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    How to Make Lighting a Booster to the Whole Picture?

    2021-09-16

    Trending

    Fox Renderfarm Interview

    Fox Renderfarm, the best render farm, is deeply committed to supporting education and wishes to contribute to the development of the CG industry. We are so proud to form cooperation with PIXL VISN Media Arts Academy and offer students an affordable pricing scheme to support educational purposes.!PIXL VISN and Fox RenderfarmAfter we’ve discussed the factors to make a character design and rigging with excellent graduates from PIXL VISN, we continue our discovery about how to make lighting a booster to the whole picture with another brilliant graduate, David Pferrer, from PIXL VISN Media Arts Academy. After graduation, he had the chance to work in Moving Picture Company, and he continues his career exploration in ArchViz now.!David Pferrer- David Pferrer- General Lookdev / Lighting Artist- Artstation: https://www.artstation.com/david_pferrerIn the exclusive interview with Fox Renderfarm, David shared his encounter with CG, how he stepped into the CG industry and how he found his passion in lighting design. Moreover, he elaborated his idea about the factors that will improve the lighting design.Student Demo Reel 2019 © David Pferrer Fox Renderfarm: Hi David, thank you so much for accepting our interview! Could you briefly introduce yourself?David: Hi Fox Renderfarm, I am David Pferrer, a 22-year-old CG artist from Cologne Germany. Fox Renderfarm: How did you encounter CG and get started in the CG industry? And how did you enrol in PIXL VISN media arts academy? Could you share with us your education and working experience in the CG industry?David: My first encounter with CG at all was actually long before I really started to pursue it in a serious manner. Like many others in the industry, I was amazed by the effects of movies like Star Wars, Transformers, Lord of the Rings, and so on. It’s sort of a cliché but I guess that this is really what makes most of us want to work in this industry – the incredible art and creativity in movies. When I finished school a few years later the CG industry was still somewhat of a mysterious and impossible-to-get-in place for me. At an orientational fair for graduates, I encountered Pixl Visn for the first time. It looked and sounded like my opportunity to learn all the things any CG artist needs to know. Pixl Visn was a great experience overall. It was not all fun and games. You have to put in the hours. You have to be willing to learn and work hard. That’s what the CG industry is all about anyways so Pixl Visn prepares you for it in that way. It is very rewarding though to learn so much and become a better artist in such a short time. One month you might have no idea about what a node even is and a few weeks later you are cruising through Nuke. Fox Renderfarm: What are the most important things you’ve learned at PIXL VISN, technically and career-vice? And what’s your most unforgettable experience in PIXL VISN?David: The most important things I learned at Pixl Visn. I feel like that would have to be the basics. The learning really starts from zero knowledge, and that’s how it should be really. So the foundation is being built strong. And a lasting foundation is the most important part of any skill I feel like. As for my most memorable experience – clearly, the time that our animation teacher came to visit. He was accompanied by two former Pixl Visn students that worked with him at Pixomondo. Afterwards, we went out for drinks and to show them the city. Fox Renderfarm: Congrats on getting the A-level certificate and getting selected in the Draft Selection on The Rookies Awards 2019, could you share more details about how you got these honors? David: Thanks. It’s really an honor to be one of the selected few. Especially if you look at all the stunning works that are put up at The Rookies. Getting selected is really about two things: Firstly, you have got to create a quality piece of art. The judges are no dummies, they recognize good works and know how much work went into it. Secondly, I would say, it can really help to have an artwork that stands out in some way. Meaning it should have something that will make it recognizable. It could be a unique color palette, a really interesting or unusual subject or topic, or even just a really good-looking cover frame to make it recognizable. Making a technically great render is one thing, elevate it with something special and it will stand out amongst the other contestant´s works. Go that extra step.!The Rookies Awards 2019!Draft Selection - The Rookies Awards 2019 Fox Renderfarm: Could you share with us your usual creative process, from forming the concept to the final rendering (it would be perfect if you can raise an example)?David: The creative process behind every project can be very different. In the artistic and the technical sense. So there is not really a standard here. Also, I don’t think you can make formulas for a creative process. For the technical aspects that are a little different. Technical aspects of any CG-related field are well documented by many others that are more knowledgeable than me though. So I am not gonna go into that. Generally speaking, I would say: Write down every idea that comes into your mind. Always have something to write with you. Ideas will come at random times. Next prepare your project. Go online and just throw your subject into Google and see what comes up, you might get even more ideas. Don’t be put off if someone else has done a similar project already, it’s a big community and everybody is creating stuff all the time. You can not reinvent the wheel. Just make art that speaks to you and that you want to create. Make something you like.!David Pferrer Fox Renderfarm: According to your online portfolio and info, we know that you are interested in and good at lighting. Do you have any unforgettable creations? And did you meet any difficulties in your creative process?David: Yes, I find myself most at home in the lighting area of the 3D spectrum. My most unforgettable creation is the lady from my demo reel. Every time I think about that project I am a little disappointed in myself. The project stretched over months and It went through tons of changes. I could have spent a quarter of the time on it, with all the things that I did and then discarded later. Also, I am really unhappy about the presentation in my reel. The lighting is just not very good. I somehow ignored the fact that she is completely symmetrical, I showed her closeup from the very front, And I covered most of my texturing work in glitter. There are so many things I would change about that project, but you are always smarter afterwards I guess. !David Pferrer© David Pferrer Fox Renderfarm: What are the key factors in lighting that will make 3D artworks natural and vivid?David: Ironically the thing that makes a render perfect is the very thing that makes it look like CG. You don’t want something perfect if you are striving for realism. In reality, everything is imperfect, from the surfaces to the camera lenses and even the movement of the camera. Achieving realism takes every aspect in the pipeline of a project. For lighting I would advise: Always use real lighting. Meaning essentially, avoid having a light in your scene without a texture in it. Try not to place your lights where they could not be in real life. It can help to look at photography sets and movie sets and analyze the lighting setups and techniques that they use. There is a lot to learn from that.!Train Station © David PferrerTrain Station © David Pferrer Fox Renderfarm: How do you feel about working at Moving Picture Company? Have you been involved in any projects that you would like to share with us?David: Working at MPC was a lot of fun. I was very fortunate to get a position at their Montreal Studio as my first job in the industry. The only project that I worked on there was Cats. There is not a lot to say about Cats. Unfortunately, 2020 was not really the best year for the 3D industry. Due to the pandemic, many studios had to lay off employees and I was one of those.!CATS Fox Renderfarm: What’s your next step? And what’s your vision for your career path?David: Currently, I am working at an ArchViz oriented company where we scan people and create 3D models of them. It’s a lot of fun and I don’t intend to quit anytime soon. Also, I am not really one to plan my career like that. Especially in the current situation, I think that’s even more difficult. There are so many factors that can determine where your path leads you. But I am definitely gonna go back to Montreal at some point, it was a really great time, even though I was only there during the winter. !Froggy © David Pferrer-1!Froggy © David Pferrer-2Froggy © David Pferrer Fox Renderfarm: How do you constantly improve yourself on 3D techniques and artistic sense?David: Improving is all about practice. I like to create some nice 3D stuff from time to time. Working in 3D all day though, I don’t spend that much of my free time on 3D anymore. Instead, I try to find other creative outlets. Recently, I have been doing photography and cooking for myself. Staying creatively active is very important to improve on artistic skills I think. Don’t limit yourself to just 3D. A lot can be learned from other art forms and it will improve your 3D game a lot.!Woman Portrait Experiment © David PferrerWoman Portrait Experiment © David Pferrer Fox Renderfarm: What do you think are the most important qualities that a 3D artist should have in his/her career? David: The best thing any 3D artist should have – and especially a lighting artist – is probably a really good understanding of photography and also an artistic eye. There will always be new programs to learn and new pipelines to understand. Learning about composition, color, mood, all that knowledge will never really change. Photography can really help with that because it uses all the same rules as any other visual art form. Apart from that, being a good team player is very, very important. In production, you never work alone on anything. It's always a team effort. !© David Pferrer © David Pferrer Fox Renderfarm: Any artworks and artists that inspire you the most?David: I find it hard to pin down an artist that inspires me. I would say that inspiration can come from anywhere. You can’t really force it. What I would advise though, is to get out of the comfort zone. Try to watch a movie that you might not usually consider, listen to music that you don’t know yet, maybe go on a walk somewhere you would not usually go. If you never experience new things it will be hard to have new ideas, at least that’s how it is for me. Fox Renderfarm: Any other things you wanna share with CG enthusiasts?David: Please keep creating. Other than that – it has been a pleasure and I hope I had some stuff to say that you found interesting or even helpful.


