul: The movie ‘The Matrix’ came out when I was in High School and it just blew my mind and there was no looking back. I knew what I wanted to do for a living and I've been pretty much after VFX ever since. My other influences included Blade Runner, Alien, Terminator 2, Minority Report and Ghost in the Shell. Fox Renderfarm: As an outstanding digital matte painter and compositor, you participated in the production of many movies and TV projects, could you share with us your work experience along your CG journey, any project impressed you most?Rahul: I have enjoyed working each and every project that I have got the opportunity to work on. However, I especially cherish working on Interstellar as a Digital Compositor back in 2014 at DNEG, London. I really enjoyed watching the film and it is one of my all-time favorite movies. !InterstellarInterstellarI also enjoyed a lot working Ad Astra as Lead Digital Matte Painter at Mr.X Montreal. I particularly feel proud about my work in Ad Astra since I was able to contribute to the look and feel of the entire opening sequence where we see Earth from eighty thousand feet above the atmosphere. !rahul-venugopal-adastra-mrx-itw-01a!rahul-venugopal-adastra-mrx-itw-01b!rahul-venugopal-adastra-mrx-itw-02a!rahul-venugopal-adastra-mrx-itw-02b!rahul-venugopal-adastra-mrx-itw-08a!rahul-venugopal-adastra-mrx-itw-08b!rahul-venugopal-adastra-mrx-itw-05a!rahul-venugopal-adastra-mrx-itw-05b!rahul-venugopal-adastra-mrx-itw-03aAd Astra Earth Opening Environment Sequence Fox Renderfarm: How do you feel about Fox Renderfarm cloud rendering services?Rahul: I was amazed how easy and efficient Fox Renderfarm was even for first-time users and the support I received from your customer care team was top-notch. I think moving forward, I have more confidence to use more 3D and less of 2.5D with the help of Fox Renderfarm :) Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Rahul: It is really exciting times for CG development now, especially with services like Fox Renderfarm which is easily accessible for any artists around the globe. There is no limitation to what you can achieve and I am really excited about what you guys will create since as artists we feed off from each other when it comes to inspiration. !rahul-venugopal-abandonedAbandoned © Rahul VenugopalArtstation: https://www.artstation.com/metalrahul
How to Make an Appealing Snow Fairy in Blender
!CG BOOSTBesides Olaf, Yeti and Sid, what can you think of when it comes to snow creatures? Jesse Amiel Gayanilo, an engineering student from Philippines, amazed the judges and won 1st place in the Snow Creature Challenge, which was sponsored by the TPN-Accredited cloud render farm, Fox Renderfarm.The snow fairy he created demonstrates the anatomy beauty of muscle and bones. Along with its color use and composition, the consistency makes his artwork stand out in this challenge. However, the creation process is not an easy one. We are glad to have an interview with him where we could hear about how he made it from sketching in Blender with a limited amount of time. - Jesse Amiel Gayanilo- Engineering student- From: PhilippinesSnow Creature © Jesse Amiel Gayanilo*Artwork Caption: Just a simple scene of a snow fairy chilling.Jesse Amiel Gayanilo, “At first, my idea was to create some sort of winter wolf in a forest, but after a while, I have a difficulty in making it before the time, then I decided to make a way smaller scene, a snow fairy on a frosty leaf, which is around 4 days before the deadline, so I have to make the scene simple, stylized, and keep only the essential stuff like gesture, form, value, and composition.I also didn’t have time to create the fairy in the usual way we create characters, so I sculpted the fairy already posed, retopo it in Instant Meshes, and then adding more stuff (the muscles, bony landmarks, etc) and tweaking back in Blender.I learned a lot in this challenge. It gave me the opportunity to apply my recently acquired anatomy knowledge into 3D sculpting.“*Snow Creature was created using Blender 2.91 (EEVEE) and Instant Meshes.Clay render © Jesse Amiel Gayanilo Fox Renderfarm: Hi Jesse, thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Jesse: Hello, I am Jesse Amiel D. Gayanilo, currently an Engineering student, living here in the Philippines. Fox Renderfarm: How do you feel about winning the CG Boost Snow Creature Challenge?Jesse: I feel very accomplished, having to finally win first place after many years of joining CG Boost challenges. Fox Renderfarm: What’s your inspiration for this amazing work?Jesse: My entry was inspired by Nikita Veprikov’s artworks. I like his designs because it looks very clean, and gives importance to the basic forms and plane changes. Her pose was inspired by one of Follygon’s artworks while searching for tutorials on YouTube on sculpting stylized humans. I like the pose in his artwork because it looks so chill, and relaxed.