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    Aurélien’s Short Film "U 92" Made with Unreal Engine Won "Best Animation" in Evermotion Challenge 2022

    Aurélien’s Short Film "U 92" Made with Unreal Engine Won "Best Animation" in Evermotion Challenge 2022

    2023-03-15

    Top News

    Evermotion

    The Evermotion Challenge 2022 ended successfully and the competition has selected the best entries in four categories, including "Best Animation", "Best Commercial Render", "Best Personal Work", and "Best Unpublished Work". Aurélien Brion's short film "U 92" made with Unreal Engine won "Best Animation" in the competition. Fox Renderfarm, as a leading cloud rendering service provider and render farm in the CG industry, also a long-term partner of Evermotion, sponsored the challenge, and had the honor to talk with Aurélien about his award-winning work.Best Animation - Unreal Engine Short Film by Aurélien Brion:Fox Renderfarm: Hi Aurélien! We are honored to have you here! First of all, congratulations on winning “Best Animation” in the Evermotion Challenge 2022! How do you feel about it?Aurélien: Hi! Thank you for the invitation. In fact, I posted my animation on the Unreal website without thinking about winning an award. Evermotion regrouped some of the best 3D artists worldwide and the standard of this competition is really high. I knew that I won because someone commented on my YouTube channel, and then I remembered that I had submitted this short film to the Evermotion Challenge!Fox Renderfarm: Next, we’d like to start with your personal introduction. Could you tell us a little bit about yourself?Aurélien: I'm an architect who graduated from the Architecture School of Strasbourg in 2006. I worked as an architect for 2 years and then I chose to work as a 3D artist with my own agency. I've been passionate about 3D since I was a kidplaying games on Amstrad, Atari, and all that prehistoric stuff (yes, I know it was in fact 2D). I started to work as a hobbyist with some 3D software, and I was always attracted by materials and lighting.Fox Renderfarm: How many years have you been in the CG industry? Could you share your educational experience with us?Aurélien: I started to work as a 3D artist at the same time as I started my first role as an architect in 2006. I only have an architectural background and everything about 3D I learned by myself was through tutorials.Fox Renderfarm: Could you introduce your award-winning work “U 92” to us? And what does "U 92" mean?Aurélien: When I was looking for references about nuclear and radioactivity, I came across a clip from Kraftwerk “Radioactivity”. The first part of the clip was to tell plutonium production of Sellafield is 7.5 tons/year and only 1.5kgs is needed for a nuclear bomb…Starting from this, I started to write some ideas and scenarios. U_92 speaks about a worldwide nuclear reaction and nuke explosion without any war and engagement. That’s why the researchers are sent to the field, to find out what’s going on. At the nuclear plant, something strange happens and the hero faces another nuke. After that, we don’t know if he died or found another place to live in peace…U_92 is the chemical symbol of Uranium.*Tips: Uranium is a silvery-white metallic chemical element in the periodic table with an atomic number of 92.Fox Renderfarm: What was your inspiration for this short film?Aurélien: Lots of short films on YouTube, but I really enjoyed the short “Irradiation” of Sava Zivkovic. This short is outstanding and Sava Zivkovic’s work is insanely good. I bought the Big/Medium/Small pack to make some tests and stills on it. After posting one of these on social media, I had very good feedback so I started to animate all of this and found some story to tell.Irradiation by Sava ZivkovicFox Renderfarm: This animation is almost 9 minutes and you must have put a great effort to complete it. Could you introduce your workflow/pipeline? And how long did it take you?Aurélien: Yes, it will take a long time making from still images with Corona/Vray, but with Unreal Engine, everything was shooting 4K in real-time without the help of the render queue. The pipeline was simple. I started with basic Mixamo animations and re-adjusted them on Unreal. I chose to replace the mesh head from Big / Medium / Small and replace it with metahuman and improve the realism. I used some packs from the marketplace, of course, and a lot of Quixel stuff too. It took about 2 weeks and a half.Starting Scene © Aurélien BrionBehind the Scene © Aurélien BrionBehind the Scene © Aurélien BrionBehind the Scene © Aurélien BrionBehind the Scene © Aurélien BrionBehind the Scene © Aurélien BrionPlant © Aurélien BrionPlant © Aurélien BrionMeta Blueprint © Aurélien BrionNiagara Particles © Aurélien BrionFox Renderfarm: Why did you choose Unreal Engine 5 to create this animated short?Aurélien: When I saw "Rebirth" from the Quixel guys, it was a shock for me. The animation was stunning, photorealistic, and impressive. And I also saw a lot of good work made with UE on YouTube. That's why I started on Unreal Engine. Unreal and Quixel are free, which is a really good point mainly when you start to learn them. The Quixel library is huge and there are new free things every day.Rebirth of Quixel:Fox Renderfarm: The texture, body movements and facial expressions in this animation are realistic, how did you make them?Aurélien: Thanks, I used Mixamo basics animations. A lot of times, I re-adjusted it on the sequencer to fix it but the base was still here. Facial expressions were metahumans, I didn’t use the iPhone app to animate them. I only used the sequencer and animated them by hand.Facial Controls © Aurélien BrionFox Renderfarm: The CG environment is really excellent. How did you create it? Any references?Aurélien: I created some of them with Quixel and Kitbash 3D assets. The nuclear plant/factory and the Island at the end are from the Unreal marketplace.Fox Renderfarm: The sound, music, and voice put the finishing touches on the animation. How did you consider the sound to match the images to set off the atmosphere?Aurélien: The sound design was made by a friend, Lucas Bastian, and yes, he did an awesome job! Thanks to him! Lucas was free to imagine the music and some of the sounds. He added some really great ones and helped me a lot to improve this short. I was impressed when he sent me the first version of it. I was so happy, the sound of the step on the rock and some little sounds here and there was so good. I really like the outro music too. For the rest, I only gave him some dialog for the characters and some sound I wanted.Fox Renderfarm: Did you meet any difficulties during this project? How did you tackle them?Aurélien: In fact, each time I started a short I tried to add some new goal, technical difficulties, to be out of my comfort zone. It was the first time that I swapped a mesh head to a metahuman head, so thanks to the tutorials. It was a little tricky at the beginning but now it's ok. Same with particles and Niagara. I had to put my hand inside and see how it worked because I wanted the effects of flying then falling particles that'd interact with the mesh and gravity.Fox Renderfarm: What is your most satisfying part of this work?Aurélien: I think it is the facial expressions because all the characters wear masks, so it is difficult to feel it. But we can still feel it through the eyes’ expressions. I love the lighting too.Fox Renderfarm: Do you remember the first work you created? Please share with us.Aurélien: I remember my first project on Unreal, and of course, one of my first 3D images rendered with V-Ray. That’s old!! ;)First Work with V-Ray © Aurélien BrionAurélien's first work in Unreal: https://www.youtube.com/watch?v=H-AyG7TsfGoFox Renderfarm: What artwork or artist has inspired you the most during your CG learning journey?Aurélien: When I started learning CG, it was Bertrand Benoit BBB3VIZ, Alex Roman and a few others that inspired me the most. For now, beside the artist that l mentioned above, I follow Sava Zivkovic, Han Yang, Aaron Sims and a lot of others.Fox Renderfarm: Have you ever tried the cloud rendering services of Fox Renderfarm? If you do, how do you think about it?Aurélien: I haven’t had the opportunity to use your render farm, because I always had several workstations here for my node renders. And when I only still images, it was enough for me. Now on Unreal, I only have one computer and a 4090. But I’ll try soon for some still images or maybe a Corona animation!Fox Renderfarm: As a CG artist, do you have any advice for people who are still new to the CG industry?Aurélien: Yes, it’s a difficult industry because everything goes fast - computers and software are always in full development. You always have to be aware of what is new in the areas of 3D. You need to improve your skills every day, nothing is guaranteed. You must learn new software and new techniques. And you have to know that you are not the only one in this industry and the competition is global. It is all of these things that make this industry so interesting and in constant change.Thanks a lot for Aurélien spending his time doing our interview and congrats to him again! For the Evermotion Challenge 2022, Fox Renderfarm provided each winner with render coupons as a prize, and we look forward to their more excellent work rendered with Fox Renderfarm.