    How to Portray a Photo-realistic Render With Powerful Storytelling in 3ds Max

    2021-09-15

    Trending

    Fox Renderfarm Interview

    FGT3D Explorer Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in March 2021 and sponsored by our amazing sponsors, including Xencelabs, Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Explorer ChallengeIn this hard time where people are finding it hard to breathe and oxygen is costlier than life, this was the only positive we never wanted. In a country of colors and love, we are seeing helplessness and deaths but we have been a fighter and this too shall pass. This picture has portrayed the helplessness people are facing, sorrow and a little hope that we can fight this too.The first-place winner of the Profession category is Deepak Jain! Congratulations! His artwork, Hard Time, stands out for its highly detailed scene, goosebumpy mood-setting, great lighting and color temperature.“This indeed is looking like a hard time for the girl in the centre of the frame. Lighting and color contrasts play nicely in this very atmospherically dense frame. The setting is visually rich, though very effective in using and reusing a limited amount of assets and geometry. You feel like you want to step into the screen and get her out of this misery.” 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 Deepak and Fox Renderfarm, in which we can find out how he created this moving render with powerful storytelling.!Hard Time © Deepak JainHard Time © Deepak Jain Fox Renderfarm: Hi, Deepak! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Deepak: Hello Everyone, I am from New Delhi, India. I started my 3D Career 15 years back, started as a High detailed 3d automobile modeler. After spending years in that domain I moved towards the 3d architectural field meanwhile I kept working on my conceptual renderings which I love to do the most. Fox Renderfarm: Congratulations on winning 1st place in the Professional Category of the FGT3D Explorer Challenge, how do you feel about that?Deepak: Thank you so much to the Fox Renderfarm Team! It was a surprise moment for me when I got to know that I was chosen as the 1st place winner. It was one of the happiest moments of my life that my artwork got selected amongst the other beautiful artworks. Fox Renderfarm: How long did you finish the work, Hard Time?Deepak: To be honest I spend almost 4-5 hrs daily on this artwork for their in-depth Detailing and completed the final image in 2 weeks. But the most important thing in this artwork is the storytelling concept which is the most time taking thing. Fox Renderfarm: What software and plug-in did you use?Deepak: 3ds Max, Corona Renderer, Photoshop Fox Renderfarm: What’s the inspiration behind your artwork?Deepak: The inspiration behind this artwork was - In India we faced the 2nd wave of covid-19 and that was the toughest time for my country where people were finding it hard to breathe and oxygen was costlier than life. We saw helplessness and deaths, even I got affected by the coronavirus and I was in a quarantine zone at that time. It was a tough and hard time for me as well, so I decided to portray my feelings through artwork. Fox Renderfarm: The setting is visually rich, though very effective in using and reusing a limited amount of assets and geometry. How did you make it?Deepak: Planning scene development is the most important thing in any artwork. Once I finalize the story then I download some freeware models and some are self-created. Then I enhance the assets in such a way so that I can connect with my story. Hence, detailing each and every asset is the most time taking part.!Hard Time © Deepak Jain!Hard Time © Deepak Jain!Hard Time © Deepak Jain!Hard Time © Deepak Jain Fox Renderfarm: Lighting and color contrasts play nicely in this very atmospherically dense frame. How did you make it?Deepak: Lighting and color depend on the essence of the story. For example, if the story is intense then I add rich and vibrant colors and if the story is subtle then low saturated colors are used.!Lighting!Lighting!Lighting!Lighting!Lighting Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Deepak: Yes I faced a lot of difficulties while creating this artwork, like the modeling of small props for detailing and unwrapping those, finding the accurate human which completes my story and result that I wanted. Fox Renderfarm: Any artists or artworks inspired you most?Deepak: Definitely there are lots of amazing artists with their mind-blowing artworks thathave inspired me a lot. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Deepak: Started my career as a High Detailed Automobile Modeler. After gaining sufficient knowledge, I went on to work with another big name. I was hired as a Team Leader in 3D Archviz Renderings and Walkthroughs for Indian Clients. With never-ending growth I was promoted from Team Leader to Senior Team Leader and then to Creative Group Head and now working as a 3D Production Head, I have expanded myself in areas of Architectural Visualization - Renderings, Walkthroughs, VR 360 Renderings, Storyboarding of Conceptual Walkthroughs, Experience Center Designing, Sales Hall Designing, Archviz Digital Matte Paintings, Application Interface Designing, Research & Development of new 3D plug-ins and software. Whenever I get some spare time I always push myself to create conceptual artistic renderings. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Deepak: Observation is the most important tool in our industry. Artists should observe all the minor details and always take inspiration from real photography. The core mantra is the more you practice and work in a detailed manner the more you will enhance your artwork. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Deepak: FGT3D is doing an amazing job, creating a platform where all the artists try to explore themselves and showing their ability of creativeness to the world. Fox Renderfarm: Do you have any advice for future participants in the competition?Deepak: The talent and creativity of the Artist are more important than software, a real artist doesn’t need any specific software to prove his ability. If he has a good visual sense and visualization power he can bring amazing artwork in any 3D software. Be passionate about your work, in the end, you will finally achieve it.


    How To Show Epic Futuristic Transport By C4D Artwork

    2021-09-14

    Fox Talk

    Fox Renderfarm Interview

    Recently, a 3D Challenge with the theme of Futuristic Transport attracted so many CG artists to participate. With climate change becoming more and more immediate, questions for the future of transport are increasingly urgent, and how will the future transport look like? CG artists give their answers through their artworks.Philip Hofmänner, a CG Artist & Filmmaker from Switzerland, won first place for his epic artwork, which was created by C4D, Corona Renderer and Photoshop.!01 Philip-Hofmanner wipFuturistic Transport © Philip Hofmänner He has been working on this picture in his free time alongside client projects, which took him around 20 hours. The work is marvellous and full of details, as Philip described, “The world is destroyed, but mankind has found a way to transport itself into the future with a portal. The idea is that nature could have recovered after a few million years. Will mankind take this second chance and do better this time?”As the sponsor and long-term partner of the competition, Fox Renderfarm is pleased to have an interview with Philip Hofmänner, who talked about how to create the work and shared his CG work experience.!Philip Hofmaenner - Philip Hofmänner- CG Artist & Filmmaker- From: Switzerland- Artsation: https://www.artstation.com/trixerWith the ambition of becoming an artist, Philip gave up his job as a carpenter in his mid-twenties and opted to attend the University of Art in Lucerne and completed his design bachelor in animation. His graduation short film Evermore had some success and was shown at countless festivals around the world and won the NIFFF award for best Swiss short film. Now he is a successful CG all-rounder, and he has founded a CGI company Trixer (trixer.ch) and worked for over 10 years mainly in advertising and architectural visualizations.Evermore - Winner Score © Philip Hofmänner Here’s the interview between Fox Renderfarm and Philip Hofmänner. Fox Renderfarm: Hi Philip! Congratulations on winning first place in the Futuristic Transport Challenge, how do you feel about it?Philip: Thanks! This is the first CG Challenge I've participated in and I'm happy and flattered that I won. Fox Renderfarm: Could you share with us your inspiration/references/mood board for the Futuristic Transport Challenge?Philip: I love dark science fiction movies such as Blade Runner and I think those influences are obvious. I also searched the internet for ideas and inspirations, but unfortunately, I can't present a mood board because I hadn't created one. !Blade Runner (1982 poster) Fox Renderfarm: The award-winning work is marvellous, could you introduce your CG pipeline?Philip: Thanks! I used Cinema 4D and Corona Render Engine for this picture. To be honest, I tend to be a lazy learner when it comes to complex CG software. That's why I've stuck with Cinema 4D and Corona Renderer for years despite the fact that there is arguably more powerful and complex software out there that go way deeper such as 3D Max, Blender or Maya. However, the simplicity of Cinema 4D and Corona Render has always appealed to me and are exactly the strengths of these programs in my opinion. Lately, I've also been using Octane sometimes when I want to render animations. Apart from a well-organized material and object library, I really don't use any third-party tools. My setup is pretty basic. I tried to approach the topic of the Futuristic Transport Challenge in a somewhat unconventional way. While thinking about it, I came up with the idea of this portal. I'll let you be the judge of how unconventional it has become. !First deisgn of the portalWhen I had the idea with the portal, it was triangular in my imagination. I started directly with the portal in 3D as the portal was the central element in the scene, without much sketching. After I had a rough model of the portal I first defined composition and then started to build everything else around it. !Philip-HofmannerLater I changed the shape of the portal to a ring and changed the camera to a central perspective because I wasn't really happy with the appearance of the image.Originally, I wanted to create a rather yellowish desert-like atmosphere. But since I wasn't really happy with the result, I changed the mood to an evening scene almost at the end of the process.I also added a lot of the atmosphere afterwards in Photoshop using the Z depth layer. Over the years I've learned that my renders don't have to look perfect and I can still get a good 30% out of them in the post, using render passes and light mixing. Fox Renderfarm: The future city is so dystopian, did you model from the scratch, could you share with us the process?Philip: Yes I modelled a lot of it from Scratch and I used some models I did in the past for a project that I never finished.Because the dystopian city in the background is not well visible, I have built the objects pretty rough and I didn't care much about topology or imperfections as you can see in this picture.!future city Fox Renderfarm: We were all impressed by the humongous details in the scene. How did you set the lighting and texture to make sure the harmonious colours and the right balance?Philip: Yes, that was probably one of the hardest parts to get the light and colors right. As I mentioned, I planned to make a yellowish desert atmosphere. But because it didn’t look that impressive, I changed the mood pretty much on the last day. The advantage of this decision is that now there is a stronger contrast between the world behind the portal and the rest of the environment. The base of the lighting was an HDRI image. But because it looked a bit boring with only the HDRI, I started to set accents with area lights around the scene. I think at the end there were about 20 additional invisible lights that I had placed. Also, I had to shield the light from the world inside the portal with a tube that only let light through the front of the portal. This created this interesting backlight and long shadows on the field with the crowd. Fox Renderfarm: In the compositing and rendering process, how did you set up to make sure the whole picture wouldn’t overwhelm the viewers? Philip: As I already mentioned I rendered a lot of light mix layers and balanced them in Photoshop. I also obscured the background a lot with dust, which greatly reduced the contrast. This, of course, helped a lot not to overwhelm the viewer's eyes. Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Philip: The most difficult task with this image was to create enough detail without running out of memory. That's why I tried to work with as many render instances as possible. Many of the objects are copied countless times in the scene. And as mentioned in the previous answer, I struggled a bit to get an interesting light and atmosphere. Fox Renderfarm: You’ve got a contentful portfolio, what is your favorite commercial and personal artwork respectively?Philip: I am usually most enthusiastic about my latest work. At the moment I am working on some personal concepts inspired by the horror genre.!philip-hofmanner-masks7Subway Nightmare © Philip Hofmänner I do like my commercial work but I can't really pick a favorite.Our showreel gives a good overview of the work we did over the years (if you want to show something of Trixer):At the end of the day, my heart is definitely with my own stuff.By the way, I always wanted to make concepts for films, which is rather difficult in Switzerland, because we don't produce many genre films, but rather classic European cinema that doesn't require that kind of concept I’m good in. That's why I ended up working for advertising industries and architectural visualizations. If by any chance, decision-makers from the film or game industry read this and like my stuff, I would be really happy about inquiries or proposals for collaborations! Fox Renderfarm: As we know, you have founded your CGI company Trixer for 10 years, could you briefly introduce Trixer? And does the pandemic have any impact on your work?Philip: We are a small CGI company from Zurich with 3 artists and we work as already mentioned mainly for the advertising industry and in the area of architectural visualizations. Yes, the pandemic has greatly reduced the volume of work.Fortunately, the Swiss government helps small companies like ours financially not to go into bankruptcy. It’s slowly getting better in the last few days but our business is still barely surviving. I hope that the economic situation will get better fast. I can only imagine what it is like for small businesses in countries where the government does not or can not provide financial relief. The only good thing about the situation is that for a long time I finally have some space to work on my own projects. It gave me some breathing space to reflect on my life and my career. As I mentioned, I'm thinking about whether I should possibly pursue a career in concept art for films after all. I’m also trying to get enough online followers to eventually find an income with my personal artwork. Unfortunately, I have neglected my social media presence completely ever since it became a thing, which is why I now also participate in such challenges.!Forest trixer!The Circle exterior Bushof rendering 1© Trixer Fox Renderfarm: As a successful CG artist and entrepreneur, what do you think are the most important factors in making a successful commercial artwork? Any unforgettable stories for you?Philip: If you want to do work for clients, the most important thing is to understand the clients and what they want. You have to learn to communicate properly.Also, as an artist, you have to learn to put your needs for artistic expression a little aside sometimes, because clients often have their own ideas. This can be a bit frustrating at times. A good way to compensate for this is to never stop working on your own projects from time to time.A pretty crazy story occurred right after I had graduated from Art school (Animation) when we accepted a job that was way too big for us back then. It was an animation with pseudo-realistic CGI animals for a commercial with a budget of $80,000 (not a lot for a commercial but way bigger than anything we had done so far). We were also supposed to finish the entire thing within 2 weeks. Looking back it was absolutely insane to take the job. We had to fly in a fur specialist from LA who had worked on several Disney movies because no one of us had the required expertise in fur back then and we couldn’t find anyone in Switzerland who could do it. I remember when he came into our tiny studio for the first time, where we had like 4 workstations with crappy monitors. He looked so confused and asked where our render farm and the other artists were and if he could speak to our TD. When we said we didn't have a farm and there was only us (3 freshly graduated guys from art school), he turned pale. I only vaguely remember the 2 weeks that followed. I remember that we bought a small farm of 10 gaming computers with expensive RenderMan licenses only to switch to Mental Ray at the last moment because there was an export problem of the fur from Maya. And I remember that we had to outsource the animation of the animals because there was no way we could do all the work in time. We burned through that 80’000 within days and had almost no profit in the end. No idea how, but somehow we managed to finish the damn thing. So if you are ever in this situation at the beginning of your career to get a big job offer, better to think twice if you are able to do it. Fox Renderfarm: Are there any new projects or new plans for you or your company recently? Philip: I’m shooting a sci-fi indie short film this summer called “Flechtwerk”. The film will be a gritty relationship drama and a metaphor for how advancing digital communication is changing humanity.Anyone who is interested in the project can follow me on Instagram where I will soon share more details about the project. We will also start a crowdfunding campaign in the next few weeks on Indiegogo. Fox Renderfarm: How do you improve your CG professional skills in your spare time? Could you give some learning advice to CG learners?Philip: I see many aspiring CG artists doing tests and small exercises all the time and never starting a real project that they are planning to share. Personally, I've found that I learned the most when I was working on bigger projects right away. The more I’ve been struggling, the more I have usually learned. I've also noticed that I try harder when I’m planning to publish the work too. Such CG challenges for example are therefore a good opportunity to push yourself!And finish what you start. I'm guilty of that sin as well of not finishing projects. But no matter how great or bad your artwork gets, try to finish most of it as good as possible (in a reasonable time frame). And set yourself Deadlines and goals. I personally realized that I learn the most when I have to struggle through the last 10% of a project (which is usually the most difficult part) and that I often find creative solutions when I'm facing deadline pressure. What I've also noticed is that many CG artists tend to be over-perfectionist. Try to invest a lot of effort where it really matters. One last important tip is, you shouldn't just do CGI in my opinion. In photography and cinematography or also in drawing and painting, you can learn a lot about composition and lighting. Or if you want to become a great animator also do body-oriented hobbies like dancing or martial arts or take an acting class. Also, look at the real world from time to time and study how things actually look or how they actually move. Fox Renderfarm: Have you used or heard of Fox Renderfarm before? If yes, how do you feel about it?Philip: I heard about it but I haven't used Fox Renderfarm yet. I have been using one of your competitors for years because it was used by a film studio I once worked at and ever since I stuck with it. But I am really excited to try your services with the render credits I have won. I have noticed that you offer a better price than the one I usually used. I could very well see myself switching to Fox Renderfarm if it turns out to work in my pipeline. Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Philip: Thanks again for this interview and the great prize. And to my fellow artists, keep up the inspiring work I see every day out there. Feel free to contact me if you want to connect or if you have proposals for collaborations!!philip-hofmanner-terminus5Terminus © Philip Hofmänner !philip-hofmanner-princess-of-skies-in-new-babylonPrincess of the skies in the port of New Babylon © Philip Hofmänner