© Nikita Veprikov© Follygon Fox Renderfarm: The snow fairy is terrific. Could you tell us how you designed and modeled it?Jesse: For the design of the fairy, I basically took the design of a human, and then emphasized its muscle borders, and bony landmarks, to make it look kind of like the exoskeleton of an insect. Also I placed the wings on her waist because putting it on the usual place, which is around the scapular, will cover the muscles on her back and the spine, which I think are interesting details of the human anatomy, and is one of the main focus of the artwork. It is also inspired by some designs of Angels, Demons, and some fictional characters, like Morrigan from the video game series Darkstalkers, or Morgana from the video game League of Legends, where their wings are placed on their waist instead of on their backs. First, I sketched the pose for the fairy in Krita.!sketch - Snow Creature © Jesse Amiel GayaniloNext, in Blender, I modeled the basic forms of the fairy, but it’s already posing, so that I don’t have to rig it.!rig - Snow Creature © Jesse Amiel GayaniloNext, I sculpted the secondary details. I used a small resolution to sculpt big forms to avoid unnecessary details. I mostly use the grab, smooth, and inflate/deflate brush. Sometimes crease or pinch brush to sculpt plane changes. Then I retopologized it in Instant Meshes.!sculpt - Snow Creature © Jesse Amiel GayaniloNext, I added the muscles and bony landmarks. The muscles and bony landmarks are all separated objects. They are all just basic objects (round cubes, long and slender round cubes, planes with solidify and shrinkwrap modifiers, the ribs and spine are vertices applied with skin modifiers, etc.) sculpted into the shape of that individual muscle/bony landmark, no dyntopo, only grab and inflate/deflate sculpt brush. I only added these details to parts only seen by the viewer.!Snow Creature © Jesse Amiel GayaniloHer dreadlocks are a single hair particle system, combed, and then converted to curves so that I can twist each strand, and also add a custom bevel to it. Fox Renderfarm: The jury appreciated the lighting and color use, and could you introduce how you made it?Jesse: In this artwork, I am trying to achieve a simplistic, non-photorealistic art style. The lighting is a single area lamp on top of her, and the world lighting is a simple gradient texture. The materials are all principled shaders. The fairy only has one image texture for the subtle colors on her. The leaf is a bit more complex, it has a vertex color as a frost map, or a map to separate the most frozen part of the leaf around its edges, and the least frozen part, around the center. This map is then overlaid with a procedural voronoi texture to try to create that crystal like appearance. The leaf and the twig are principled shaders mixed with a glossy shader with very high roughness, to try to create the frosty/cold/kind of velvet appearance.The rest of the objects are simpler shaders with a principled shader and a procedural texture, some don’t even have textures at all, like the frosts crystals, only a white principled shader with random alpha. Fox Renderfarm: How long did it take you to finish the work? Did you meet any difficulties?Jesse: At first, I wanted to create some sort of Eldritch hound in a dead winter setting. I really liked the idea, but after sculpting it, I find it difficult to create a natural pose for the hound, and build the image composition from it. Plus I still have to build a large environment. I already have put a considerable amount of time and effort into it, but I don’t feel like it’s going to go well. Should I continue? Or start again from scratch? This was the difficulty I met.But when I looked at the net for some inspiration, I found Nikita Veprikov and Follygon’s artworks, which inspired me to create a new artwork. With less than 5 days, I decided to create a new artwork, but only keep it simple, and not too photorealistic. I try to emphasize my artwork with its basic, organic forms. Fox Renderfarm: How long have you been learning Blender? For you, what advantages does