    Interview With Santiago Vilaseca, Who Won “Best Commercial Render” in Evermotion Challenge 2022

    Interview With Santiago Vilaseca, Who Won “Best Commercial Render” in Evermotion Challenge 2022

    2023-03-14

    Trending

    Evermotion

    The Evermotion Challenge 2022 differed from previous ones. Instead of suggesting a topic to contestants and setting 1st, 2nd, 3rd places, the contestants can submit original work in four categories and the best work in each category was selected. Fox Renderfarm, a world-leading render farm and cloud rendering service provider, also a long-term partner of Evermotion, sponsored this competition and witnessed the birth of many excellent and beautiful artworks.Here, we had the honor to interview Santiago Vilaseca. His work "Hotel in the Train Station, Versailles" won "Best Commercial Render” in this competition. Thanks a lot for Santiago spending his time doing our interview. Now, let’s know more about him and his award-winning work.Hotel in the Train Station, Versailles © Santiago VilasecaKraken Studio of SantiagoInstagram of Kraken StudioFox Renderfarm: Hi Santiago! We are honored to have you here! First of all, congratulations on winning the "Best Commercial Render" in the Evermotion Challenge 2022! How do you feel about it?Santiago: Thank you very much! I'm thrilled and honored to have won this award. I'm excited to see what the future holds and will continue pushing my craft's boundaries..Fox Renderfarm: Could you please introduce yourself?Santiago: My name is Santiago Vilaseca, and I am the co-founder of Kraken Studio. Originally from Argentina, I am now based in France where I work alongside my wife Sélène in Architecture Visualization. I am deeply passionate about my work and feel fortunate to be able to pursue a career in the arts. Apart from 3D creation, I also love to play the guitar and drums. Music has always been a significant source of inspiration for me and an essential part of my life.Fox Renderfarm: Could you elaborate a bit on your workflow/pipeline of this project? And how long did it take you?Santiago: This was a commercial project with defined deadlines, so we had to work efficiently to meet the client's needs. Our workflow started with the 3D modeling. Then, we proposed different camera angles to the client and worked together to find the best perspective to tell the project's story. After this, we started decorating the scene, which involved placing all the necessary elements such as vegetation, rails, and other details that fit with the chosen camera angle. Once the scene was fully decorated, we worked on lighting and textures to achieve the desired mood and realism. The next step is post-production, where the magic can happen. Overall, the creation of this image took about a week.Fox Renderfarm: The hotel you created is so amazing and realistic, could you share with us the modeling process?Santiago: Regarding the modeling process for this project, we received a basic 3D model from our client (SAFE Architecture) and enriched it with details by referring to pictures. Since it was a renovation project, we relied on photos of the existing building to model and make the project as realistic as possible. Also, there is an existing bridge in the project that we replicated exactly to make the site recognizable.On the left : 3D model we received from the client / On the right : our 3D model after adding details based on site picturesThe final 3D model after modeling facade detailsA picture of the actual building from the bridge (the other side of our camera)A picture of the actual building from the railways (closer to the building than our camera)On the left : a picture of the bridge / On the right : 3D model - details of the balustrade we createFox Renderfarm: One of the juries commented that your work was "a typical daylight scenario but with beautiful work in the foreground." How did you set the lighting and create the shade?Santiago: As for the lighting, we used an HDRi from 3D Collective (Adam Martin collection: HDRi 044 1945). Once we import the HDRi, we start the interactive render and rotate it until we reach the appropriate light. For me, lighting is really the most important feature when creating an architecture visualization. If the light setting is wrong, even with the best modeling and textures, the outcome will never be satisfactory.The white render to appreciate the lightFox Renderfarm: One jury mentioned "the element of out-of-focus on the camera," what did you think? Is there any intention?Santiago: We realized that an error has occurred in the image delivery process, as there was a blemish present on the image that didn’t exist in the original. We promptly reached out to the jury to inform them of the issue and requested that they update the image to the original version. We apologize for the confusion!Fox Renderfarm: Did you meet any difficulties during this project? How did you tackle them?Santiago: As a commercial project, we had to work closely with our clients, which meant there were a lot of back-and-forth exchanges and feedback to take into account. However, overall the project went well, largely due to the trust we had built with our clients. This made it easier to reach a satisfactory result that met both their needs and our own. I'm really proud of the teamwork that went into this project, and I believe it's also a reflection of the strong relationships we've developed with our clients over time.Fox Renderfarm: What is your most satisfying part of this work?Santiago: For me, the most satisfying part of the work is the initial exploratory stage where I try to find the most effective and artistic way to express a given project in 3D. I'm really fascinated by this research phase, as it's always full of surprises and unexpected discoveries. You never quite know what the end result will be, which is really exciting to me.Fox Renderfarm: How did you encounter CG and become a CG artist? Could you share your educational and work experience with us? Do you have a plan for your future CG journey?Santiago: I started with studying architecture and then switched to learning Multimedia and Graphic Design at Da Vinci school in Buenos Aires (Argentina). So working in architectural visualization is really a perfect combination of my interests in both 3D and architecture. I believe that for a CG artist, it's essential to constantly innovate, absorb new technologies, and above all, bring a uniquely human perspective to our work. Although computers are powerful tools in architectural visualization, it's the artist's personal touch and creative input that truly enhance a project and bring it to life. That's why I consider the human factor is the most valuable asset in our field.Fox Renderfarm: Any artworks or artists inspire you the most?Santiago: I find inspiration from a variety of sources, not just from other artists or artworks in the 3D field. For me, everything in art is interconnected, and I draw inspiration from my surroundings, experiences, and travels. I'm particularly sensitive to the beauty of nature, and the way that light interacts with different environments. As an Argentinian living in France, I find that my roots and the unique light of my homeland continue to inspire my work. I believe that inspiration can come from anywhere, and it's up to us as artists to remain open to new experiences and influences in order to continue growing and developing our craft.Fox Renderfarm: Have you ever tried the cloud rendering services of Fox Renderfarm? If you do, what do you think of our services?Santiago: I haven't had the chance to use Fox Renderfarm's cloud rendering services yet, but I'm always interested in exploring new options and finding ways to improve my workflow. I'll definitely keep your services in mind for future projects, and I look forward to the opportunity to try them out.Fox Renderfarm: As a CG artist, do you have any advice for people who are still new to the CG industry?Santiago: As someone who has been in the CG industry for several years, my advice to those who are just starting out would be to never stop learning. The CG industry is constantly evolving and there is always something new to learn, whether it's new software, technique or trend. Take advantage of the resources available online, such as tutorials, forums, and online communities. Don't be afraid to ask questions and seek feedback from more experienced artists. Also, it's important to stay passionate about your work and never give up. The road to success in the CG industry can be long and challenging, but with perseverance and hard work, it's always possible to achieve your goals.Once again, congratulations to Santiago for winning the "Best Commercial Render". For the Evermotion Challenge 2022, Fox Renderfarm provided each winner with render coupons as a prize, and we look forward to their more excellent work rendered with Fox Renderfarm.