    How To Create Robot Pet In Blender: Introducing 2nd Place of Robot Pet Challenge

    2021-09-10

    Trending

    Fox Renderfarm Interview

    Robots are normal in our daily lives, but how does it look like when robots become pets? In the Robot Pet 3D Challenge, artists created various robot pets through CG arts. Fox Renderfarm is honoured to have an interview with the 2nd place winner, Jazib Daud, a 3D artist and concept designer from Pakistan. THE LAST OF ITS KIND © Jazib Daud “After a catastrophic event on the planet, Martha lost the Dragon. Now finally the gloomy era came to an end and both of them reunite…hugging and watching the sunshine once again.” This is how he described his work. Created using Blender, ZBrush, 3D Coat and Photoshop, the award-winning artwork perfectly presents a sci-fi story, full of imagination and creativity.As a 2D and 3D artist, Jazib is good at modelling, sculpting, texturing and 2D concept design for characters, environments, games and cinematics. Here's the interview between Fox Renderfarm and Jazib Daud, in which you will know how he created the amazing artwork. Fox Renderfarm: Hi Jazib! Thank you for accepting our interview. Could you have a brief introduction about yourself?Jazib: I am Jazib and I am 19 years old, I am a CG Enthusiast and Concept Designer. I am studying Interior design. And a Sci-Fi fan.!jazib-dawood-jazib-daud-finalThe Futuristic Vehicle © Jazib Daud Fox Renderfarm: Congratulations on winning second place in the Robot Pet Challenge, how do you feel about it?Jazib: I feel really great about it because it was my favourite challenge and It was also a win.Robot pet instantly caught my attention because it was sci-fi themed. Second, it's about animals. As I am also an animal lover so creating something sci-fi and the cute animal was giving me a feeling that it will be so much fun. I am also super interested in robotics. So there was nothing holding me back. Fox Renderfarm: Did you make the model of the girl and the pet from scratch? Could you share with us the modelling process?Jazib: Girl model was made some time ago...I adjusted it to nicely fit the scenario. The robot pet model was made from scratch.!RefSceneReferences!1Progress 720!2Progress 720 SecondView!Down2!3Progress 720 Robo Fox Renderfarm: How long did it take to finish the work? Did you meet any difficulties when creating this work? And how did you solve it?Jazib: It took about 7 days because I was having exams and had to manage my time.The biggest difficulty was Time.I solved it by being consistent and keeping things simple. Fox Renderfarm: What’s the main gain from this challenge?Jazib: Main gain was that I learned scene optimization, making everything good for camera. Advancing my skills in scene optimization was the main gain. Fox Renderfarm: How do you improve your CG professional skills? Could you give some learning advice to CG learners?Jazib: I actually learned by roaming the internet for new stuff, watching tutorials. Gaining experience by actually implementing and experimenting with things I learned. Just being consistent is the key....Keep learning because there is a lot to learn.I think your internet is a really helpful tool for learning. So use it. Fox Renderfarm: Any artists or artworks inspired you most?Jazib: Yes 2 artworks inspired me for this challenge.Andrew Domachowski - A girl and her pet!Curiosita-sul-dipinto-Dama-con-l-ermellino-big-37-971Leonardo da Vinci - Lady with an Ermin Fox Renderfarm: Have you used or heard of Fox Renderfarm before? If yes, how do you feel about it?Jazib: I have heard a lot about Fox Renderfarm and I heard a lot of good stuff. I have seen so many amazing renders that artists and designers have accomplished with Fox. It makes me wanna try it and I definitely know that Fox is going to be one of the main tools in my CG arsenal. Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Jazib: Few productivity tools, like PureRef, are amazing for managing reference images on your screen.And Lightshot for fast Screen Capture.Bandicam for Screen record.Competitions are super important!**Participating in competitions like CGboost really helps to improve skills, CGboost has amazing beginner-friendly challenges. I would highly recommend any aspiring CG artists to participate there.!jazib-dawood-award-winning-cgtrader-tyriskraft-portfolio-img-01The Mask © Jazib Daud


    The Journey of Creativity Exploration with Houdini: Introducing Houdini FX TD, Ben Watts