Blender have in CG creation?Jesse: I started learning Blender when it was still version 2.74, so it was around 2015. Between those years and now, I join online competitions, and learn Blender at the same time. For me, the advantages of Blender are it is Free and open source. It may not have the best features, but it has most features that I will need, which means it is the best CG software for beginners. Since it is free, a lot of people can use it. I see that it also has a very large community, where people can teach each other. Since it is open source, a lot of people can improve Blender on their own. I also see that it has lots of addons created by the community, and some of the best ones are officially applied to Blender, further improving Blender. Plus, a number of companies started supporting Blender. All the support pushes Blender to keep improving. Fox Renderfarm: As a student, how do you do to improve your CG skills in your spare time?Jesse: For me, drawing is very useful in creating CG art, especially for creating characters. I improve my skills by studying the fundamental drawing skills, like drawing basic shapes, perspective, 3D forms, gesture drawing, etc. Quality of life is also very important. I try to improve it by getting proper sleep, food, and fluids, and exercise. Aim to be healthy. This way, my mind can be in a good state, which will help me in managing my time. Giant Samurai Rampages © Jesse Amiel Gayanilo- Artstation: https://www.art**station.com/jcg
Creating A Simple But Powerful Santa in 3ds Max
FGT3D Santa’s New Ride Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in November, 2020 and sponsored by our amazing sponsors, including XP-Pen, Corona Renderer, Redshift, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. In early January, 2021, twelve finalists were received votes by our jury and three winners and three honorable mentions were picked! Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Santa’s New Ride ChallengeThe first place winner is Shiju NK! Congratulations! Shiju took roughly 20 days to finish the award-winning work, The Paramount Ride, made with Autodesk 3ds Max, Corona Renderer, Substance Painter, Marvelous Designer, Mixamo, Adobe Photoshop.“This rendering utilizes melancholic cinstrongatography to put us in deep contstrongplation of the challenges we went through in 2020. Black humor accompanies the sadness in the composition. The creator wittily transformed Santa’s vehicle into a Vespa scooter and the gifts into a package of the very much needed Vaccine. Details such as Santa’s gesture of looking at his watch shows that time is a pressing matter in this holiday season. With an intersection to the world’s current context, The Paramount Ride is not only exquisite in its technique but also profound in its content. It makes me wonder: is this beard biker in red our savior, or is he an incarnation of our lives’ disorder? ” One of our judges, Frank WANG Yefeng said, who is the Assistant Professor in the Art Department from Rhode Island College.Let's find out how Shiju made the amazing artwork through the exclusive interview with Fox Renderfarm.The Paramount Ride © Shiju NK - Shiju NK- Senior Manager in the Design & Engineering Dept- Form: Kerala, IndiaFox Renderfarm: Hi, Shiju! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Shiju: My name is Shiju and I hail from Kerala, India. It was by coincidence that I got introduced to the amazing world of 3D visualisation almost 18 years ago. But I knew from day one that this was going to be my field. I find it very interesting to imagine and create new concepts for every project of mine, a way to challenge myself to be better at my work. Currently I'm working with a highly reputed real estate company, Sobha Ltd. as a Senior Manager in the Design & Engineering Dept in Bangalore, India. Fox Renderfarm: Congratulations on winning 1st place in the FGT3D Santa’s New Ride Challenge, how do you feel about that?Shiju: Thank you so much to the Fox Renderfarm Team! I would also like to thank you for giving us 3D enthusiasts such an amazing opportunity to showcase our works. It was overwhelming when I got to know that I was chosen as the winner. It was amazing to be judged by the Fox Renderfarm Team and other reputed judges. Fox Renderfarm: This strong and funny concept really speaks to all of us after 2020. What’s the inspiration behind your artwork?Shiju: The topic that Fox Renderfarm chose this time really clicked with me, in the sense that it was straight forward