Hum3D Announced Winners of Widely Watched Car Render Challenge 2022!
The 9th annual Hum3D competition for the best Car render is the largest awards event for the car 3D modeling and visualization industry. The artists can create their own car 3D model, put it into a 3D environment and make a beautiful render. There are no limits to creative ideas: participants can choose any automobile they like whether it is a racing or imaginary vehicle. Jury paid attention to the idea, the quality of performance, time and efforts spent on the modeling, and to the overall impression created by the work.The submission period was from September 21 to December 8, 2022. According to Hum3D, 72 artists took part in the competition. Rencently, they announced the top 3 winners and some “Team Choice” awards of Car Render Challenge 2022.Congrats to all the winners! Fox Renderfarm, as a world-leading render farm and cloud rendering services provider, also a long-term partner of Hum3D, sponsored this highly anticipated challenge for the car 3d modeling and visualization industry. Winner Announced1. First Place: “The glory of youth” by Ruming Cao!First Place The glory of youth by Ruming Cao© Ruming CaoMade using 3ds Max, Chaos Corona, Mari, Photoshop, Substance Painter, Zbrush, RizomUV, Marvelous designer and Fusion360.Grandpa was a racer when he was young. He has won many championships. Now he was telling his story to his grandson.Grandpa wanted the child to inherit his spirit.Part of the jury says:Laurens Corijn: “Wow, amazing work on this scene, the attention to detail is impeccable, and the characters are well integrated and tell a story”.Pierre Maheut: “Love the storytelling of the scene. In one image you have a full story”.Jacob Norris: “There are so many story elements in this scene. The longer you look at the environment, you find more and more fun little props, characters, and beautiful parts you can find that make up this incredible Car Render scene. It makes me want to know what is written on the trophy he is holding! I am so invested in this story already haha”.Michal Horba: “No need to say anything; you just nailed it! You did some crazy work here. Great composition, mood, color balance, and some story with it. I love the level of detail in this work; every inch of it is an eye candy. I noticed the detailed background and some cool props there- that makes it a powerful image. Shaders are good looking especially in this old-school cold/warm lighting. I like your idea of contrast in this story – at least I find it this way; old guy-kid/old garage-robots. I wonder what glory stories the old man has to say? I bet he has some. Congratulations on your skill!”.Martin Krasemann: “Love the warm mood and the tons of details everywhere”.2. Second Place: “Lamborghini Team” by Mohammad Ghadimi!Second Place Lamborghini Team by Mohammad Ghadimi© Mohammad GhadimiMade using 3ds Max, Chaos Corona, Substance Painter, Zbrush, Xnormal, MixamoCalm before the storm.....Part of the jury says:Michal Horba: “As far as I like automotive stuff I enjoy Lego :) Great idea to mix this with a real-deal racing track. Stunning work; The Lego Lambo is super made as the whole scene is. Photorealism is blinking its eye at this lego team ;). The level of detail you presented here is stunning; especially the Lambo caught my eye but the orange figures did also. They are made very precise and that shows it all. The shading is looking so good – track asphalt/concrete is juicy- I Love it. Congratulations on being so talented!”.Martin Krasemann: “Mixing a toy car in a real environment is really what caught my eyes. Really clever”.Jarosław Dzedzej: “Once I saw this picture I was sure it will be in the top 5 as it is a strikingly beautiful and realistic render. Then at a second glance, I noticed the thing that made it my no.1 The sports car is made out of ‘Lego Technic’ blocks! That was the creative surprise that was the cherry on top and with this creative twist, it made my day. The visuals and technical level of it are also very strong. I love the overcast weather and lighting contrasting with the bright saturated oranges and blues. The image strikes as something realistic and a bit ‘mundane’ and yet is very artistically curated. It is a great image on a lot of layers. Top-notch work!”.Laurens Corijn: “Very nice work integrating lego into a realistic environment, I have a hard time telling if the background is based on a photo or full 3D. I love the details like the lego tires in the back”.Atanas Tudzharov: “I like the atmosphere and the fact that the car is the star of the artwork. This is a car render challenge after all and I love the idea to make it a lego car while still keeping things looking realistic”.3. Third Place: “Edogawa Run” by Swiz.prod!Third Place Edogawa Run by Swiz.prod© Swiz.prodMade using Cinema 4D, Octane Renderer, Substance Painter, After Effect, PhotoshopAfter a rainy night in Edogawa Japan, a drive seemed like the perfect way to clear his head. After a short ride, the feel of this 7Eleven caught his eyes, maybe it was the neon lights.. In any case, it seemed like the perfect time to take grab some memories of his beloved car.Part of the jury says:Jacob Norris: “The theme and setting for this car render in a Japanese 7-Eleven parking lot caught my attention instantly. The car is very well done by itself already, but the lighting, puddles, and colors in the space make the white car pop even more in this setting. The colors were expertly chosen and the render came out top-notch from a skilled artist”.Laurens Corijn: “I love the atmosphere, materials are great, good detail and care put into the background, lighting is great”.Jim Thacker: “It’s the little details that intrigue in this image. Why is the license plate on the car reversed? What’s up with that couple inside the 7-Eleven? Is ‘Kawaii Soda’ actually a real brand of drinks?”.Martin Krasemann: “Night & rainy night always works like a charm!”.Calvin Bacon: “Great mood of a JDM scene with some good storytelling. Overall good composition”.In addition, we’d like to point out several works which were chosen by Hum3D team.“Justice” by Vahid Montazeri!Justice by Vahid Montazeri© Vahid Montazeri“Leaving Bikini Bottom” by Samer Abu Sham!Leaving Bikini Bottom by Samer Abu Sham© Samer Abu Sham“Small garden” by Suqinlee!Small garden by Suqinlee© SuqinleeLearn more about Hum3D Car Render Challenge 2022 Winners. Check out Hum3D Car Render Challenge. Congratulations again to the four winners! Fox Renderfarm looks forward to next year's Hum3D Car Render Challenge.Source: Hum3D
Hum3D Car Render Challenge is ON!