    2021-09-08

    Trending

    Fox Renderfarm Interview

    At the end of June 2021, the world-famous game League of Legends: Wild Rift posted its flagship campaign Ruination: The End Begins on multiple social media platforms. The foggy dark night scenes with flashing thunder have drawn tons of views and discussions online.Ruination: The End Begins | VR 180 Video - League of Legends: Wild Rift Client: Riot Games- Design, Production & Post : New Holland Creative- Director: Brendan Savage- Executive Producer: Mark Millar- Producer: Martina Joison- Concept Design: Simon Cowell- Animation Lead: Chris Breeze- FX Leads : Ben Watts & Bronic Bednarek**Additional 3D: Raymond Leung- Colourist: Clement Bouchet- *Sound Design: Massive Music*Fox Renderfarm, as the best cloud rendering service provider in the world, is so honored to have provided cloud rendering services to Ruination: The End Begins. We really appreciate the team’s trust and support.Some of you may have already guessed that the fog and the well-made lighting design help establish the atmosphere for the whole short video. They were made by the excellent Houdini FX TD - Ben Watts. He accepted our interview and shared with us his creative process and his Houdini creation journey.Ben Watts- Freelance Houdini FX TD- From: AustraliaBen now works as a freelance Houdini FX Technical Director who specializes in creating all kinds of simulation and procedural FX - including fire, smoke, destruction, fluids, particles, etc. He also has experience in lighting, rendering, and compositing.Projects Ben involved in Mercedes Benz - Stronger Than Time Nike Presto Mid Utility Paramount Animation Logo AHS Apocalypse Teaser When talking about Houdini, most people comment that it’s very hard to learn and progress. Actually, Ben encountered Houdini for the first time in 2015. With years of trials and explorations, he became an excellent Houdini FX TD that he was invited by Hounidi to do presentations in SIGGRAPH 2018. More than that, he has been interviewed by several organizations.!Ben in SIGGRAPH 2018Ben in SIGGRAPH 2018 !Ben interviewe(Up: Ben interviewed by Murray Mallee LLEN, 2020; down: Ben interviewed by The Node, 2019) Let’s explore Ben’s Houdini journey together while appreciating his artworks.Fox Renderfarm: Hi Ben, thank you so much for accepting our interview! Could you briefly introduce yourself?Ben: I’ve been a freelance FX Artist and Technical Director for around 6 years working exclusively in Houdini.Fox Renderfarm: The video Ruination: The End Begins is so stunning, especially the amazing atmosphere with the smoke and lighting. Which part are you responsible for in this project?Ben: The project was a collaboration between the team at New Holland Creative and myself as FX lead / TD. Bronic Bednarek worked with me as the Senior Houdini FX artist. Together we handled all the FX, lighting and rendering. New Holland completed the compositing.!Ruination The End Begins!Ruination The End BeginsFox Renderfarm: Could you elaborate on your creative process in Houdini, from the concept in mind to the final rendering?Ben: Many times I’m only provided with rough boards but in this case we were supplied beautiful concept art from New Holland Creative. This made the process much more enjoyable and set the bar very high early on. From there we went straight into Houdini and began the FX build with motion in mind from day one.!Ruination The End Begins!Ruination The End BeginsFox Renderfarm: In the creative process of this project, how did you communicate and cooperate with other artists to realize your ideas and deliver on time?Ben: I did regular check-ins with the studio and Bronic to make sure things were on track. Other than the producer, the only other person I’d liaise with was New Holland’s lead animator Chris.!Ruination The End Begins!Ruination The End BeginsFox Renderfarm: How long did it take to finish the project? In this process, did you meet any difficulties? And how did you solve them?Ben: We spent 9 weeks from beginning FX RnD through to final renders. The most difficult thing is solving how to render that much volumetric data. The caches were massive, so we had to be smart about asset usage and resolution. I leveraged Redshift’s instancing to manage volume propagation throughout the scenes.!Ruination The End Begins!Ruination The End Begins!Ruination The End BeginsFox Renderfarm: You are very experienced in making FX in Houdini such as fire, smoke, destruction, fluids, particles, etc. What are your secrets of making the FX powerful and appealing while believable?Ben: For me, it’s always been about spending time studying reference material and trying to finesse things as much as time permits. Adding detail is such an important step in FX work, not only in regard to the look of something but also the motion/animation.!Paramount Animation LOGO © Ben WattsParamount Animation LOGO © Ben Watts Fox Renderfarm: Could you share with us how you encountered CG. Why did you choose to specialize in Houdini and made all your creative journey in Houdini till now?Ben: I started to move into 3D after finding myself bored just doing regular 2D motion design work, from there it was a small journey through a couple of other 3D packages before I found Houdini around early 2015. Houdini is very open and allows you to fully explore your creativity, I never felt free like that using other 3D apps.Fox Renderfarm: As a brilliant Houdini artist who has participated in multiple successful cases, which one of them is your favorite? And why?Ben: That’s easy... My short film ‘Obsidian’ mainly because there was no pressure, and no brief. Just a fun time exploring ideas and bringing them to life in 3D. Other than that, I’ve been very fortunate to work on many other cool jobsObsidian © Ben Watts Obsidian - Process © Ben Watts !Obsidian - Process © Ben Watts!Obsidian - Process © Ben WattsFox Renderfarm: In your opinion, what are the keys to be an outstanding Houdini artist? And how do you enhance your techniques and sense of art constantly?Ben: I feel like you have to be very passionate about art in order to be at your best. That’s not always easy when you’re being asked to create horrible work, or you’ve been told to implement things you know will look bad. Taking time out for personal exploration, such as a short or even just some RnD is very important and can help inspire you to push your skills to the next level.!RnD Examples © Ben Watts!RnD Examples © Ben Watts!RnD Examples © Ben Watts!RnD Examples © Ben Watts!RnD Examples © Ben Watts!RnD Examples © Ben WattsRnD Examples © Ben Watts Fox Renderfarm: Many people would say Houdini is kind of hard for beginners, so do you have any advice on learning Houdini efficiently and effectively?Ben: Houdini can feel difficult to grasp but the key is to take things slow. If you try to rush, you’ll end up very frustrated. If Houdini is what really intrigues you, keep at it and things will come together over time.Fox Renderfarm: The video RUINATION is also shown in the form of 180 VR. What possibility do you think the advanced technology such as AR, VR will bring to motion design? And do you have any plans to try some new things in the near future?Ben: AR/VR is not really something I’m interested in, maybe things will change in the future.Fox Renderfarm: What’s your next step?Ben: I’ll continue to refine my skills as a digital artist, maybe even get into directing a bit more. I’d love to do another short film soon.!Human Aid © Ben WattsHuman Aid © Ben Watts Fox Renderfarm: Any artwork or artist that inspires you the most?Ben: I love detailed abstract art, whenever I get the chance, I parooz social media in the search for something different. I’m usually drawn to artwork with dramatic lighting and a dark atmosphere. Fox Renderfarm: How do you feel about Fox Renderfarm’s cloud rendering services?Ben: Fox Renderfarm has been great. I’ve used them for a couple of heavy jobs and the service has always been excellent.


    How to Make an Appealing Character? Discussion with Pascal Kuhn, Excellent Graduate from PIXL VISN