and at the same time gave numerous ideas. My first thought was to create a very simple concept yet a powerful one that anyone could relate to- showing Santa like one of us on a scooter, waiting to refill at an isolated gas station. Also, the world is reeling under the attack of the virus and we are all waiting for that one miracle to eradicate it. Who better than Santa to do that for us? Fox Renderfarm: Composition and lighting both show loneliness, as Santa carrying vaccines reflects the current COVID-19 situation and gives the world some hope even if it's in the dark. How did you make them? Any references?Shiju: Of course, I did use some reference images for the lighting. Right from the concept stage, I wanted to give an isolated feel to the scene but with a hope that things will change for the better. The initial idea was to add a mask for Santa but that gave a negative vibe. After discussing with my friend, it was he who gave me the idea of mentioning vaccines on the gift bag to reflect the current situation. To depict the isolation, I used very minimal HDRI lighting for the environment. Since it is a night view, I set the intensity of the HDRI light to minimum. The light fixtures that are visible in the view are the only ones that have been used, no other extra lighting. !Creating a Simple But Powerful Santa in 3ds Max-1!Creating a Simple But Powerful Santa in 3ds Max-2!Creating a Simple But Powerful Santa in 3ds Max-3Fox Renderfarm: Textures and colors are in all the right places and never distracting, reminding of lovable Norman Rockwell style. How did you make them?Shiju: To get a scene right, it is very important to get the textures and colors right. I believe it's necessary to understand the color combinations and composition in depth. Since Santa is the main subject, the key colors had to be red and white. I wanted to keep the rest to bare minimum and give importance to the scene as a whole. For texturing, I used Substance Painter though I would like to point out that I'm not a pro at it. While doing any renders, it's absolutely important to get every texture in detail to make it look realistic,at the same time artistic.!Creating a Simple But Powerful Santa in 3ds Max-4!Creating a Simple But Powerful Santa in 3ds Max-5Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Shiju: Definitely, I faced a lot of challenges while creating this work. Like I said earlier, it took a lot of effort and time to get the textures and colors right in Substance Painter. Also it was challenging to get the character and its pose right. I used Mixamo software for the character rig and brought it to 3ds Max for the pose. Even though it was difficult, the time and effort spent on it was worth it because I got the result that I wanted. Creating the beard and snow was equally fun. For the beard I used Hair and Fur Modifier in 3ds Max. It was challenging to create the natural movement of the beard caused by the breeze. The snow material was created in 3ds Max and spent a lot of time on it for its detailing. !Creating a Simple But Powerful Santa in 3ds Max-6!Creating a Simple But Powerful Santa in 3ds Max-7!Creating a Simple But Powerful Santa in 3ds Max-8!Creating a Simple But Powerful Santa in 3ds Max-9!Creating a Simple But Powerful Santa in 3ds Max-10Fox Renderfarm: Any artists or artworks inspired you most?Shiju: There are many artists and artworks that have inspired me. It's difficult to name because every work is truly an inspiration to me. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Shiju: CG was never a part of my educational background. It happened by chance when I saw my friend working on 3D visualization and I have never looked back since then. I worked briefly with Architectural firms in Saudi Arabia and UAE as a Visualiser and then moved back to India. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Shiju: A visualizer should learn to observe. Observe everything in its minute detail, and keep taking inspiration from photography, artworks and professional 3D artists. Update yourself with new softwares. Fox Renderfarm: Have you ever tried Fox Renderfarm’s cloud rendering services? If yes, how do you like it?Shiju: I have not yet used the service. Currently I'm working on an animation project for which I will be using Fox Renderfarm cloud rendering services. Fox Renderfarm: Anything else you would like to share with CG enthusiasts?Shiju: Be passionate towards your work. Stay focused on your end result and you will definitely achieve it!