    RAYVISION Proudly Becomes a Golden Sponsor of The Evermotion Challenge 2014

    RAYVISION Proudly Becomes a Golden Sponsor of The Evermotion Challenge 2014

    2022-07-04

    CG Challenges

    Evermotion

    RAYVISION Inc., one of the world’s largest cloud computing and cloud rendering solution providers for both the motion picture and animation industries, is proud to be one of the Golden Sponsors of the Evermotion “Summer in the City Challenge” 2014.Total prizes worth €15 859 are on offer and the Challenge will run from September 16th to November 17th, 2014. Contestants are required to make great visualisations—both interiors and exteriors—and crazy ideas are welcome too. Those who are creative, innovative and have great technical skills will be rewarded with one of the many prizes available.Prizes will be presented according to the aesthetics of the project in question and its technical quality, and work in all submissions must be generated in 3D software of the entrant’s choice, although processing inside Photoshop or other 2D software is also allowed.In addition, all work submitted to this Challenge must be the participant’s own personal work and work from groups and/or companies is not allowed. If ready-made 3D models or textures are used, credits have to be given to people or companies who made them. Final submission resolution should be not lower than 1200px (the longest edge).All in all, the Evermotion Challenge 2014 provides an excellent opportunity for contestants to show their work to the CG community, and to experts and employers from all over the world.See: http://www.evermotion.org for more details.RAYVISION Inc., being an Oscar-winning post-production company and one of the largest cloud rendering service providers in the world—with more than 2,000 nodes of super computing power, and over 18,000 clients in 35 countries—and one of the Golden Sponsors of this Challenge Event, encourages active participation from all people in the industry.With its proprietary multiple patent cloud computing technology, RAYVISION Inc. is well known for providing customised platform and infrastructure level services specifically tailored for motion picture and animation companies.


    Creating a Beautiful Forest Scene With 3ds Max and ZBrush

    Creating a Beautiful Forest Scene With 3ds Max and ZBrush

    2022-02-10

    Fox Talk

    Evermotion

    Fox Renderfarm is committed to making contributions to the CG industry by sponsoring international CG challenges. Evermotion Challenge 2021 came to an end. As one of the sponsors, we are so glad to have the honor and opportunity to have an interview with Ruming Cao, the 2nd place in the competition.His work, As busy as a robot, using the robot as the 'worker' in this scenario, taking a break from work and having a rest in nature, is a nice and quite interesting concept. Technically speaking, the image stands out for its solid composition, great lighting, and realistic textures.In our interview, Ruming tells us how he created the truly beautiful forest scene, away from the hustle and bustle of life.As busy as a robot © Ruming Cao Fox Renderfarm: Hi Ruming! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Ruming: My name is Ruming Cao, and I come from Ma'anshan, a small city in China. I have self-studied rendering since 2013 when I was in college.Fox Renderfarm: Congratulations on winning the 2nd Place in the Evermotion Challenge 2021, how do you feel about that?Ruming: I am very grateful to Evermotion for providing this opportunity. Although this competition was a bit rushed, I was very fortunate to win the prize.Fox Renderfarm: How long did you finish the work, As busy as a robot?Ruming: About a week or so, time was a bit rushed. Inspiration came from a trip I made around May 2021, when I went to a mountain forest, it felt good, and it was also a rest time after busy work. There is no accurate picture. The inspiration is just the source and the feeling at that time.Fox Renderfarm: What software and plugins did you use?Ruming: Using 3ds Max, ZBrush, Corona Renderer and Photoshop.Fox Renderfarm: This image was a sneak peak into a truly beautiful forest scene, away from the hustle and bustle of life. How did you make the modeling and the texturing?Ruming: The model was modeled with 3ds Max, some stones were sculpted with ZBrush, and some Bridge resources were used. For the texture part, the robot itself used a Substance Painter, although it cannot be seen. For the materials of the plants, I used Photoshop to adjust the color of the four leaves.Fox Renderfarm: Lighting is great, and the darker foreground very nicely frames the subject. Compositionally the hanging lights draws us right into the center of the image. How did you make the lighting?Ruming: I use HDRI lights with the target directional light, the target directional light makes it easier for me to adjust the color. Then add boxes around the foreground to block too much light. You can also give a volumetric fog material to make it slightly transparent.Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Ruming: The biggest difficulty is the color problem. Green and red are complementary colors, and it is difficult to coordinate in a picture. The solution is to skew red towards a little bit of orange and green towards a bit of cyan, and the cyan-orange tones tend to be a little more harmonious. Or they can be desaturated.Fox Renderfarm: Any artists or artworks inspired you most?Ruming: Artur Tamiola and Bartosz Domiczek. They are one of my favorite artists and they are very nice people.TERRACE © Artur Tamiola Henge Hill © Bartosz Domiczek Jesus Selvera (zuliban) was a big influence on my texture adjustment.Marek Denko is the height of pro I've ever dreamed of reaching.House Of Light © Jesus Selvera Her Eventual Hesitation © Marek Denko Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Ruming: I have been learning 3ds Max since 2013. And I have been self-studying all along. Currently working as an interior rendering lecturer in an educational institution in China.Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Ruming: Youtube is a very good website. In addition, we recommend BliBli in China, which is the Chinese version of Youtube. There are a lot of learning materials in it. In addition, I highly recommend Commonpoint founded by Artur Tamiola and Bartosz Domiczek. There are many very professional articles in it, which are great as well.Fox Renderfarm: Have you ever tried Fox Renderfarm’s cloud rendering services? If yes, how do you like it?Ruming: I'll be using it lately, a very good rendering platform, I love it!Fox Renderfarm: Is there anything you want to share with the CG enthusiasts?Ruming: Finally, what I want to say is, don’t limit yourself to the technical aspects, you can try to observe more things around you. Rendering is like a sketch, which tests people’s observation angles. Skills are only to help you better accomplish what you want.