The 9th annual Hum3D Car render Challenge is live now. Fox Renderfarm, as a world-leading render farm and cloud rendering services provider, also a long-term partner of Hum3D, sponsored this big event for the car 3d modeling and visualization industry.!Hum3D Car Render ChallengeThe theme of the competition is the Car: create a car 3d model, put it into a 3D environment and make a beautiful render.The competition is open to all 3D artists, remember to read the rules.The submission period is from September 21 to December 8, 2022.For specific information about the challenge and the big prizes, please visit the page: https://hum3d.com/car-challenge-2022/The following are interviews with the winners of the last challenge held by Hum3D:- Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 2022- Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 2022*Source: Hum3D*
Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 2022
This June, Hum3D announced the winners of the Flying Cars 3D Competition 2022. Fox Renderfarm, as a world-leading render farm and cloud rendering services provider, also a long-term partner of Hum3D, sponsored this competition and witnessed the birth of many excellent and beautiful artworks. This time, we had the honor and opportunity to interview Shangyu Wang. His work “Green screen” won the second place in this competition.He has been studying CG art since his freshman year. Although it has only been 3 years, he has already collected over 10 international and Chinese CG competition awards, including 2nd place in Hum3D Flying Cars 3D Competition 2022, 3rd place in Hum3D Car Render Challenge 2021, 1st place both in V-Ray Station Challenge 2020 & 2021, Gold prize of ANI Category in GGAC Competition 2021, 2nd place in The Art of 3D Insects Challenge 2020 held by ArtStation & Adobe and so on.Let's find out how Shangyu made the amazing artwork through the exclusive interview with Fox Renderfarm.Fox Renderfarm: Hi Shangyu, thanks for accepting our interview, could you please introduce yourself?Shangyu: Hi everyone, my name is Shangyu Wang. I am a college student and about to start my senior year in September. I am very passionate about CG creation. It is a pleasure to talk with you.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 1Green screen © Shangyu WangFox Renderfarm: Congratulations on winning Second Place and Fox Renderfarm Team Choice in Hum3D Flying Cars 3D Competition 2022, how do you feel about it?Shangyu: Of course, I was so surprised and happy when I knew it. In fact, I just entered this competition intending to try it out at that time, and I didn’t think that I could win Second Place. I also participated in the Hum3D Car Render Challenge 2021 last year with my work “Under the sea”, and won Third Place. This year, I won Second Place in this competition, which is progress for me, so I'm still very happy.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 2Under the sea © Shangyu WangFox Renderfarm: How long did you finish the work “Green screen”? Could you describe your workflow/pipeline for us?Shangyu: I worked on it for about a month or so.My main workflow was: I used Maya and ZBrush for modeling and Substance Painter for mapping. After that, the maps were imported back to Maya. And I rendered with V-Ray for Maya. Finally, the post-production was finished in Nuke.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 3© Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 4© Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 5© Shangyu WangFox Renderfarm: The jury praised your work as very interesting and creative with a lot of details. So what inspired you to come out with the idea of making the work?Shangyu: In fact, the theme of my work is not “green screen” at the very beginning, I created an image of a car flying in the sky. However, I was not very satisfied with the initial work, so then I spent a week thinking about how to make changes. Considering that the topic of the competition was flying car, I made a bold breakthrough and switched my work to the theme of green screen, because I believed that the green screen represented infinite possibilities.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 6The initial work of flying car © Shangyu WangFox Renderfarm: The lighting and texturing in this one are what drive this high-quality render. How did you make the lighting and texturing, which make the render photorealistic?Shangyu: I didn't really put much effort into the lighting, because I only set one light in the whole scene. Instead, I spent more time on materials and textures. I would look for some references, and think about how to coordinate the scene and make the material look realistic.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 7© Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 8© Shangyu WangFox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Shangyu: The main difficulty is the idea. The production process of this work is actually similar to my previous works, so I hope to make some changes to the idea.