Making a Cartoon-style Heavy Metal Santa with ZBrush and Maya
FGT3D Santa’s New Ride Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in November, 2020 and sponsored by our amazing sponsors, including XP-Pen, Corona Renderer, Redshift, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. In early January, 2021, twelve finalists were received votes by our jury and three winners and three honorable mentions were picked! Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Santa’s New Ride ChallengeThe second place winner is Vinicius Villela! Congratulations! His artwork, Heavy Metal Santa, stands out for its appealing design and modeling, which received appreciation from our jury.“This one has a brilliantly funny general concept. The character design and modelling is very well executed and appealing. Excellent composition and very nice overall shading and coloring. Very well done! I wonder what kind of presents he actually delivers.” One of our judges, Kariem Saleh said, who is an award winning film director and animator based in Berlin, Germany.Here’s the interview between Vinicius and Fox Renderfarm, in which we can find out how he created this wonderful 3D render.!Clay - Heavy Metal Santa © Vinicius VillelaHeavy Metal Santa © Vinicius Villela - Vinicius Villela- Character Artist- From: Rio de Janeiro, BrazilFox Renderfarm: Hi Vinicius, thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Vinicius: My name is Vinicius Villela, I have been a 3D Generalist since I was very young, I was fascinated by inventions and technology, the universe of games fascinated me as if it was something magical. Since I was a child I had an artistic impulse. I liked to draw, disassemble toys, create new ones. So when I was 14, I started to study computer graphics. where it was for me the opportunity to delve into an unlimited field of creation in terms of image, it was where I met several tools and possibilities, my curiosity was the main fuel when I first heard about it in 3D in the mid-2006 and that there were programs capable of creating and rendering three-dimensional images like the ones I used to see in the great cinema films at the time and like everyone born in the 90s, I was fascinated by the increasingly innovative effects and it couldn't be different to see those images left me even more motivated and ambitious with my studies to try to understand that science and since then it has been a long process of studies, research, trials and errors to improve myself more and more in this journey of learning that continues today.Fox Renderfarm: How do you feel about winning second place in FGT3D Santa's New Ride?Vinicius: It was an immense pleasure to have participated and reached the second prize. I was very committed and confident that I could reach the finalists, this was my fuel to complete the project. I do hope to participate more and more in contests like this so that I continue to challenge myself and evolve as an artist and as a person improving my criteria and my concepts because we always learn from each other.Fox Renderfarm: What inspired you to create the work Heavy Metal Santa?Vinicius: For a long time I already wanted to produce some image with the Christmas theme over time as the years passed and I never stopped to enjoy the occasion. The contest was an extra reason for me to dedicate myself this time. What inspired me the most were animations by Sony Imageworks like it's raining hamburger, hotel transylvaniaFox Renderfarm: How long did you take to finish the work? Did you face any difficulties?Vinicius: It took me about 1 month to complete the whole project. My biggest difficulty in the conceptual part was to find harmony and composition between the character and the environment in the technical part, it was the hardware limitation to render the final image. Testing site until I could be sure that I would be putting Fox Renderfarm on my last rendering set.!Santa - Heavy Metal Santa © Vinicius VillelaFox Renderfarm: The cartoon look of Santa is so great, could you tell us how you make the character design and modeling so appealing?Vinicius: As for the design, I wanted to attribute more rustic features to the personality and the traditional figure of Santa Claus, so I chose to work with the concept of a metalhead as something more radical and cool, breaking a stereotyped view that we have culturally about Noel.!Modeling - Heavy Metal Santa © Vinicius VillelaFox Renderfarm: We’re all impressed by the materials of the work, which are so realistic, could you introduce how you make them?Vinicius: In the lookdev part I worked all the texture part in Substance painter using part of your Source library. As for the render engine I opted for Arnold, as I was more familiar with my professional work.!Lookdev - Heavy Metal Santa © Vinicius VillelaFox Renderfarm: How long have you been into the CG industry as a Character Artist? Could you tell us about your CG education and career experience?Vinicius: I have been a character artist since 2014 but I started my studies at a young age when I was 14 years old I was researching everything on the internet looking for breakdowns, articles or anything that could add to the understanding of this universe of computer graphics over time I was conquering some opportunities and being able to invest in my training with mentors attending online workshops in the vast majority and so I specialized.Fox Renderfarm: Have you ever used Fox Renderfarm cloud rendering services previously? If yes, how do you feel about it?Vinicius: I used it for the first time for the contest itself. I found the service very friendly for a new user, sure about the error checking procedures before starting the render.!Heavy Metal Santa © Vinicius VillelaFox Renderfarm: Do you have any advice for future participants in the competition?Vinicius: I think it is a tip even for me to think about the storytelling of the image before any other aspect over time. I realize more and more the value of the image's message, because it is she who will connect with the viewer, this was a great lesson for me in this contest and I would like to mention how Shiju NK was fantastic in his perception and managed to transmit with mastery in his concept. The Paramount Ride © Shiju NK Stay tuned for our upcoming interview with Mr. Shiju NK, our 1st place winner of FGT3D Santa’s New Ride!
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