    2021-06-28

    Trending

    Fox Renderfarm Interview

    Fox Renderfarm, the best render farm, is deeply committed to supporting education and wishes to contribute to the development of the CG industry. We are so proud to form cooperation with PIXL VISN Media Arts Academy and offer its students an affordable pricing scheme to support educational purposes.!PIXL VISN IS NEW PARTNER OF FOX RENDERFARMWe continue our discussion journey with Pascal Kuhn, who is interested and specialized in character design. He raised his personal projects as examples to share his learning and working experience in the CG industry. Moreover, he showed his perspective about how to make an appealing character. Check out our interview and let’s learn and grow together!!Pascal KuhnPascal Kuhn3D ArtistCrater StudioArtstaion: https://www.artstation.com/reyfaison Fox Renderfarm: Hi Pascal, thank you so much for accepting our interview! Could you briefly introduce yourself? Pascal: Hey, thanks for the invitation! I’m an Industrial Designer and VFX Artist currently living in Cologne, Germany and Belgrade, Serbia. I’m 28 and I love Sci-Fi and fantasy stories. Whenever I’m not working, I enjoy taking my dog for a long walk, going for a coffee, and filling my sketchbook. Fox Renderfarm: How did you encounter CG and get started in the CG industry? And how did you enroll in PIXL VISN media arts academy? Could you share with us your education and working experience in the CG industry?Pascal: I didn’t plan to become a CG artist when I finished school and started studying. Sure, I liked movies and games but it hadn’t crossed my mind to work on films. Since I was young, I enjoyed coming up with design and ideas, mostly with pen and paper. I decided to study industrial design which greatly influenced my creativity and creative workflows. It was at university, where I had my first encounter with 3D modeling and rendering. For my diploma thesis, I worked on a marine living concept for humans in a future in which today's social and environmental crises have not been solved. That was when I came to realize I wanted to focus on storytelling and visualization.I joined the PIXL VISN academy a few months later to develop all relevant CG skills. I spent fifteen months with animation, modeling, texturing, lighting, and all other parts of the pipeline. We had great teachers with lots of industry experience. After graduating from PIXL VISN I joined the Rookies Award and was lucky enough to earn an internship at Crater Studio in Belgrade where I am now employed as a generalist with an emphasis on Lookdev. Its been only about six months now in the industry but I feel I gained a lot of experience and new skills. It was also a great opportunity to work abroad and meet talented and creative people.!The Druid © Pascal KuhnThe Druid © Pascal Kuhn Fox Renderfarm: What are the most important things you’ve learned in PIXL VISN, technically and career-wise? And what’s your most unforgettable experience in PIXL VISN?Pascal: Of course, I learned all the necessary tools and workflows to start working in the industry. I even learned workflows that I could later introduce at my first job. It was amazing to have teachers at PIXL who were well experienced and up-to-date. Career-wise, for one thing, the program taught me to work with deadlines. Plus, the studies helped me to gain a good understanding of my own skill set and abilities and of ways to constantly improve those.!Male Portrait © Pascal Kuhn, Franziska NiebuhrMale Portrait © Pascal Kuhn, Franziska Niebuhr Fox Renderfarm: Could you share with us your usual creative process, from forming the concept to the final rendering (it would be perfect if you can raise an example)Pascal: When working on personal projects the first thing I do is sketching and gathering references. For the Cyberpunk character I made during my studies, I knew there should be moving tattoos, fancy piercings, and some cyber body parts. I started with a human base model and sculpted the face. I layouted the mechanical arms in ZBrush and then modeled them in Maya. I did a lot of concepts and prototypes to give the arms realistic technical functionality. So, the parts smoothly interlock instead of crashing into each other. The skin texturing was done with Mari mainly and rendered with V-Ray. My colleague Miri built the rigs for everything so I could do some simple animation to make the character feel alive.!Cyborg Character © Miria Kutzner, Pascal Kuhn-3Cyborg Character © Miria Kutzner, Pascal Kuhn Fox Renderfarm: According to your online portfolio and info, we know that you are interested in and good at character design. Do you have any unforgettable creations? And did you meet any difficulties in your creative process?Pascal: I do regularly work on different aspects of characters, but I wouldn’t call myself a character artist. As a character artist, you need a huge range of various skill sets including good knowledge of anatomy, skin shading, grooming (making hair), clothing, and hard surface modeling for assets. Strictly speaking, the only complete character I made is my Zojja fanart. The pipeline of character design can be difficult, as the process is not strictly linear but a constant back and forth between tools like ZBrush, Maya, and Mari. If you start sloppy or messy organization-wise, you’ll face exponentially more problems later. And of course in the end the different materials should look as believable as possible.Zojja © Pascal Kuhn Fox Renderfarm: How do you feel about working at Crater Studio? Have you been involved in any projects that you would like to share with us?Pascal: Getting my first work experience at Crater was great. They bestowed a range of possibilities upon me from the start, which I am grateful for. This allowed me to quickly gain insight into the work of an international VFX studio. I’m working with talented, open-minded people on interesting projects. I’m glad my education put me in a position where I could contribute as an artist while improving my skills.Unfortunately, I can’t show any projects yet but I can tell you one of my works includes a huge zombie snake ;)!craterstudiohttps://craterstudio.com/ Fox Renderfarm: What’s your next step? And what’s your vision for your career path?Pascal: I’d love to visit more places and studios around the world. For me, the place to live should be as interesting as the job itself. Thanks to the field we’re not necessarily bound to one location especially with the recent shift to remote work. But one day I want to move back to Germany where my close ones live. Fox Renderfarm: How do you constantly improve yourself on 3D techniques and artistic sense?Pascal: One important step to improve your skills is, of course, stepping out of your comfort zone. Try things you never did before and don’t be afraid to mess up. Another important thing to grow as an artist is to get inspired. Open yourself towards all those different styles of art. There’s not only CG and Film but fields like photography, theater, contemporary art, literature, typography, architecture and many more. In my opinion, it’s crucial to constantly refresh your perspective on what creativity is.!Tea Ceremony © Pascal KuhnTea Ceremony © Pascal Kuhn Fox Renderfarm: What do you think are the most important qualities that a 3D artist should have in his/her career? Pascal: Since technology constantly changes over time it’s important to train your fundamental artistic skills. Make sure to practice the theory of light, color, and form, maybe even some traditional art skills like drawing and sculpting. Additionally, you should be adaptive to technology and bring interpersonal communication skills.!Building Concept © Pascal KuhnBuilding Concept © Pascal Kuhn Fox Renderfarm: Any artworks and artists that inspire you the most?Pascal: I love the sketches and drawings of Eliza Ivanova and Aaron Limonick. I love the mecha designs of Vitaly Bulgarov and the color themes of Pascal Blanche. And then there is Beeple.!Eliza Ivanova© Eliza Ivanova!Wild West Joel 6 © Aaron LimonickWild West Joel 6 © Aaron Limonick!Alita Battle Angel - Berserker Body design © Vitaly BulgarovAlita: Battle Angel - "Berserker" Body design © Vitaly Bulgarov!FANTASTIC PLANET © Pascal BlancheFANTASTIC PLANET © Pascal Blanche Fox Renderfarm: Have you ever tried Fox Renderfarm’s cloud rendering services? If so, how do you feel about it?Pascal: I got to know Fox Renderfarms while working on my portfolio before starting my job at Crater and signed up planning to render my new projects. I think cloud rendering is the most sensible way to render big projects. It’s great that it is almost completely independent from the location so you don't need to rely on local farms. I ended up rendering my project on the office PC’s but for future projects, I will definitely make use of cloud rendering.


    Making a Mysterious Underwater Render in Blender

    2021-06-21

    Fox Talk

    Fox Renderfarm Interview

    FGT3D Explorer Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in March, 2021 and sponsored by our amazing sponsors, including Xencelabs, Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Explorer ChallengeThe second place winner of Student category goes to Underwater, created by Rafael Garcia del Valle. The artwork is made with Blender, Photoshop and Octane Render.“The artist created the mysterious underwater feel and sense of depth and scale successfully with the lighting and colors. The color scheme with blue contrasting with red and yellow is beautiful. It looks like the underwater explorers are doing some research and just realized giant marine organisms appeared. The contrast between the dark and rigid-feeling silhouettes of the submarine and rocks and the round forms and bright colors of the creatures enhance the organic feel of the creatures. It makes us wonder what is going to happen next.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Let's find out how Rafael made the amazing artwork through the exclusive interview with Fox Renderfarm.!Underwater © Rafael García del ValleUnderwater © Rafael García del Valle Fox Renderfarm: Hi, Rafael! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Rafael: Hi! Thank you for your interest. My life has been very far away from the Art environment. I studied Spanish Language and Literature at University and after that I became a chef. Currently I do both, teaching Spanish online and working in kitchens. Fox Renderfarm: Congratulations on winning 2nd place in the Student Category of the FGT3D Explorer Challenge, how do you feel about that?Rafael: Thank you! It has been quite a surprise for me, and I really appreciate it. For me, this is a very motivational push in order to keep on studying and working hard.. Fox Renderfarm: What software and plugins did you use?Rafael: I use Blender, Photoshop and Octane Render. The main plugin is called Vectron, and it allows you to create fractals, which are the base of the giant creatures in Underwater. I also rely on Quixel, where I get the components for the landscape. Fox Renderfarm: What’s the inspiration behind your artwork? Any references?Rafael: Underwater is directly inspired by studying the artwork of Peter Ellenshaw and his concept art for Disney's 20000 Leagues Under the Sea. But I keep an eye on every single artist I can find. There's always something to learn.!20,000 Leagues Under The Sea © Peter & Harrison Ellenshaw20,000 Leagues Under The Sea © Peter & Harrison Ellenshaw Fox Renderfarm: The mysterious underwater feel and sense of depth and scale are successfully illustrated with the lighting and colors.How did you make it?Rafael: Thank you! The characters and basic scenario are composed on Blender. Then I worked in Octane to create the creatures --which are fractals figures-- and the underwater environment, which I made using a thick fog coloured in blue with a very strong lighting and a HDRI image of a seascape. Finally, I put it all together in Photoshop, painted and did all the final touches.!Underwater © Rafael García del Valle!Underwater © Rafael García del Valle!Underwater © Rafael García del Valle!Underwater © Rafael García del Valle Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Rafael: Well, lots of them since I´m just a beginner! Basically, learning to work with fractals is very stimulating but at the same time it is quite hard to integrate them in the rest of the scene. Getting the underwater sense of depth was also a challenge. Fox Renderfarm: Any artists or artworks inspired you most?Rafael: There are a lot and I feel ashamed I can't name all of them. In my process of learning, Besides great classic names such as Craig Mullins and Alan Lee, I've been following the artists who can combine matte painting, 3D and 2D painting. My big idol here is Jama Jurabaev. I try to learn as much as I can from analysing the work of artists like Shadi Saffadi and the team involved in Naughty Dogs, and also the art of Andreas Rocha, John J. Park or Dylan Cole, for example.My main inspirations as a goal to create my own style are Raphael Lacoste, Simon Stålenhag and Marco Bucci. I love Bucci´s technique to mix colours.!Assassin's Ezio © Craig MullinsAssassin's Ezio © Craig MullinsVFX Games Reel 2013 - Starcraft Heart of the Swarm in Game Cinematic © Alan LeeWild West Unreal engine pack © Jama JurabaevVid-FEEDBACK / Ancient-Temple © Shadi Saffadi!Coastal Settlement © Andreas RochaCoastal Settlement © Andreas Rocha!Monkey Guardian © John J. ParkMonkey Guardian © John J. Park!Jaxian Waterfront © Dylan ColeJaxian Waterfront © Dylan Cole!Steeples © Raphael LacosteSteeples © Raphael Lacoste!Overpass © Simon StålenhagOverpass © Simon Stålenhag !Country house, springtime © Marco BucciCountry house, springtime © Marco Bucci Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Rafael: I started studying CG in 2020 by chance. I bought a Cintiq Display for my job as a teacher, and having the tool I decided to try digital painting. Then I discovered that I love it. I´ve been following courses from academies online, such as CG Spectrum or CGMA. After the Foundations, I tried 3D and found out how useful and necessary it is for a good workflow nowadays. Right now I´m involved in learning Matte Painting at a deep level. I would love to have a career in Environmental Concept Art or Visual Development. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Rafael: I´m just a newcomer, so I hardly can say much about this. But basically, as in any other discipline, it's all about learning techniques and practising with awareness. Meaning that when practising, one has to be focused on the work and doing constant analysis of the great masters in the field. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Rafael: It's been a great chance for me and I really enjoyed the challenge. Fox Renderfarm: Do you have any advice for future participants in the competition?Rafael: Just try your best and enjoy the ride.