    Interview With Shabeer MV, a Versatile 3D Professional, Who Won the 1st Award in The Evermotion Challenge 2021

    Interview With Shabeer MV, a Versatile 3D Professional, Who Won the 1st Award in The Evermotion Challenge 2021

    2022-01-28

    Trending

    Evermotion

    Fox Renderfarm: How did you make the excellent modeling and the strong composition? Any references?Shabeer: Since I had only 2 weeks, I had to use a lot of premade assets. There was less modeling in this project, most of the time I was texturing and dressing the scene.First block- out and scene reference.Lighting and composition were mainly inspired by the photo belowGif – WIP Fox Renderfarm: The lighting made this eastern narrow street vibe very realistic. The fabrics that block the sunlight look very interesting as the whole environment does its job. How did you make the lighting?Shabeer: Main lighting was nothing special and done with a single HDRI map and a sun node aligned to it. The fabric has slight translucency which allows them to pass through some of the light.Scene with HDRI & Sun Adding the Volume Fog, contrast &x26; bloom brought the scene to life.With Fog, Bloom & Contrast Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Shabeer: Since the character was a photo mapped to 3d object, light matching it was a challenge in this work. It took a while to get it match the scene.Fox Renderfarm: Any artists or artworks inspired you most?Shabeer: As an environment/props artist myself, I am inspired by works of Andrew Averkin, Toni Bratincevic, Marek Denko and some Chinese concept artists whom I follow on Artstation. Photography is also a main source of inspiration since they are very useful references for lighting and mood setting.The One © Andrew Averkin Colony X Wide Cameras © Toni Bratincevic Wasteland Fortunes © Marek Denko Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Shabeer: I completed my 3d/Animation course in 2008. I worked as a graphics designer &x26; arch. Visualizer after graduation. Currently I am working as lead artist in QGS for the last 10 years. At work we mainly do technical/engineering art for construction projects.Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Shabeer: People always think better tools improve their work/skills. What I have learned is that it is your eye that needs to be improved over time. Your eye will help in better modeling, lighting, texturing and animation. Take a break, use cold eyes often to see possible mistakes.With experience, you’ll start to see a lot of things you haven’t seen before. If you look back to your work from 2 or 3 years from now, and if you don’t feel it looks crap, then your eyes haven’t improved.Train your eyes, it will push your skills to meet its demand.