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 9Detail of “Green screen” © Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 10Detail of “Green screen” © Shangyu WangFox Renderfarm: You participated in a Real-time Rendering 3D Animation Challenge hosted by Rayvision earlier this year. Your excellent work "Wind Tunnel Test" won 1st Prize in Student Category. What is your inspiration for this work?Shangyu: I prefer something mechanical, and it so happened that I was studying the making of mechanical animation at that time, so I considered combining the rotating platform with the machinery, and then came up with such a scene.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 11Wind Tunnel Test © Shangyu WangFox Renderfarm: We learn that you used Houdini to create this work, so why did you choose it? How is your study progress so far?Shangyu: In fact, it was a coincidence that I happened to be learning the disintegration effect of Houdini at that time, and then I wanted to combine it into my work, so I made an animation of a spaceship crashing.For me, I will learn the skills that I need at the moment. I think learning CG is a matter of interest. If you are passionate about CG, you would be willing to spend a lot of time learning. Then it is necessary to insist on doing some exercises every day so that you will not easily forget what you have learned.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 12Still image of “Wind Tunnel Test” © Shangyu WangFox Renderfarm: Did you meet any difficulties in using Omniverse in this competition? And what do you think of Omniverse?Shangyu: When I was using it, Omniverse didn't support some features yet. I set two lights in this work. And I wanted to compose the two lights, so I rendered it twice, setting one light at one time. But other renderers I've used in the past have an option - Light mix - that can be checked. Omniverse has not yet added this feature. However, I think OV's rendering quality (is better) and rendering speed is relatively faster.Fox Renderfarm: How did you encounter CG?Shangyu: It's kind of an interesting coincidence. I didn't know the CG industry at all before college. When I moved into the dormitory, a senior knocked on the door and asked if we were interested in joining the school's CG association, where there would have some modeling courses of 3ds Max and Maya. Then I went to study, and I continued to learn myself at home. I found that the CG industry is so fun, so I have been learning it until now.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 13Shangyu’s works when he first started learning CG © Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 14Shangyu’s works when he first started learning CG © Shangyu WangFox Renderfarm: Could you share with us a few interesting or memorable works that you have made?Shangyu: Among all my works so far, I think the longest production time and most impressive one is the short film "Space Elevator" for participating in GGAC last year.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 15Still image of “Space Elevator” © Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 16Still image of “Space Elevator” © Shangyu WangIt took me about three months to make this short film, and for the first time, I tried the whole process of making the film: from modeling, mapping, rendering, to post-production coloring, voice acting and so on. At present, I still have a lot to learn, and making this short film is a challenge for me.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 17Details of “Space Elevator” © Shangyu Wang!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 18Details of “Space Elevator” © Shangyu WangFox Renderfarm: What drill routine do you use to sharpen your skills?Shangyu: I have a lot of learning resources, but I think it is more important to cultivate a personal aesthetic sense. For example, you can practice the composition of pictures through photography, and enjoy more works of other masters to improve your aesthetic sense. In addition, I usually do some drawing and sketching practice.!Interview with Shangyu Wang, 2nd Place in Hum3D Flying Cars 3D Competition 19Sketch practice © Shangyu WangFox Renderfarm: Are there any artworks or artists that inspire you the most?Shangyu: I joined a CG chat room where I can comunicate with many artists. I had the pleasure of making friend with a Senior Lookdev Artist named Alex (Zinan) Liu, whose direction is similar to the direction I am interested in, and he is also good at materials. He gave me a lot of advice in some of my past works and helped me a lot in my CG learning process.Alex (Zinan) Liu’s ArtStation: https://www.artstation.com/alexliuzinanFox Renderfarm: Is there anything you want to share with the CG enthusiasts?Shangyu: I think to learn CG, persistence is the most important, without fits and starts. The more you practice, the more significant your progress will be.That's all our interview with Shangyu, and we really appreciate Shangyu for being willing to do this interview with us.Fox Renderfarm also interviewed the first place winner of the competition：Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D CompetitionFox Renderfarm, as a powerful render farm and cloud rendering service provider, has always been very dedicated to supporting artists to use their imagination to create great work, which is also one of our mission!
Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition
This June, Hum3D announced the winners of the Flying Cars 3D Competition 2022. Fox Renderfarm, as a world-leading render farm and cloud rendering services provider, also a long-term partner of Hum3D, sponsored this competition and witnessed the birth of many excellent and beautiful artworks. This time, we had the honor and opportunity to interview Ruming Cao. His work “Leave night” won first place in this competition.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 1Ruming Cao1st Place of Hum3D Flying Cars 3D Competition 2022V-Ray Certified Professional (VCP)He has been engaged in realistic interior render for nearly ten years, specializing in high-precision modeling and photorealistic render. His works have been selected for many CG galleries such as 3dtotal, Evermotion, and VRAY WORLD.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 2Leave night © Ruming CaoIn his work “Leave night”, the car is not only a means of transportation for human beings, but also carries feelings. Father and mother divorced, children suffer the most. Father and child parted. He wants the robot butler to escort the children. Let the child arrive at the mother's house safely.Fox Renderfarm: Hi Ruming, thanks for accepting our interview, could you please introduce yourself?Ruming: Hi everyone, I’m Ruming Cao. I come from Ma'anshan, a small city in China, and now live in Hefei, China.Fox Renderfarm: How many years have you been in the CG industry? Do you remember the first work you created? Please share with us.Ruming: I started learning 3D software around 2013 or 2014, almost ten years ago.My first CG work is a render of Interior design. My major in college is environmental art and design. One day, I saw my roommate doing interior design by chance, and I found it very interesting, so I started to try to create my first CG work. However, the work I did the first time was not good enough, not realistic enough. Now I can't find that picture.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 3© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 4© Ruming CaoFox Renderfarm: Is there any artist who has inspired you the most?Ruming: In the CG industry, I initially liked the works of two artists, Marek Denko and Jesus Selvera (Zuliban). In recent years, Blender is becoming more and more popular, so I have also paid attention to some artists who are good at Blender, such as Ian Hubert.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 5Her Eventual Hesitation © Marek DenkoFox Renderfarm: We noticed that you started to participate in international CG competitions in the past two years. What was the opportunity for you to start participating in these competitions?Ruming: The main reason is that I joined a CG industry group chat before, in which there are many great artists. One of them is Shangyu Wang (who won Second Place in Hum3D Flying Cars 3D Competition 2022). Although he is still a student, he is very passionate about CG and has superb skills. He often participates in many international competitions. Under his influence, I began to try to participate in this kind of competition, with the purpose of exchanging ideas and improving myself.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 62nd Place of Hum3D Flying Cars 3D Competition 2022Green screen © Shangyu WangFox Renderfarm: How do you improve your aesthetic in art and CG skills in your daily practice?Ruming: Regarding the way to improve my skills, in fact, I am the same as others, mainly by watching videos, like those technology-sharing videos on YouTube or Bilibili. Then, my improvement in art is mainly to practice painting. I usually like to draw sketches and color painting. During my school years, I practiced more and accumulated knowledge related to aesthetics. I suggest that you can learn to paint in your free time so that you can have a better understanding of the effect of light on objects and the relationship between colors.Art is all interchangeable, and we can incorporate traditional paintings into our 3D works.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 7© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 8© Ruming CaoFox Renderfarm: Congratulations on winning First Place in the Hum3D Flying Cars 3D Competition 2022 sponsored by Fox Renderfarm, how do you feel about it?Ruming: Very happy. In fact, I had predicted that I could get First Place in this competition.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 2Leave night © Ruming CaoFox Renderfarm: Please introduce your award-winning work “Leave night” to us.Ruming: I mainly used the following software to create this work, including: 3ds Max, Corona, Photoshop, Substance Painter, ZBrush and Marvelous Designer.There are three main characters in this work: the little boy on the flying car and the robot butler, and the man wearing a mask under the car is his father.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 9Details of “Leave night” © Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 10Details of “Leave night” © Ruming CaoThe background of my work is the general social environment where the divorce rate is rising, resulting in more and more single-parent families. The image depicts a young boy saying goodbye to his father. The main color of the whole scene is cold, enhancing the sad atmosphere of separation. I thought this picture might touch some people. To fit the cyberpunk atmosphere, I made a robot next to the little boy, and let it act as a butler to escort the child away. This is the simple story about my work “Leave night”.