    Creating a Post Apocalyptic Subway Entrance in Maya

    2021-06-18

    CG Challenges

    Fox Renderfarm Interview

    FGT3D Explorer Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in March, 2021 and sponsored by our amazing sponsors, including Xencelabs, Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Explorer ChallengeThe first place winner of the Student category is Tim Jagodka! Congratulations! His artwork, Subway 2041, stands out for its appealing design and environment, which received appreciation from our jury.“Are we looking through the eyes of someone who just came out from a safe space underground after a catastrophic event on Earth? It looks as if the person is venturing out to the outside world after years of staying underground. The grown plants indicate it's been a long time since they evacuated from the outside world. Bright light is blinding and masking the view of the outside. We can just imagine how the world looks like and what the person will encounter out there. The graffiti suggests that people once lost hope, but this person dares to go out to the world and explore. The lighting is excellent, and the artist used the contrast between light and dark very effectively.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Here’s the interview between Tim and Fox Renderfarm, in which we can find out how he created this wonderful 3D render.!Subway 2041 © Tim Jagodka!clay - Subway 2041 © Tim JagodkaSubway 2041 © Tim Jagodka Fox Renderfarm: Hi, Tim! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Tim: Sure, I am Tim, 19 years old, live in Germany and have a big passion for bringing ideas and imaginations to life. So I started my PIXL VISN education in 2019 and finished this year in march. Since I was a kid I was very passionate about video games, movies and how they were created. I was always very sure that I wanted to do something creative and inspire other people with my creations and imaginations so I found my love and passion in 3D art a few years ago. Fox Renderfarm: Congratulations on winning 1st place in the Student Category of the FGT3D Explorer Challenge, how do you feel about that?Tim: I am very happy that I have won the first prize. I never actually thought that I could win that prize in the student category. I have never won a contest or challenge in art so this is my first one and I'm very happy :)Subway 2041 - Camera Animation Fox Renderfarm: How long did you finish the work, Subway 2041?Tim: I did not have so much time to finish the project as it was the last project of my demo reel that I had to finish. The deadline came closer and so I had only 2 weeks to create it. Fox Renderfarm: What software and plugins did you use?Tim: For modeling I used Maya 2018, for texturing Quixel Mixer and for the lighting and rendering I decided to put it all together in Unreal Engine 4.26. For compositing I used Nuke. Fox Renderfarm: The graffiti sign states "no future," which resonates really well with the scene outside of the subway exit. What’s the inspiration behind your artwork?Tim: The “No Future” Spray is reflecting the outside and it’s world very well. It’s 2041 and no one has hope. The humans see no future on this planet anymore. For this spray I didn't really have any inspiration. It was my idea to use this spray on the wall as it suits the scene and story very well.!Subway 2041 © Tim Jagodka Fox Renderfarm: The light at the exit is hopeful. How did you make the lighting?Tim: For the Lighting I had a directional Light with God Rays and a Sky Light to fill out areas. In the tunnel I used a few lamps to give the tunnel more light. It's a very simple Light setup. Subway 2041 - Environment Breakdown!Subway 2041 - Environment Breakdown!Subway 2041 - Environment Breakdown!Subway 2041 - Environment Breakdown Fox Renderfarm: Any artists or artworks inspired you most?Tim: Yes, these two artists in the following links inspired me the most on this project.!МЕТРО - 2035 © Ismail InceogluМЕТРО - 2035 © Ismail Inceoglu!Crossing Through © Guilherme HenriqueCrossing Through © Guilherme Henrique Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Tim: So the start of my CG career was the PIXL VISN education I have finished and I'm very happy for the future as I begin to work as a CG Artist. Before my education I didn’t have much experience in CG so PIXL VISN gave me the perfect preparation to start in the industry and I'm very happy about it. In the future I want to develop my skills in realtime rendering engines and creating environments. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Tim: Even though we had a pretty full learning pipeline at PIXL VISN, the best advice I can give to other students or people who are getting into CG is to go on YouTube and watch how the pros do it. It's a simple advice but the best I would give people. I learned a lot by watching how other people do it and then apply it instantly to my projects and workflows. Also a good advice is to go to people and ask for feedback. That helped me a lot. Getting in contact with other artists is the best way you will improve. Everyone has the potential to grow and develop their skills. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Tim: I really liked the theme of this Challenge and all the entries I have seen. I'm hoping to see more stuff like this in the future! Fox Renderfarm: Do you have any advice for future participants in the competition?Tim: Get a lot of reference, especially to the theme from the challenge and see how other artists approchoad their artworks with the same theme. Reference helps a lot for challenges like this.


    Interview with Jan Sladecko: a C4D Motion Designer and Our Beloved Client with Contentful Portfolio

    2021-06-11

    Fox Talk

    Fox Renderfarm Interview

    Before we start our passage, Fox Renderfarm, as your powerful render farm service provider, would like to invite you to see a well-made compilation of the animated shorts. Space Struggle (Ep. 1 - Ep.4) © Jan SladeckoSpace Struggle is a short CGI animated series and also an excellent integration of character design, motion design and a bit of humorous storytelling. Fox Renderfarm is so honored to have a talk with the creator - Mr. Jan Sladecko. He used to work in famous studios like The Mill, Elastic.tv and Trizz Productions, SL, and now he is a freelance creative director and mainly working on personal projects.- Jan Sladecko- Creative Director / Motion Designer- From: Czech Republic2019 Showreel © Jan SladeckoJan’s love for CG can date back to the age of 12 and after the efforts and dedication in the CG industry for more than one decade, he gained audiences and success in multiple areas, such as, animation, movies, series, music videos, commercials and so forth.Transformers IMAX: The Last KnightThe Americans - TeaserNike TechfleeceJ. Balvin - Azul (Official Animated Video)His excellence in production has earned him a reputation in the industry, so he has been invited to share his experience by multiple famous conferences, brands and competitions, like IBC Conference, Adobe, Maxon, SIGGRAPH, Motion Design Awards (MDA).!IBC 2016, Interview with Adobe, SIGGRAPH 2017(From left to right)IBC 2016, Interview with Adobe, SIGGRAPH 2017, SIGGRAPH 2019 (Invited by Maxon), Interview with MDAHere comes the interview with Jan who shared his working experience throughout his career, more information about getting inspired and his unique creative vision. Fox Renderfarm: Hi, Jan, thank you so much for accepting our interview! Would you please introduce yourself? Jan: Hi, thank you for inviting me, my name is Jan Sladecko, I’m a creative director currently based in LA with roughly 10 years of experience in the industry. I’m lucky that I could work in many different leading studios around the world. Currently I’m freelancing and trying to focus more on personal projects. GUIDED BREATHING © Jan Sladecko Fox Renderfarm: How did you encounter CG and get started in the CG industry?Jan: I started with Flash animations when I was around 12, then learnt After Effects during highschool and gradually found the way to 3D world. Luckily I had a chance to join a VFX company right after school which taught me a lot. ARXIV | OFFF Barcelona 2019 Design, Animation, Matchmoving, 2D Comp © Jan Sladecko Fox Renderfarm: From 2D to 3D art, do you find 2D play an important role in developing your 3D art?Jan: I worked many years in Flash and then After Effects where I was doing 2D compositions and motion graphics before I started learning 3D software. Nowadays I combine both and choose what is more fitting for each project and getting inspiration from both worlds. But I rarely start 3D art from 2D design, unless it is a client's reference. Fox Renderfarm: Could you introduce your best commercial and TV works to us?Jan: Hard to decide which one is my favorite one. I really enjoyed my older work with studio Oficina, but I’ll say IMAX: Transformers which I enjoyed to animate and design, it was a project I worked at the Mill. !Transformers IMAXTransformers IMAX Fox Renderfarm: What’s your pipeline of 3D art?Jan: Before I dive into 3D I sketch often on paper, even though my drawing skills are really limited :) Most of the time I work on animations so as I start developing the 3D scene I’m already planning how things will be animated. When animation has many I always do a previz to get the overall timing and dynamics and from there, I start developing the shots. When it is more complex 3D which needs more people, then I develop basic scenes and then give the rest of the team necessary data for their input and put everything back together later on. When I do styleframes, I focus on getting the composition and mood first and then add all the details. ROBOT © Jan Sladecko Fox Renderfarm: What projects have you worked on at The Mill? Is there any unforgettable work and experience to share?Jan: I worked on many projects at the Mill. In some of them I was mainly an animator, in others designer as well. One of my favorite ones were Americans, Imax, Audi, Arxiv and Nissan (all can be seen on my Behance https://www.behance.net/sladecko) !The Americans Teaser!The Americans TeaserThe Americans TeaserAudi E-Tron RangeARXIV: A Mere Cipher"Nissan Next" Brand FilmFavorite one was probably IMAX as it was my first job when I got a lot of responsibility for the entire spot and led other artists. Audi was also really interesting where I worked with a big VFX team which was doing realistic renders and high quality 2D comp and I was supplying them with all motion designs for the spot. But there are many other projects I could talk about and especially amazing people who I met there. Fox Renderfarm: What’s the inspiration of your short CGI animated series, Space Struggle? How did you come up with the idea and style?Jan: I was experimenting while I came up with an idea of a flying car. At that same time Elon Musk sent a red car into space so I thought I could make a joke that astronauts trying to get into a flying car. Animation became really popular and I truly enjoyed storytelling so then I started working on new animations in that direction. Even now I have a lot of sketches for more and more episodes even though I’m taking a break from the series.. Space Struggle (Ep. 1 - Ep.4) Fox Renderfarm: What is the most enjoyable part and the most difficult part while creating the Space Struggle series?Jan: I enjoyed coming up with the ideas, when I was laughing in my head I knew that it is a good direction. Also I loved when I saw people reacting to the animations and laughing, that meant so much to me. The hardest part was definitely making character animations. It takes a lot of time, especially all interactions with ground and objects in the scene. I or my friends had to act these scenes for animation reference. Even though astronauts are a little bit easier to animate than normal characters as their movements are more restricted. Fox Renderfarm: The Silly Wheels series are really cute and funny. How did you make it?Jan: In that time there were really popular satisfying loop animations. I was trying to create some animation like that as well, but with more personality and humor. Initial idea of following the car I got from one pitch that I worked on at that time. And then through my imagination I started to think about things that could happen around it. For example melting Ice Cream track I thought it could be a nice moment of surprise for the audience. Silly Wheels (Ep.1 - Ep.3 ) Fox Renderfarm: As an Award-winning Art Director, you were invited by Maxon to do talks at IBC 2016, SIGGRAPH 2017 and Siggraph 2019. How do you feel about that?Jan: It was an amazing experience, it actually all started by speaking publicly in Czech TV and then conference Mouvo for about 400 people in 2016. I was really nervous, but excited and I was able to share my story in a funny way, entertain and educate people and that made me so joyful and happy. From that I got invited to IBC which was more technical, but it felt great to share know-how and tips, meet more people including the Maxon team and later on I got even a job offer for the J Balvin music video based on my SIGGRAPH talk. Worth mentioning that this project ended up being rendered on Fox Renderfarm :) IBC 2016SIGGRAPH 2017SIGGRAPH 2019J Balvin - Azul (Breakdown) Fox Renderfarm: What movies/tv shows/ games are your favourites respectively?Jan: I watch and play way less than I used to (unfortunately). But one of my favorite movies was District 9, great visual effects and I loved the way the story telling was done. Miyazaki‘s movies are amazing and many other movies. From TV shows I like the cinematography of Game of Thrones, humor of What We Do in Shadows, metaphysical content of Midnight Gospel and the craziness of Love, Death & Robots. And my top games are Counter Strike, Age of Empires II, Company of Heroes and Ark: Survival Evolved. Fox Renderfarm: Any artists or artworks inspired you most?Jan: I don’t search much for inspiration in the 3D world, but I like the works of Ondrej Zunka, Taehoon Park, Gryun Kim, Woosung Kang, Maxim Goudin, Sasha Vinogradova, Alberto Mielgo and many more. © Ondrej Zunka0110 © Taehoon Park“Hunters” Main Titles © Gryun Kimhttps://vimeo.com/312585363True Detective 3 Main Title © Woosung Kang2020 showreel © Maxim Goudin !Spells © Sasha VinogradovaSpells © Sasha Vinogradova!THE WITNESS © Alberto Mielgo-1!THE WITNESS © Alberto Mielgo-2THE WITNESS © Alberto Mielgo Fox Renderfarm: Any software or new methods you are learning right now?Jan: I was recently studying a lot outside of the motion design industry as well, but I’m interested in VR and interactive art. Sim Nebula - Process Reel Fox Renderfarm: Would you share with us your next step?Jan: Currently I’m finding new ways to effectively connect through my work with the audience and have a positive impact on their life either through humor or mental health. Thinking also about a shift from client work to creating a product in that direction. Flow of Love © Jan Sladecko Fox Renderfarm: How do you like Fox Renderfarm’s rendering services?Jan: I’m amazed, it works so smoothly, great user interface and amazing support. We were choosing between a few different render farms and Fox Renderfarm was a clear winner. Fox Renderfarm: Any other things you want to share with CG enthusiasts?Jan: Have fun, do what excites you and try to mix different inspirations with your own taste to achieve originality. Also don’t be afraid to reach out to your heroes.