    How to Build a Minimalist But Pretentious Interior Design in 3ds Max

    How to Build a Minimalist But Pretentious Interior Design in 3ds Max

    2022-01-21

    Trending

    Evermotion

    Fox Renderfarm is committed to making contributions to the CG industry by sponsoring international CG challenges. Evermotion Challenge 2021 came to an end. As one of the sponsors, we are so glad to have the honor and opportunity to have an interview with Azat Mammedov, the 2nd award in the competition. His work, The Abode of the Jeweler, is highly praised by the judges for its realistic lighting and textures. In our interview, Azat tells us how he made this fantastic piece and his CG journey.Fox Renderfarm: Hi, Azat! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Azat: Hello. My name is Azat Mammadov. I live in Turkmenistan and currently head a design studio. Since 2017, I have been drawing concepts and, if possible, I try to participate in various competitions (interiors, characters, environments, objects) as my creativity is looking for an outlet, despite the fact that sometimes due to work there is little time. However, work does not take up all my time. My day is scheduled, but the framework is not rigid and I can adjust the tasks depending on the circumstances. This helps keep you on your toes and doing many small tasks without feeling chaotic and out of control. Thanks to this schedule, last year I read 15 books of various genres and took refresher courses.Fox Renderfarm: How long did you finish the work, The Abode of the Jeweler?Azat: Participation in the Evermotion Challenge 2021 started with an email notification. I became interested in the topic of the competition, but at that moment, I was busy preparing for the upcoming project. The competition started on December 7th, but I started participating in it on the 20th. All this time I thought about the concept, but I was not sure that once I started the work I would be able to complete it. This happened to me once when I competed Artstation Challenge: From the Moon to Mars: Celebrating Apollo's 50th Anniversary. However, having managed to delegate part of my work to others, I was able to take up the competition by allocating 1-2 hours a day for this. Of course, at the final stage, these limits had to be violated and I allocated up to 5 hours a day for the competitive work. However, according to the results of my measurements, I realized that I had spent 61 hours on the project. I cannot say that this approach to work is unique or ideal, but at that time, it was a decision that allowed me to realize what I mentally saw.Fox Renderfarm: What software and plugins did you use?Azat: At work, I used 3ds Max to build models and collect them in one scene. Corona render for visualization, assembled 3d model and adjusted light. Photoshop for material setup and post-processing. PureRef for a convenient overview of all collected images on a given topic.Fox Renderfarm: What’s the inspiration behind your artwork?Azat: The theme of the Work-Life Balance contest itself served as a source of inspiration. In 2020, I organized my own studio in which I worked with my wife, an architect, and I perfectly understand what a difficult task it is to maintain a balance between home and work, especially since we were both at home. Recent trends in the global labor market have shown that more and more people are choosing to work from home whenever possible, especially if a person is self-employed and the profession of a jeweler just satisfies this opportunity. I like the styles of minimalism and loft in the interior, but in my country, they are undeservedly bypassed, preferring pretentious classic interiors. In this work, I tried to present a balance in life for a jeweler, taking into account various factors, one of which is the sufficiency of the working space and the ability to isolate it from prying eyes. My approach to work was such that the project only needs to be translated into drawings and implemented.Fox Renderfarm: What a fantastic piece that is full of detail in every corner of the room! How did you make the modeling and the composition?Azat: When I took on the project, the first thing I did was to study the jobs of jewelers from among my acquaintances and photos from the Internet in order to understand the atmosphere of the profession, which I knew little about until that time. Almost during the day, I built the final result in my head, and the rest of the time I implemented it as if the work had already been done, and I just remember what has already been done. That is why I only changed the location of the camera in the scene once in order to adjust the 3D projection to my vision. Details were added to the project according to the principle from largest to smallest, which means that first large details, and only then medium and small ones. So that the colors do not distract me from the form, I implemented the modeling in one color. Most of the models were made by me for this project or taken from previous ones. As details were added, a complex shape emerged, which I later broke up with light and color so that the composition worked for a comfortable perception of the project. While working on the project, I thought over the full functionality of the premises, as I had a burning desire to implement something similar for my family. It is because the interior is built logically, it looks natural and harmonious. Of course, I was not able to show the entire space in one frame, but I think people can easily fill in the missing with their mind's eye.Fox Renderfarm: The lighting is just right and the mood is very emphasized by it. How did you make it?Azat: Having finished with modeling, I began to build lighting. By assigning a gray material to all surfaces, I built the light that I would like to see in my project. Unfortunately, at the painting stage, I ran into difficulties, because due to the nature of the materials and the location of the light sources, the previously configured parameters did not work. I knew that I would have to adjust them after applying the materials, but I did not expect that the adjustments would be significant. In some parts of the scene, I had to add fake light sources that I did not like in order to make the work bright and effective. As for planning lighting, this idea is not new. I used the evening mood and light to accentuate the jeweler's office. That is why the foreground is bright and warm, and the background is dark and cold. If you make the light uniform (like during the day, for example), then the interior will still work, but the presentation will no longer be artistic and the observer's eye will wander over bright spots. For daylight, this composition would no longer work.Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Azat: As mentioned above, one of the difficulties was with lighting, but that was not all. In the project, I intended to use the national elements of my people so that the work would not be faceless. However, I spent quite a bit of time picking out the patterns and colors on the rugs, as some of the more traditional ones were knocked out in my project and took on too much attention. The solution was a slight rethinking of the colors on the carpets so that they look more harmonious in the work done. The next difficulty arose with the filling of a large workspace. To make it easier, I used one model several times, slightly modifying it. By the way, one of the judges drew attention to this. There were also some difficulties with the functioning of the space, but they are not significant and are more related to design tasks, but not artistic ones.Fox Renderfarm: Any artists or artworks inspired you most?Azat: As for the sources of inspiration, this is, first of all, nature, whose creative abilities surpass all of ours put together, then books, thanks to which one’s own vision develops, and finally dreams in which the subconscious does everything that escaped consciousness and sometimes it’s beautiful. If you choose the sources of images from outside, that is, among people, then these are the works of the following authors: photographer Yuri Arkurs, photographer Annie Leibovitz, artist Rakhman Umarov, concept artist Jama Jurabaev, artist Sid Mead, concept artist Samwise Didier, concept artist Nick Gindraux and many others.Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Azat: As a child, I was constantly drawing, but my parents could not send me to art school, so for many years it remained a hobby with poor skills. I believe that my creative path was born in 2009, when I got acquainted with the Photoshop program while in the army. I was so fascinated by the fact that you could create anything in it, that when I finished my service, I soon got a job in an advertising agency as a designer. I then worked on logos and posters. At first, this was enough, I had the opportunity to learn different skills from other designers, but soon this was not enough for me and having mastered additional skills, namely 3d, I began to make exhibition pavilions and not complex interiors. My skills grew and I changed several companies. It was a great joy for me that more and more lessons began to be released in video format, where it is not necessary to know the language to understand what the author is doing. In 2017, I tried myself as a concept artist, learning new techniques and following cutting-edge artists. In 2019, I thought about creating my own wide spectrum design group, where I was going to bring together many creative people. In 2020, I left the construction company where I held the position of chief designer and founded my own design studio, which currently consists of two people. The pandemic has adjusted my plans and now my studio has not yet reached the level that I expected, but our modest success still pleases our team. Now we are working on our own project, which we want to make our hallmark in the world of cinema and games.Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Azat: What I can recommend to others is the ability to manage your time. With this most important skill, anyone can methodically master any knowledge and skill - this is already a proven fact, covered by many people.Fox Renderfarm: Is there anything you want to share with the CG enthusiasts?Azat: I have a couple more recommendations, which, however, have no more reliable basis than my own confused experience. First, it is important to be able to set goals and go towards them confidently. However, at a certain stage, having learned something new for yourself and expanding your worldview, you can and sometimes need to rethink your goals and you should not be afraid of this, this is normal. Life is not a straight road and the ability to move a couple of meters away to find a treasure is much more important than the ability to look only ahead. Secondly, you need to work hard on yourself, not expecting quick results and not allowing disbelief and despondency into your life. The devil has no more formidable weapon than despondency, and when his other tools do not work (the dagger of envy, the hammer of anger, the trap of greed), this small peg driven into a person’s soul opens the way for other tools. Thirdly, love criticism and look for it, but try to get it from people who know, because they will not only say that you are bad, but also show what, where and how to correct. I wish you success!


    How To Create A Realistic Doomsday in 3ds Max

    How To Create A Realistic Doomsday in 3ds Max

    2021-02-18

    CG Challenges

    Evermotion

    Fox Renderfarm: There are so many details in the image, which make the scene more realistic and attractive, could you show us how you make them?Neil: I'm always referring back to reference images to help achieve realism. I generally add chamfers and imperfections to everything.The biggest stand out for me was the floor. There’s no better way achieving this than using Real Displacement Textures. They are by far my favorite textures. I also push my displacement settings to the limit. I tend to drop my displacement screen size (px) as low as possible for the best results.Fox Renderfarm: Did you meet any challenges, and how did you solve them?Neil: My biggest challenge was having patience. When I first started working on Final Stand I realised I was in it for the long run. I didn't want to spend hours on the image and come back the next day tired. I ended up cutting my time down to an hour a day which actually helped.Fox Renderfarm: You work as a CGI artist for more than 10 years, could you briefly share with us your work experience along your CG journey?Neil: I started my CGI career at a construction company where I initially started as an Architectural Draughtsman. The company entered numerous tenders to try to win new projects. During that period I started to get more involved with 3D to try to impress our clients.5 years later I decided to join my first studio. I knew I had made the right move knowing I'd be working alongside other artists. It was crazy how quick my skills improved.I wanted to take my career further so I decided to move to London. I first started my career in London with a well known architecture firm. Working alongside different architects was a good experience. During my time there I spent a lot of my time attending events such as 3ds London which helped me grow even further.After some time there I realised that I was best suited to work in a studio so a year later I joined The Boundary where I have grown to become a Senior 3D Artist. Whilst working for The Boundary, I've had the opportunity to go to both State of Art and D2 which were both amazing events to attend.Night Time © Neil CrossFox Renderfarm: Do you have any suggestions for CG artists to improve their CG skills?Neil: Choose a niche you enjoy and master it! Whether you enjoy using ZBrush sculpting characters, 3ds Max visualising architecture, or unreal creating blueprints. Don't try to learn everything unless you are a complete genius.Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Neil: Just enjoy what you do.If you like my Final Stand Image please follow me on ArtStation for future images.https://www.artstation.com/neilcross