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 11Details of “Leave night” © Ruming CaoFox Renderfarm: Where did you learn about this competition?Ruming: I happened to see the competition on Facebook and entered with the intention of giving it a try.Fox Renderfarm: Your work is rich in elements and complex in terms of scene settings, could you talk about your workflow? How do you make the whole 3D scene?Ruming: I started by getting the overall composition defined, and drawing some drafts to sort out the character relationships. Then I started to create the surrounding environment. After the whole 3D environment was built, I began to make the main body - the car carefully. Finally, the characters were made.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 12© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 13© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 14© Ruming CaoFox Renderfarm: The jury complimented you on your use of color and lighting. Could you tell us more about how you set up the lighting and color?Ruming: Regarding color, I mainly highlight the image by contrasting the ambient and artificial light. I use blue as the base tone for the overall atmosphere. As for artificial lighting, I add some lanterns and warm light to the interior of the car to make the color contrast. Therefore, the overall is a contrast between blue and orange.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 15Details of “Leave night” © Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 16Details of “Leave night” © Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 17Details of “Leave night” © Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 18Details of “Leave night” © Ruming CaoNext, I will deal with the primary and secondary relationship of the screen. I darkened the foreground with some light blocking and added fog to the background. After adding the ambient fog, the visual contrast around the subject will become weaker, so that the visual center, which is the mid-ground part, can be more prominent.Fox Renderfarm: Your work gives a unique sense of emotion. How do you set the mood?Ruming: The mood of the work is actually nothing more than the good use of color matching and contrast in the image. I think we can learn more from the photographic works of other artists.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 19© Ruming CaoFor example, the contrast of some photography works is relatively strong, and the bright part may only account for one-third of the whole picture, which conveys more of a seclusion feeling. For another example, in terms of color, choosing warm colors as dominant hue can bring people a feeling of sunshine, while too many cold colors represent the feeling of gloom or loneliness. Ultimately, this is the impact of art on human vision.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 20© Ruming CaoFox Renderfarm: How long did you finish the work? What software and plugins did you use?Ruming: It took about a month and a half. 90% of the models in this work are made by myself. Most of them, including modeling, mapping, materials are created by myself, and I can only use my free time to complete this work.I use Marvelous Designer a lot, mainly to make backpacks and costumes for characters, as well as the wings on car. Also Substance Painter, a software for mapping, I use it to make most of the materials for car. I use ZBrush to sculpt the details of some objects, like the corners of rocks. I ended up using Photoshop for post-processing. Most of the others were made and rendered with 3ds Max and Corona.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 21© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 22© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 23© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 24© Ruming Cao!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 25© Ruming CaoFox Renderfarm: Did you meet any difficulties during your creation? How did you solve them?Ruming: The only difficulty is the problem of scene optimization, because the amount of faces in the entire scene is very large, about 150 million, which is left after optimizing a large number of model agents.During the later optimization, I found that there are some places where it is not necessary to do too much detail because it is invisible. For example, there are some screws on the pipes in the background. In fact, I made them, but it is invisible. I thought too much in the early stage, and it would be more troublesome to delete the number of faces or objects in the later stage. The only way I could make my computer better able to carry such a volume of models was by increasing its memory.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 15Details of “Leave night” © Ruming CaoFox Renderfarm: You also participated in the Evermotion Challenge 2021 sponsored by Fox Renderfarm and won Second Place. Can you briefly tell us about your winning entry?Ruming: Evermotion Challenge 2021 was my first time participating in an international 3D creation competition. The main reason why I participated in it was also influenced by Shangyu Wang. I wanted to feel the atmosphere of the competition and practice my skills.It took me about two weeks to create this work. I didn't expect to win Second Place at that time, but I felt very happy after winning the prize, after all, there are bonuses.My work was titled "As busy as a robot". I was so busy during that time that I didn't really pay much attention to it. I only spent some spare time every day to create it. The idea