    Creating Memorable Animations: Introducing Kukari Animation Studio

    2021-04-13

    Fox Talk

    Fox Renderfarm Interview

    Kukari Animation Studio is a studio from Mexico, specialized in Commercial & MKT digital, Cinematic video game, Movies, Series and Music Video. The team boasts of great artists with a mix of talent and experience in the 3D animation film industry, who work passionately on each project to give you a unique and distinctive approach that will be remembered forever.Fox Renderfarm is dedicated to providing fast and secure cloud rendering service for our clients around the world. We have over 200,000 happy customers from 50+ countries and regions. And Kukari Animation Studio is one of them! We are glad and thankful that Kukari has chosen Fox Renderfarm.Here‘s our exclusive interview with Javier Mendez Lafon, one of the founders of Kukari Animation Studio, in which he talks about his CG journey as a Supervisor Lighting/ Comp & CG Director and his belief & vision as an entrepreneur in Mexico.!Javier Mendez LafonJavier Mendez Lafon Fox Renderfarm: Hi, Javier, thank you so much for accepting our interview! Would you please introduce yourself?Javier: Hello, first of all, thanks for the opportunity of letting us know each other. My name is Javier Méndez. I'm 31 years old from Ciudad Juárez. I studied Digital Animation and since I was a little kid my dream was to become a movie Director. Fox Renderfarm: How did you encounter CG and get started in the CG industry?Javier: My first approach was seeing an ad in the local newspaper about a 3D animation course that was completely new to me and as it caught my attention, I decided to enroll. I remembered we used an old software that doesn't even exist anymore.My first experience in the industry was at the age of 18 when I was starting my career. It was then that I had the opportunity to collaborate as a volunteer in the first full CG film made in Mexico. Fox Renderfarm: What movies/tv shows/ games are your favourites respectively?Javier: My favorite movies are Jurassic Park, Star Wars and Back to the future. My favorite TV shows are Breaking Bad and Game of Thrones. And games Zelda, Mario Kart and Halo. Fox Renderfarm: Any artists or artworks inspired you most?Javier: Guillermo del Toro, Steven Spielberg are two of my favorites directors. And something that inspires me a lot is to look at my friend's artworks.!Guillermo del Toro © Danielle Levitt for VarietyGuillermo del Toro © Danielle Levitt for Variety!Steven Spielberg © The SunSteven Spielberg © The Sun Fox Renderfarm: The Indie 3D animation short, HOME of my MEMORIES, received many awards and honors, how do you feel about it?Javier: I feel very satisfied because after 7 years of work I see now the results of so much effort by so many people and I am very pleased that so many people in different parts of the world recognize the great work and story that was carried out. Fox Renderfarm: What’s the inspiration of the HOME of my MEMORIES? How do you come up with the idea and style?Javier: My inspiration comes from personal experiences from my childhood. When I was a child I liked spending time with my grandfather, who had a hobby of making models of miniature houses. It was fascinating to see how we can make so many beautiful things with our hands. Years later when my grandfather passed away, I went to visit his house and there was still a shelf with some of the little houses that my grandfather had made. While remembering those beautiful moments, I imagined myself making me small as the same scale of the little house to enter through that small door that was half open. And in my imagination I saw how when I opened that door I found my grandfather living inside that model house. It is curious to see how people who are no longer around are still alive through memories and in the things they did in life.!Home of My Memories!Home of My Memories!Home of My Memories!Home of My Memories!Home of My Memories!Home of My Memories!Home of My Memories!Home of My Memories Fox Renderfarm: What’s the pipeline of the HOME of my MEMORIES?Javier: In 2012 we started doing a lot of the pipeline in Softimage, but the software was discontinued, forcing us to move to Maya in the Lighting and Lookdev processes. For textures we used Mari, for all the Fur we used Yeti, for render Arnold and for comp we used Nuke.The software was loaned by the animation studio I was working for at that time, which was very supportive.!Character design The grandfatherCharacter design "The grandfather"!Sets and Props LookdevSets and Props Lookdev Fox Renderfarm: What is the most enjoyable part and the most difficult part while creating the Home Of My Memories. And how did your team solve it?Javier: I really enjoyed the last processes (lighting & comp, Sound Mix), when you can already see your idea materialized.But the hardest part is getting resources to be able to cover some expenses, and to achieve this, we did a crowdfunding campaign. Fox Renderfarm: What projects have you worked on in Huevocartoon? Is there any unforgettable experience to share?Javier: In Huevocartoon, I worked on three different films, in two of them I had the opportunity to supervise the Lighting & comp area. The experience is always unforgettable because of the people you meet along the way. You will hardly remember how you solved your assignments, however the moments lived with the team are always unforgettable. And making projects in Mexico is so fun due to the warmth of the people who feel very close. Fox Renderfarm: Would you tell us the pipeline and production about the 85 mins animated feature film, UN RESCATE DE HUEVITOS?Javier: It is one of the largest projects that have been done in Mexico, however the budget is a bit limited, which makes us be very careful when working and planning the pipeline.The movie has a lot of characters with fur and that was a big challenge in all departments. Fox Renderfarm: What’s the motivation of founding the Kukari Animation Studio?Javier: Our main motivation is to have fun while we enjoy doing what we like the most. We want to bring all of the ideas from anywhere in the world to life, creating memorable stories that make us proud.Kukari's philosophy is to be a home and family for everyone who wants to work with us, human relationships are very important to us, both with the client and with the artists.There are a lot of talented people in Mexico and we would love to be able to do projects from anywhere in the world. Fox Renderfarm: Would you please introduce your team?Javier: The key of the team is the experience of the people and their human quality.The studio has been founded between Andy Rodriguez and me.To strengthen the visual and technical part, Chuy de Leon joined the team as Art Director. And for the Technical part, Alberto Juarez and Sergio Diaz joined.We are currently a team of more than 15 artists, all with experience in the film industry. Fox Renderfarm: Being an entrepreneur, what’s your belief?Javier: Being an artist, my belief is largely oriented to the people and their talent. I have witnessed how projects work so much better when the artist is trusted. As a studio we want to keep communication channels opened and equal treatment of anyone within the company. We want to be a big family. Fox Renderfarm: Would you share with us your next step?Javier: Mexico is a great option to produce 3D animation because we have a lot of talented people and we are extremely competitive in prices. As a studio we want to grow these next two years and show what we are capable of doing, to receive projects from other parts of the world. Fox Renderfarm: Could you share with us the CG industry in Mexico?Javier: The CG industry in Mexico is growing a lot, however much of the talent emigrates abroad, now that we have realized that we can work from anywhere in the world I believe that the industry in Mexico is going to take a big leap. Fox Renderfarm: How do you like Fox Renderfarm’s rendering services?Javier: Alberto Juarez, our technical consultant, recommended your rendering services to us due to a great experience he had, achieving the best results in a very short time and with a low budget. Fox Renderfarm: Any other things you want to share with CG enthusiasts?Javier: Whatever you are doing today, do your best work, make it with passion and joy, because what we do today, is for what we will be remembered for tomorrow.Click here to know more about KUKARI ANIMATION STUDIO. https://en.kukarianimationstudio.com/