    Tribute To Bravehearts In My Own 2020: Introducing 3D Artist, Reyaz Alankandy

    Tribute To Bravehearts In My Own 2020: Introducing 3D Artist, Reyaz Alankandy

    2021-02-10

    Fox Talk

    Evermotion

    Bravehearts © Reyaz Alankandy In this artwork, Reyaz portrays a railway station that used to overflow with bustling life, but during the pandemic, it emptied all except the sanitation workers busy in the task.Made with 3ds Max, Corona Renderer, Photoshop, the award-winning artwork shows a proud tribute to these brave warriors for their selfless hard work. As Reyaz said, while the world hid, some rose to fight back, to stand a chance against the virus.As a freelance 3D artist specialized in architectural and interior visualization, Reyaz created many excellent artworks, and he adores every challenge and new opportunity along his archviz journey. In the interview with Fox Renderfarm, the largest cloud rendering services provider in the CG industry, Reyaz talked about how he created the work and his career experience.Reyaz AlankandyFreelance 3D Artist3D VisualizerFox Renderfarm: Hi Reyaz, could you give us a brief introduction about yourself?Reyaz: Hello. My name is Reyaz Alankandy. I’m a freelance 3D artist based in India. Previously, I’ve worked as a 3D Visualizer at an architectural firm in Dubai for 5+ years. Being an ardent fan of the ArchViz industry, I’m keen on any updates and trends and strive continuously to better my works. My interests include photography and traveling.Fox Renderfarm: Congratulations on winning first place in Evermotion Challenge 2020, how do you feel about it?Reyaz: Absolutely happy and humbled to my core. It was a brilliant subject Evermotion put forth and honestly, I couldn't afford to miss it. The results stunned me to see it topped the competition. Probably the best start to my own 2021.Fox Renderfarm: As this year’s theme was ‘’My own 2020’’, what inspired you to create the work Bravehearts?Reyaz: I’d owe the credit to my lockdown and quarantine experience. As we know, 2020 restricted our lives in the most uncomfortable ways possible. Even then, our social workers strived to control and tame the chaos. It helped me shape the concept and channel the visual as a tribute to them and their sacrifices.Fox Renderfarm: How long did you take to finish the work? Did you meet any challenges?Reyaz: Approximately ten days. I was freelancing alongside. I wanted to keep the visuals as authentic as possible. So I went down to the particular railway station a couple of times to pick up reference images of textures and details one might miss at plain sight. And these work and visits were interrupted for a while since I tested covid positive. So my reference stack included a pre and a post covid collection.Fox Renderfarm: The train and the train station are so realistic, could you tell us how you built the station and the perfect details?Reyaz: I built most of the structures -including the train- from scratch since it was hard to find the specific models. So it was background and platform first, then props like benches and symbols and finally the train - which I modeled only the part necessary to the view and not the entire thing. I’d check in with my reference collection now and then to get the deets right.Fox Renderfarm: The atmosphere is so great which delivers a sci-fi ambiance, could you introduce how you make the scene full of sci-fi, such as the lighting and color?Reyaz: As I mentioned in my tutorial, I intended a cinematic mood for the scene. Hence the Corona Volumetric Effect came in handy. Moreover, I maintained a neutral temperature to the lighting and the naturality of the lights visually present in the scene. The coloring was more of a trial-and-error process with test renders and personal preference.Some test rendersFox Renderfarm: Could you briefly share with us your work experience along your archviz journey?Reyaz: Even as a teenager, I was inclined to the 3D world and magical CG visuals via computer games. It guided me throughout my studies and helped me while starting as a visualizer. With the right perspective, props and lights, it's easier to predict the final results and that is my basic formula. I utilized my time in a Dubai based architectural firm to gain much of the industrial knowledge on the exterior, interior, landscaping and kept an eye open for any new software, technologies, and inspirations. Currently, as a freelancer, I enjoy the diverse, multicultural projects I’m approached with as well as any creative challenges on my way.A-Frame House © Reyaz AlankandyFox Renderfarm: As a 3D Artist specialized in architectural and interior visualization, do you have any suggestions for CG artists to improve their CG skills?Reyaz: Observe and PRACTICE! Most of the responses I receive after any 3D post are queries on the basic how’s and what’s and shortcuts to a 3D visual. There is NO FORMULA or shortcut. One needs to observe the moments, colors, materials and mostly the ‘imperfect’ textures of everyday life to yield a realistic frame. Collecting photographic references and practicing the software are the most essential tools of a 3D visualizer. I’d encourage you to recreate photographs and old paintings to grasp the color value information. Staying updated on software and snatching tips from tutorials helps elevate the pace.After The Rain © Reyaz AlankandyFox Renderfarm: Any other things you want to share with the CG enthusiasts?Reyaz: Creating the perfect visual is an ART. I’d suggest staying inspired and absorbing international CG trends regularly. There are many great platforms offering tutorials, tips and challenges - for FREE- to advance oneself. It is crucial to remember that this is not just about the tools, but about one's own creativity. And creativity and aesthetics flow free only through regular practice. Try a variety of scenes and play with different moods. Breakaway from continuous styles and discover your niche. And always remember to have fun with it.Retro Tram © Reyaz Alankandy


    Interpret 1984 by George Orwell in ArchViz: From Quotation to Creation in 3ds Max

    Interpret 1984 by George Orwell in ArchViz: From Quotation to Creation in 3ds Max