was that I was so busy and looked like a robot. So when I was making it, I incorporated the robot at work in the forest scene. And the surrounding environment is also what I yearn for. I hope I can go hiking or travel in my spare time, so I created the feeling of deep forest in the surrounding area.!Interview with Ruming Cao, 1st Place of Hum3D Flying Cars 3D Competition 26As busy as a robot © Ruming CaoFox Renderfarm: What do you think of the cloud rendering service of Fox Renderfarm? Please feel free to make suggestions to us.Ruming: The biggest advantage I think is that the rendering is really fast. It helps me to finish my work efficiently, and it greatly reduces my rendering burden, because my computer is not as good as enough. So with a render farm like this, I can work more efficiently. Thank you very much.Fox Renderfarm: Is there anything you would like to say to newcomers who want to enter the CG industry?Ruming: In fact, the industry technology of the renderers, including software rendering, is quite perfect now. Unlike many years ago, if you want to create a realistic image, you may have to work very hard at that time.Nowadays, more and more artworks can be rendered photorealistic or even cinematic. The more advanced the technology, the more attention should be shifted from the software to the art creation or the storytelling of images. It is from these perspectives that we can impress others more. Therefore, I think to enter the CG industry, the main thing is to develop better imagination and artistic aesthetics. Now the software and skill are not too big problems.
MayaとZBrushでEpic Leviathan Roverの作成方法
Hum3D’s Space Rover 3D CompetitionのスポンサーはTPNに認定されたレンダーファームFox Renderfarmであり、98人のアーティストが参加しました。マレーシアのコンセプトアーティスト/3DアーティストのMalchus Akash氏の作品「Leviathan Rover」は、「Best texturing」の特別賞を受賞しました。まさに良作です！制作の各段階では、細部へのこだわりなどが感じられました。テクスチャリングがしっくりきていて、シーン全体に命と信頼が吹き込まれました。また、特に構図と照明は完璧にさえ言えます。Malchus AkashとFox Renderfarmの独占インタビューをお届けします。この素晴らしい作品のインスピレーションと制作過程について語っていただきました。!Leviathan Rover © Malchus AkashLeviathan Rover © Malchus AkashFox Renderfarm: Malchus、こんにちは！インタビューを受けていただき、ありがとうございます。ご自身について簡単にご紹介いただけますか？Malchus: 招待してくださって、ありがとうございます。私はMalchus、マレーシア出身です。不安障害から回復中です。この仕事は8年間、やり続けてきました。Fox Renderfarm: スペースローバーチャレンジの特別賞受賞、おめでとうございます！今の感想は？Malchus: 率直に言って、何を獲得しても嬉しいと思います（笑）。真面目な話をすると、この作品を通じて、注目されるようになったことはとても感謝しています。Fox Renderfarm: 作品「Leviathan Rover」に当たって、どんな背景があったのですか？Malchus: この作品は、「Dune」や大型トラックのような乗り物、火星をモチーフにした映画などにインスパイアされました。!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus AkashRaw Image from Maya © Malchus AkashFox Renderfarm: この作品の制作にどれくらいの時間を費やしましたか？Malchus: 合間の休憩時間を除いて、トータルで1ヶ月くらいかかったでしょうか。Fox Renderfarm: 照明でキャラクターを表現し、物語におけるイメージを高めていると思いますが、照明のデザインについて教えてください。Malchus: 映画のような照明は、イメージに深みを与えてくれます。闇と光をもう少し加えてもよかったかもしれませんが、画像全体に夕焼けのような雰囲気を注ぐことで、人が安らげるような感じを作りたかったのです。!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash©Malchus AkashFox Renderfarm: 素晴らしい作品には素晴らしい構図ですね。どうやって作ったのですか？何かを参考にしていますか？Malchus: 構図は、これって言うのが難しいくらい、多くのものを参考してきました。主に三分の一の法則に従って、ローバーの全体像を撮影するようにしています。左下から右上に向かって、少しずつ傾けていくことで、平面から微妙に変化するような前進感を表現しています。!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash©Malchus AkashFox Renderfarm: 制作に当たって苦労した点は何ですか？それをどのように乗り越えましたか？Malchus: 一番難しかったのはグラウンドだと思いますが、未だに満足のいく方法が見つかっていません。この作品では多くのメッシュとテクスチャーを混ぜることで解決していますが、クローズアップの場合だと、鮮明さに欠けるかもしれませんね。複数のソフトウェアを使った初の作品だったこともあって、使い方を学ぶのに結構大変でした。それを乗り越えるのに少し時間がかかりました。.!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash!Raw Image from Maya © Malchus Akash©Malchus AkashFox Renderfarm: CGのキャリアに関する学歴や職歴を簡単に教えていただけませんか？Malchus: 私はオーストラリアのQUTでアニメーションの美術学士号を取得していますが、アニメーションはうまくできません（笑）。仕事経験の方はちょっと変わっています。大学を卒業してから不安障害になったことは、自分にとって今でも大きな問題の一つです。オーストラリアに滞在したり、マレーシアに戻ったりと何度も繰り返して、かなり悩まされました。以前は発作が起きて、次の日に仕事に行けなくなったこともあったので、フリーランスとして活動することを選びました。なので、現在はフリーランスで活動を続けています。Fox Renderfarm: 専門スキルを向上させるために、何かお勧めの学習方法はありますか？Malchus: YouTubeをお勧めします。やりたいことをYouTubeで検索して、時間をかけて学び、やりたいことに応用するという感じです。 私は主にこの方法でした。というのも、スキルは全て技術的なものなので、今日では、無料や有料で学べるリソースが驚くほどたくさんあると思いますね。Fox Renderfarm: その他、CG愛好家に伝えたいことはありますか？Malchus: CGは楽しいものばかりではありません。このような画像を作るためには、多くのソフトウェアや技術、スキルを習得するための強い意志と精神力が必要なのです。私のジムでの経験で言いますと、「ノーペインノーゲイン（no pain no gain）」は、多大な意味を持っています。しかし、諦めずに取り組めば、最終的にできあがった画像からは、達成感や喜び、なぜこんなことができたんだろうという驚き、思い通りになったときの安らぎまでも味わえます。ときにはハッピーアクシデントを感じることもあるのです。最後に、もしこれをやりたいのであれば、プロとしてやりたいのか、趣味としてやりたいのか、それを最初から明確にした方がいいと思います。
How to Make a Nostalgic Car Render With 3ds Max and Zbrush
Hum3D Car Render Challenge, an annual render challenge, announced the winner of 2021. As the long term partner of Hum3D, the best cloud rendering service provider, Fox Renderfarm is pleased to witness that there are more excellent car renders emerging year by year. This time we are honored to interview Ako Ghadermarzi, 2nd place in the Hum3D Car Render Challenge 2021.!Hum3D!How I Finish It © Ako GhadermarziHow I Finish It © Ako Ghadermarzi Made using 3ds Max, Maya, V-Ray, Substance Painter, ZBrush, Photoshop and Marvelous Designer, the artwork, How I Finish It, stands out for its nostalgic and warm atmosphere in this image which is carried out by the lighting and texturing. The light coming in from the back window glints, sparkles, and reflects off of all of these wonderful surfaces in the scene.Here comes the interview with Ako, in which he tells us how he created the excellent artwork.- Ako Ghadermarzi- 3D Modeler at Alzahra VFX- Tehran, Iran Fox Renderfarm: Hi, Ako! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Ako: It’s been about 5 years since I started modeling. In the beginning, I was attracted to the 3D world through my studies in architecture at university, but later for my passions and ambitions in animations and VFX, I resigned from the university and started practicing modeling to acquire more experience and find a job in the same field. About 5 months later, I could get hired in one of the best animation and VFX studios in my country where my new life and experiences began professionally.My first achievement in competitions was winning the best Environment work in Hum3D, Challenge Gun 2 2019.!Challenge Gun 2 2019The second achievement was again winning the best Environment work in Hum3D, Car Render Challenge 2020.!Environment work in Hum3D, Car Render Challenge 2020!Environment work in Hum3D, Car Render Challenge 2020 - ModelingSince I love creativity, modeling is my top interest and I use my ideas and creativity for creating all of my works. Modeling is the only thing that can express my inner feelings and passions.In modeling, I most importantly care about the details. Since I model with high precision and patience, I hope that it makes a distinction between me and most of the other 3D artists.I am interested in modeling anything, but I feel more passionate about modeling vehicles. I have experience in modeling most of the styles and objects, including vehicles, buildings, prop, environment, etc.I have an interest in the games industry too and I hope that I’ll be able to enter the industry as a modeler soon. Fox Renderfarm: Congratulations on winning 2nd place in the Hum3D Car Render Challenge 2021, how do you feel about that?Ako: Thanks a lot. It feels great, especially if you have worked in difficult conditions and created such works, it is very valuable to me and it gives me a good feeling. Fox Renderfarm: How long did you finish the work, How I Finish It?Ako: For creating this work I spent two months of nightly endeavor. Since I am fully hired in the company, I was obliged to work at night to participate in the competition. Fox Renderfarm: What software and plugins did you use?Ako: 3ds Max. Substance 3D painter. Vray. Photoshop. Marvelous Designer. Zbrush. Fox Renderfarm: What’s the inspiration behind your artwork?Ako: I am very interested in the works of Carlos Pasino (Color Spange). His works have always inspired me. I really enjoy his works. Muhammad Ghadimi is also one of the people who inspired me. Fox Renderfarm: How did you make the amazing modeling and the composition?Ako: I like modeling very much. Especially car modeling. To model this, I faced different challenges. For example, I did not have the car blueprint to do this and I had to do most of it according to the references.!How to Make a Nostalgic Car Render With 3ds Max and Zbrush!How to Make a Nostalgic Car Render With 3ds Max and Zbrush!How to Make a Nostalgic Car Render With 3ds Max and Zbrush!How to Make a Nostalgic Car Render With 3ds Max and Zbrush!How to Make a Nostalgic Car Render With 3ds Max and Zbrush!How to Make a Nostalgic Car Render With 3ds Max and Zbrush!How to Make a Nostalgic Car Render With 3ds Max and Zbrush Fox Renderfarm: The lighting and texturing in this one are what drive this high-quality render. The light coming in from the back window glints, sparkles, and reflects off of all of these wonderful surfaces in the scene. How did you make the lighting and texturing? Ako: Lighting and rendering was a problem for me because I did not have a personal computer and I had to use my friend's personal computer to do the lighting, and due to my limited time I could not test multiple renderings to check the lighting. I did the texturing on my personal laptop, which I used to get the output from my friend's computer.!How I Finish It © Ako Ghadermarzi!How I Finish It © Ako Ghadermarzi Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Ako: Among the problems I faced while creating the work was inaccessibility to a computer. Since I don’t own a personal computer, I was borrowing one from the company or friends.I had a lot more ideas to put into this work, but because of the limited time, I skipped most of them. Including render tests and lighting that I could improve them even more. Fox Renderfarm: Any artists or artworks inspired you most?Ako: I do not take ideas from any work of art to create my works and I create all my works with my own mind. All the works I have created have been my own ideas. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Ako: My field of study was architecture. I dropped out of university because I realized that my interest was something else. I bought a normal computer and started practicing to learn modeling. From there, I realized that I could apply for a job in the field of animation and VFX. After 5 months of hard work, I managed to find a job in another city and I had to leave my family. I traveled to Tehran alone and worked. I got a job. This was my first work experience and during this time I had a good event for myself. Like participating in competitions and winning multiple positions. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Ako: I had a lot of limitations to learn and the only way for me was to practice and use YouTube resources. Using YouTube resources can be very useful. Practicing and asking questions of experienced people can also speed up the learning process. Fox Renderfarm: Is there anything you want to share with the CG enthusiasts?Ako: The world of CG is very wide and it takes a long time to find your interest in any of its fields and progress in it. But the path we choose is full of challenges and various events. There is something new to learn every day, so it's not a boring way, and that's why I think it's so fascinating.