    Discovering New Things With Innocence and Euphoria in 3D World

    2021-04-09

    Trending

    Fox Renderfarm Interview

    The explorer © Yisus Castellon !Clay render © Yisus CastellonClay render © Yisus Castellonv What’s the shape of Explorer in your mind?Made with ZBrush, Photoshop and Keyshot, “The explorer”, created by Yisus Castellon, conveys the message of innocence and euphoria to discover new things. Let’s find out how he made the beautiful 3D artwork in the exclusive interview with the best cloud rendering service provider, Fox Renderfarm.!Yisus Castellon- Yisus Castellon- Freelance Artist in 3D creatures and characters- From: Mexico- Artstation: https://www.artstation.com/yisus193 Fox Renderfarm: Hi Yisus, thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Yisus: Well I'm a happy husband and father, and freelance in 3D creatures and characters. I have worked for some indie titles as a conceptual artist and sculptor, I live in the beautiful city of Guadalajara in Jalisco, Mexico. Fox Renderfarm: What’s your inspiration for this amazing work “The explorer”?Yisus: For this art in particular my inspiration was my daughters, they are just 4 and 2 years old. Even the simplest things surprise them and their taste for knowing the world around them. Fox Renderfarm: The character is realistic, could you introduce how you make the modeling and texturing? Yisus: First I do a quick sketch in photoshop to define some character traits. When the sketch is finished, I continue with the blocking in ZBrush, I will define the main parts and from there I will increase the details in subdivisions. For this project I did the texturing from the ZBrush polypaint.!The explorer - Reference!Texturing - The explorer Fox Renderfarm: The coloring and lighting are perfect. How did you make them?Yisus: I already had an idea of how I wanted the final art, so I took many references of night lighting, the whole environment is made from photos and overpainted, in the render of the character simulate the lighting that had already worked in the environment, to make a little easier the final composition.!Discovering New Things With Innocence and Euphoria in 3D World-1!Discovering New Things With Innocence and Euphoria in 3D World-2!Discovering New Things With Innocence and Euphoria in 3D World-3!Discovering New Things With Innocence and Euphoria in 3D World-4!Discovering New Things With Innocence and Euphoria in 3D World-5!Discovering New Things With Innocence and Euphoria in 3D World-6 Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Yisus: I had them mainly in how I wanted to convey this message of innocence and euphoria to discover new things, it caused a bit of conflict in what pose the character had to do. Something that helped me a lot was seeing my oldest daughter surprised when she saw a butterfly. And that's where it all came from.!Discovering New Things With Innocence and Euphoria in 3D World-7 Fox Renderfarm: What’s your pipeline of 3D art?Yisus: It depends a lot on the project, but something that I always use as a base is to make a sketch either in photoshop or in ZBrush. At first I was only dedicated to concept art, but some projects have required me to learn new things such as retopology (this is something that I keep learning) if it is the case of video games, or sculpture for collectibles. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Yisus: Taking it more seriously, I've been around for two years now, a big part of my education has been watching tutorials and practicing. And I've been professionally for just under a year. I've been working for some indie titles as a freelancer, and the latest project I'm working on is a board game that will include collectibles. Fox Renderfarm: Any artists or artworks inspired you most?Yisus: There are many artists around the world who inspire me.But the ones that I think have given me an example to follow and be the artist I want to be are:1.- Soren Zaragoza!Cinematic 1 mood © Soren ZaragozaCinematic_1 mood © Soren Zaragoza 2.- LimkukMuse of tragedy © Limkuk 3.- Edgar GómezSkeletor © Edgar Gómez 4.- Ancelmo Toledo!Croconel © Ancelmo ToledoCroconel © Ancelmo Toledo 5.- Marco LorenzanaArte en Cuarentena...2 © Marco Lorenzana 6.- Daniel Bel!The Flash Sideshow Collectibles Premium Format © Daniel BelThe Flash_Sideshow Collectibles Premium Format © Daniel Bel Fox Renderfarm: The composition, lighting and coloring of your works are fantastic, how do you enhance your good sense?Yisus: I see many references from other artists, lighting schemes, color palettes, textures, composition, all these help me to lay out the final image in my head and bring it to reality. Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Yisus: Practice daily and always put quality before quantity.


    How to Make a Planet Explorer With ZBrush

    2021-04-09

    Fox Talk

    Fox Renderfarm Interview

    A planet explorer that wears an exoskeleton on top of his spacesuit that helps him in planets with high gravitational force. The exosuit automatically fits the astronaut's body thanks to his electronic joints.The excellent artwork, Exsolar, is created by Alberto Nicolini, a freelance concept artist and 3D modeler from Italy. In this interview, Alberto told us how he made the artwork and his experience of being an outstanding artist. !Exsolar © Alberto NicoliniExsolar © Alberto Nicolini!Alberto Nicolini- Alberto Nicolini- Freelance concept artist & 3D modeler- From: Gallarate, Italy- Artstation: https://www.artstation.com/albertonicolini Fox Renderfarm: Hi Alberto, thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Alberto: Hello everyone, it's a pleasure for me to be part of this event, and I hope my Exsolar work can be useful to someone during this contest. There's not much to say about me, I'm an Italian concept artist and 3D modeler, at the moment I'm working as a freelancer from home. Fox Renderfarm: As a freelance concept artist and 3D modeler, do you think 2D art skills help you a lot in 3D art developing?Alberto: I think they can surely help you out to quickly solve problems at early stages or maybe to finalize the final image, but I think you can achieve great results without them as well. Fox Renderfarm: How long did you take to finish the work, Exsolar?Alberto: It's really hard to tell, because I worked on it during my spare time, but for sure it took me more than two weeks. Fox Renderfarm: Could you introduce how you make the modeling and realistic texturing?Alberto: I have used ZBrush as the main program for the modeling, starting from a rough block-out of the shapes and then a quick render and paint over to define better the overall design.!Exsolar - ModelingAfter this I made the clothing in Marvelous Designer.!Exsolar -Marvelous DesignerAnd back again to ZBrush to define and detail all the exosuit parts and the pose of the character.!Marvelous Designer-ZBrushThe texturing I made it's procedural so I didn't use any UV maps, but everything was obtained thanks to the material editor in Keyshot.!Marvelous Designer Fox Renderfarm: How did you make the perfect coloring and lighting?Alberto: In Keyshot, I've tried to set up my ideal lighting and coloring, adding some light sources and modifying the hue of a basic HDRI. I prefer to make most of the work about the light and color inside the rendering program, so I don't have to adjust it that much in Photoshop and make just a slight color correction.!Exsolar - RenderRender!final image - ExsolarFinal Image 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?Alberto: I don't have a favourite project, but I'd like to share with you the "Lake Nymph" because it came from a sketch I drew after a nightmare. My process it's almost the same for every project, but I can share with you some images taken in different parts of it.!Lake Nymph!Lake Nymph!Lake Nymph!Lake-Nymph!Lake-Nymph!Lake-Nymph!Lake-Nymph!Lake Nymph Fox Renderfarm: What’s your pipeline of 3D art?Alberto: It depends from time to time, but I always start from quick sketches on paper or in Photoshop. After that I collect all the references that can be needed throughout the project, they can be images from other artists, photos of real life details, movie shots or just whatever gives me inspiration or ideas for the project. Then there is the modeling process, it starts from the block-out of the main shapes until the detailing phase. As I mentioned before I use ZBrush as the modeling tool, but it happens that sometimes I use different programs, depending on my needs. During the modeling phase I always like to do fast overpaints that help me to solve problems or just to check if I'm going in the right direction. When I'm happy with the modeling I pass to the rendering phase where I set up lights, textures, materials and composition. Finally I make the last touches in Photoshop, with color correction and overpaint if needed. Fox Renderfarm: The composition, lighting and coloring of your works are fantastic, how do you enhance your good sense?Alberto: I think that developing a good eye it's probably an endless process for an artist, of course looking to other artists’ works help out, as it is watching movie and video games, but I think the most important thing is to go outside and take a deeper look to what is around us in the real an daily life. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Alberto: I have studied New Technologies of Art at the Academy of Fine Arts of Milano, where I've discovered for the first time ZBrush during an academic course, it was suddenly love. Thanks to that I discovered digital art, so I signed up for a two years master in advanced digital arts. I started to work just after my degree but in a different field and doing concept art just in my spare time. After quitting my job , two years ago, I became a full time freelance artist. Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Alberto: I think the most important thing above all the others is having fun and enjoying your projects. I take this opportunity to thanks again Fox Renderfarm and to wish everyone good luck for this amazing contest!"As 2020 is a difficult year, we will all be explorers to seek hope in 2021. The explorer can be a traveler looking for a mysterious place, a spacecraft roaming through the Milky Way, or a doctor researching the vaccine. Please create your 3D render, show the explorer in your mind and explore your possibilities."More info: https://www.fox**renderfarm**.com/fgt3d-explorer-challenge.html


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