    2020-03-20

    Trending

    Evermotion

    Fox Renderfarm: The submitted piece is a long vertical image with a strong silhouette and contrast. Could you introduce the idea behind the composition? And how did you realize your composition idea step by step?Sergey: The idea here is in impending urbanization. In this background, for this, I made a city with walls going to the sky in the background. Because of this, I chose a vertical image.To the foreground added an old house with an attached cyberpunk tower on the right, a dried-up tree and a couple of graves on the left for more dramatism. Next, I need a character to give life to the image.Fox Renderfarm: The lighting design has a sense of apocalypse, how did you manage the lighting?Sergey: Lighting here was created on the basis of one of my last year’s photos taken during the fires in Siberia.It’s pretty simple: CoronaSun + Sky and CoronaVulemetricMtl. The size of the Sun is 25 and its color is R189 G0 B0. The sky is almost minimal intensity - 0.02. There were many variations with the fog, but in the end, the settings are almost standard.Fox Renderfarm: About the billboard, do you have any reference when making it?Sergey: Since the idea of my project is a kind of totalitarian state of the future, I needed posters with leaders or symbols.So I put together a couple of examples from the Internet and started drawing.Fox Renderfarm: At the bottom of the image, the water reflection is really well-made, how did you do that?Sergey: Here the pure geometry and understanding of the photo. The set focal distance is equal to the distance from the camera to reflection in water plus the distance to the reflected object.Fox Renderfarm: Have you met any difficulties when making it? How did you solve it?Sergey: In general, everything was without any difficulties. Over time, problems arose due to the combination of work and challenge.Fox Renderfarm: How long did it take to finish the artwork?Sergey: I won’t tell you exactly, but it all started in December. I found out too late about the contest and topics, so I was late.I had to quickly pull myself together and start doing.Fox Renderfarm: What software and plugin did you use?Sergey: Everything was created in 3ds Max 2020 + Corona renderer 4.1. At the moment, they completely suit me. Well, there was a bit of ZBrush when creating an old lady.Fox Renderfarm: When and how did you come up with the idea of entering the 3D industry?Sergey: It appeared in 2009, then I saw presentations of projects created using 3ds Max and thought - That's what I want to do.Artwork by Sergey ChashchinFox Renderfarm: Could you briefly tell us your education and work experience along your CG journey?Sergey: Education plays a strong role in ArchViz. Let's just say: it is difficult to create architectural objects without understanding how they are arranged.During my studies, I got a job as a visualizer in a small company, where I worked for five years. It was a time of speed, not quality or idea, but even there I tried to do something new for myself.Then I became a freelancer. He worked with many architectural bureaus.And I'm still freelance.Fox Renderfarm: We discovered that there are also a lot of fine commercial 3D pieces, ArchViz pieces and some fun animation projects you made in your portfolio. How did you keep yourself inspired and motivated? And what do you do to improve your techniques?Sergey: Good question! I try to do each new project with something new for myself, let it be the lighting that you have not done or animation, the main thing is to find something new and love your job. And from this, there will be both motivation and improvement of skills.Artworks by Sergey ChashchinFox Renderfarm: Any artwork or anyone in the industry that inspires you the most?Sergey: I am very inspired by artwork, from paintings by old masters to digital artists. Here are a few examples:Michael Kutsche, because of him I bought the first graphic tablet;Artwork by Michael KutscheSimon Stolenhag, his paintings can be watched forever;Artwork by Simon StolenhagJakub Rozalski, an artist and writer, creates stunning paintings;Artwork by Simon StolenhagI will dwell on them, otherwise, you can list for a very long time.Fox Renderfarm: Any other things you wanna share with CG enthusiasts?Sergey: The main thing is not to stand still, especially in such a fast-growing industry as CG.3D Render Challenge Ongoing: Shine your talents and win $500 Render Coupons, submit now!


    Interview with Le Anh Nhan: The 2nd Winner of Evermotion Challenge 2017

    Interview with Le Anh Nhan: The 2nd Winner of Evermotion Challenge 2017

    2019-09-30

    CG Challenges

    Evermotion

    As one of the sponsors of Evermotion challenge 2017, we are so glad to have the honor and opportunity to have an interview with Le Anh Nhan, the 2nd winner of last year's competition. His work Hello_MD-2027 is highly praised by the three judges. Here are the detail interview as below:Fox Renderfarm: Hi Le Anh Nhan, would you please give a brief introduction about yourself?Le Anh Nhan: Hello Fox Renderfarm! My name is Le Anh Nhan, I am Vietnamese. I am studied 5 years in the university of architectural design,, but I do not want to become an architect, currently I am an architectural painting artist.Fox Renderfarm: You definitely chose the right career for yourself : ) So how did you get into the CG industry?Le Anh Nhan: When I was attending college, I used 3dsmax software for the project, and until the 4th year of college I learned V-Ray, I was attracted to the world of CG since then. And when I graduated with a degree in architecture I decided to become a 3d artist instead of being an architect.Fox Renderfarm: Good for you, are there any artists that inspire you? Who inspires you the most?Le Anh Nhan: Oh! When thinking about who inspires me, I remember the days I first came to CG. There are two major influences on my inspiration: Marek Denko and Alex Roman. I like the full 3D scene and these two artists make me happy to see their work, from the mood and technique. At this point, I like to watch matte paint, some of the artists I often watch every day are Allen Wei, JC Park, Mark Li ... They really have a myriad of color ideas and stories. It's hard to say who inspired me the most, because I was so adventurous and wanted to learn a lot of talented artists.Fox Renderfarm: So glad that you had so many teachers lead you to move forward. How did you know the Evermotion 2017 challenge and why joined it?Le Anh Nhan: A friend of mine texted me when he saw the Evermotion 2017 challenge on Facebook, He is an old colleague of mine.Fox Renderfarm: Haha, good friend alway do help us. OK, so how did you get the idea to make this work? Anything inspired you?Le Anh Nhan: At the time I received a message from that friend, which coincided with the time when I was struggling to find ideas to make a artwork for his son, and the theme of the challenge gave me an idea, which is The Perfect Getaway. But my friend's message was quite late compared to the competition, around the end of November, I was racing with time, because I had to work, I only had 2 hours of free time a day for the contest, while the workload is quite large. Luckily I finished it in 2 months, earlier than expectedFox Renderfarm: That's definitely an encouraging story. You are awesome! Would you please share your feeling and idea for winning the 2nd prize in this challengeLe Anh Nhan: Knowing the outcome of the challenge, I was very excited and happy. In the process of making artwork, I always followed the theme of the competition, but with comfortable psychology, I did not put much emphasis on examinations, I just painted with emotion and the main purpose was to give my son.Fox Renderfarm: Your hardworking is finally rewarded! Emmm, Did you ever used Fox Renderfarm? If yes, could you share your ideas about usLe Anh Nhan: I do not have the opportunity to use Fox Renderfarm, but in the near future, with the big scenes I will use : )Fox Renderfarm: Great, hope we can help you achieve greater awards. Anything else you would like to say or add?Le Anh Nhan: Thank you Fox Renderfarm for giving me the opportunity to share the information around my work, hopefully that information will help something for everyone, thank you for reading this interview and good luck!Fox Renderfarm: Thanks so much for sharing your time for this interview, hope we can have more cooperations in the near future.


    Evermotion Challenge Takes You to the Secret Garden

    Evermotion Challenge Takes You to the Secret Garden

    2019-09-05

    CG Challenges

    Evermotion

    Fox Renderfarm always made contributions to education and CG industry, not only launched GoCloud program to help the small teams realize their dreams, but also sponsored many different kinds of international CG challenges. Evermotion Challenge is one of the most popular challenges in the world. After Evermotion Challenge 2015, Fox Renderfarm sponsored Evermotion Challenge 2016 - The Secret Garden Challenge.After one year of long waiting, Evermotion Challenge 2016 winners were finally announced! Themed as “The Secret Garden”, the award-winning works are full of mysterious beauty.So...Keep up the mystery!We introduce the jury first!It was really difficult to choose the best works from 140 submitted to 2016 Evermotion Challenge. Level was high and "The Secret Garden" theme turned out to mean something different to each participant. Among technically impressive artworks there was noteworthy amount of those created by growing artists. Some of them don't possess enough technical skills but already have inspiring ideas. I would like to congratulate each one of them!The topic of 2016 challenge was wery demanding. That was hard do choose the best works. Most of artists which took a part in this contest had a great ideas and skills. Congratulations for all participants!I'm thrilled to be a part of Jury for Evermotion challenge and It's not easy to choose the winner with many stunning works from all the artists around the world. Congratulation to all winners and the artist who joined the contest!Evermotion Challenge 2016 Winners Announcement!Robert Filipowicz: It is definetely my favourite work. Big plus for telling a story with this illustration. Great mood and composition. This ant did the job ;). Congratulations! Barbara Witkowska: Finally I agreed with other members of jury to give this artwork the first place. Beautifully and carefully executed work, a catched moment in time. Wisely chosen and perfectly fitted quality models, mastered lighting and composition. I'd change nothing here!Yavor Stoikov: This image is a winner in every aspect: it has a balanced composition; great colours; despite the somewhat botched bokehs, the quality of the work is beyond every other contestant. Robert Filipowicz: I’m impressed of photorealistic look of this image. Very solid work. Lovely place to "pitch" your own secret garden.Barbara Witkowska: I love the sense of a peaceful place hidden behind the trees which protect it from wind and outside world. Composition and lighting guide us directly to the couple finding themselves in this hidden paradise. I appreciate the amount of work put in this image, author's personal attitude - as it's based on his own experience and overall outstanding work done here. What needs more author's attention is definitely a fog.Robert Filipowicz: I really like the lightning and level of detail in the final image. Very interesting idea of the secret garden and one of the best in my opinion.Barbara Witkowska: I like the contrast between old, dusty objects bathed in a warm light and clear blue fluorescent glow of a miniature garden that must have just grown in a jar. Choosing just one brightest point in the picture would make this artwork even more interesting.Yavor Stoikov: This image is in the selection because of its interesting idea and appeal. The actual rendering work does not correspond in quality to the other top contestants and there's too much post work involved.Robert Filipowicz: You created here a small beautiful world which i really like. Good idea, great materials and detail makes this work one of the best. Barbara Witkowska: Perfectly crafted miniature. The boat and the light on the path is so inviting to discover this small garden. The model of garden is clearly brought out of the background. Great attention to details and well-balanced colour composition. What I'd suggest to make this work even better, would be to make light from the little lanterns a bit brighter and warmer.Yavor Stoikov: Love the model feel and the fact, that the secret garden can be observed only as an artificial representation. The design is great, the whole image has a lot of artistic merit to it. The image contains more modelling and detail then all the other contestants, yet still has a subtle feel to it. The only setback is the insufficient lighting.Robert Filipowicz: Interesting image but I see some lacks in lightning and postproduction. After all it is a good work. Barbara Witkowska: A very detailed scene, a lot of attention put into every element including the main character. The first plan is so detailed and so interesting, that it could stand as an individual image. A moment caught in the artwork intrigues, it would be even more eye-catchy with more dynamic pose of the character. A big plus for overall outstanding quality!Yavor Stoikov: Great incorporation of movement in a still image; great interpretation of the idea; and a very appealing rendition, which accentuates floating a lightness and not speed and blurs. The whole concept of rising up to Heaven/another world/the clouds is conveyed to us through subtlety and emotional triggers, hidden in details.Robert Filipowicz: Only thing which i can tell is that I would like to be there right now! Almost I hear this falling water and smell those flowers. Good job :)Barbara Witkowska: A really eye pleasant picture with successful backlight approach. One point perspective guiding us towards light always works!Yavor Stoikov: Regardless of the somewhat standard composition, the image is full of life and colour. The busy vegetation and the hint at hidden/secret bring great appeal and serenity to the image. There is a great combination of natural growth and man-made amendments, and an appealing hint into a bigger story. The only thing that brings this image lower in my top list is the presence of entries witth even bigger appeal. Honorable mention


    RAYVISION Sponsors Evermotion Challenge 2015

    RAYVISION Sponsors Evermotion Challenge 2015

    2019-09-05

    CG Challenges

    Evermotion

    Evermotion launched a remarkable architectural renderings challenge “Evermotion Challenge 2015” . Fox Renderfarm is the only one domestic render farm to sponsor this challenge.Evermotion was founded in 1998 and now its portal is one of the biggest over the CG world. Since the beginning Evermotion has earned a stable position in the global CG market and thousands of customers. Evermotion concentrates CG fans from all over the world. It provides a platform for CG fans to share experience and plenty of 3D models and texturing to download. Evermotion creates and develops products that help CG artists with their 3D visualizations by speeding up their workflow and increasing their quality of output.This challenge lasts from November 17th to January 26th. The participants should submit at least 5 WIP (Work In Progress) renders in their forum thread before the deadline, including concept sketch or reference photo, modeling, texturing, lighting and rendering, post effects and composting. The jury is composed of authorities in CG industry. They are Spanish super realism CG artist Alex Roman, Official V-Ray Instructor Ciro Sannino, Evermotion founder PENdzel – Krzysztof M. Kundzicz, and Evermotion CG artists Jakub Dabrowski, Barbara Witkowska, Michal Horba.The theme of this challenge is about “LOFT”. First adopters of LOFT style were usually poor artists occupying abandoned factories in industrial quarters. Now LOFT tends to be a new trend over the world. Evermotion seizes this opportunity to launch the challenge, encourages the participants to unleash their imagination and design their own perfect loft!Join Evermotion Challenge 2015 now!


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    The Wild Robot: DreamWorks Animation’s Heartwarming Tale of Nature and Technology

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