Creating a Photo-realistic Bugatti Car Render in 3ds Max
Fast but not furious! © Arash Shahmi !Hum3D**Hum3D Car Render Challenge, an annual render challenge, announced the winner of 2021. As the long term partner of Hum3D, the best cloud rendering service provier, Fox Renderfarm is pleased to witness that there are more excellent car renders emerging year by year. This time we are honored to interview Arash Shahmi, the special prize winner from Fox Renderfarm team.Made with 3ds Max, V-ray and Photoshop, Arash‘s award-winning artwork, Fast but not furious, boasts of its reasonable composition, smart lens choice, believable GI lighting, together make it very photo-realistic and almost hard to tell it is computer graphics. It looks much like the cover of a car magazine. Even the texture of the concrete floor was handled so well which helped the realism further.Let's find out how Arash made the amazing artwork through the exclusive interview with Fox Renderfarm. Fox Renderfarm: Hi, Arash! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Arash: I am 28 years old and I live in Iran. It has been about 3 years since I entered the world of simulation. Almost most of my work has been in the field of architecture. Fox Renderfarm: Congratulations on winning the Fox Renderfarm Team Choice in the Hum3D** Car Render Challenge 2021, how do you feel about that?Arash: Thanks to the Fox Renderfarm team for paying attention to my work and choosing it.It is definitely a valuable achievement for me and a reason for more success. Fox Renderfarm: How long did you finish the work, Fast but not furious?Arash: About 3 weeks Fox Renderfarm: What software and plugins did you use?Arash: 3ds Max for modeling; Vray for material ,lighting and rendering; And photoshop for post processing. Fox Renderfarm: What’s the inspiration behind your artwork?Arash: As a big fan of speed, I have always been fond of Bugatti’s aerodynamic form. These cars are sometimes as fast as Fighter Jet. I have learned if you think big, you can fly without wings. Generally, I can say that most of what inspired me was nature. And I tried to bring my work closer to reality. Fox Renderfarm: How did you make the amazing modeling and the composition?Arash: Use central and symmetrical composition. Sometimes it works well if you put the subject in the middle of the frame. Symmetrical scenes are a good option for central composition. In modeling, my goal was to challenge my own abilities!Creating a Photo-realistic Bugatti Car Render in 3ds Max!Creating a Photo-realistic Bugatti Car Render in 3ds Max!Creating a Photo-realistic Bugatti Car Render in 3ds Max!Creating a Photo-realistic Bugatti Car Render in 3ds Max!Creating a Photo-realistic Bugatti Car Render in 3ds Max Fox Renderfarm: How did you make the lighting and texturing, which make the render photorealistic?Arash: I used the HDRI technique to reach natural light And PBR technique for realistic texturing and materialization in the rendering. Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Arash: Well, as you know there are some problems and challenges in most projects which are solvable. Fox Renderfarm: Any artists or artworks inspired you most?Arash: I think the artists who got the most influence from their work were Scott Robertson and Alexei Roman.!ARGOS © Scott RobertsonARGOS © Scott Robertson !Sci-fi EV Hot Rod © Scott RobertsonSci-fi EV Hot Rod © Scott Robertson Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Arash: After entering the world of design and architecture, I became acquainted with architectural simulation software and worked mostly in the field of architecture. I am currently working as a CG artist in Diba Fabric Structures Company and I'm going to continue my education in VFX and animation. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Arash: In my opinion, how to learn is different for each person. But I think pursuing and continuing to learn, having patience and practice and practice is so important for success. Fox Renderfarm: Is there anything you want to share with the CG enthusiasts?Arash: Let me mention at the end an interview with Alex Roman: Anyone can learn software with the tools it has with a lot of training and the Internet in the shortest time. But the tools are changing and the artists who subordinate numbers , they lost control of the final result. The important point is to know the science of fine arts, which, unlike software, is not obsolete.
How to Achieve the Fine-balanced Composition in ArchViz: Introducing CG Generalist, Ramees Muhammed
!WITHOUT BORDERSIn early June 2021, Hum3D just ended their Without Borders 3D Visualization Challenge with the winners announced! Hum3D, as a devoted 3D models provider who has helped 3D artists from more than 80 countries to save time on 3D modeling, initiated the challenge to remind us not to set borders and restrictions to our imagination, and travel without borders by creating 3D renderings in this special period of time.!Hum3DFox Renderfarm, as the best render farm which spares no efforts spurring creation and realizing imagination, sponsored the challenge. More than that, we are really thrilled to have the chance to talk to the 1st place winner -- Ramees Muhammed. !Ramees MuhammedRamees Muhammed- CG Generalist / Forensic 3D Animation Specialist - From: India- ArtStation: https://www.artstation.com/savannahr His render, Aspire Tower (Doha, Qatar), stands out among all the excellent artworks with its fine-balanced composition and brilliant lighting. Let’s have a look at what he and the jury say about the artwork, and don’t miss out our contentful interview!!Aspire Tower - Ramees Muhammed Author’s description:“I am very excited to take part in this interesting challenge. It's a fascinating topic to root on, especially when the world is dealing with the pandemic and not everyone can travel and see around the world.I decided to enter the competition and take this as an opportunity to create this beautiful tower in Qatar - The Aspire Tower. It is also called the Torch Doha or the Sports Tower. It is a 300-meter tall skyscraper designed by architect Hadi Simaan. It was a landmark of the 2006 Asian Games held in Doha.The place is known as the Sports City of Qatar as it holds various games and the stadium behind the tower is one of the stadiums which will host the 2022 FIFA World Cup.I wanted to reimagine the way the tower will look in a dramatic manner, and intensify its beauty. The tower is a metal structure on the outer layer composed of light layers that often produces advertisements and announcements.” Comments from the Jury:Yurii Lebediev: “Symmetrical composition is boring in most cases (for me personally). But the Moon and all other elements that break this symmetry make this render special. I love the night lighting and the position of clouds in the background too”.Martin Krasemann: “Lots of work on this one, creating a nice night scene is a complex task and the tower is really well lightened. Composition works also very well. The reflection on the water looks nice also”.Alessandro Maniscalco: “Great architectural rendering with amazing modelled and detailed structure. I was shocked about the environment's crispy details. Great night atmosphere”.Agnieszka Klich: “Realistic image, nice composition, interesting lighting setup! A great way of using the contrast between cold and warm lights to balance composition and focus interest on the main subject of the image – the tower”.Fox Renderfarm: “Excellent rendering and mood-setting, especially with the moon so full and bright! Nice work!”.Calvin Bacon: “The lighting, composition, and mood that this render portrays are fantastic. The incredibly high level of detail and realism make this my top pick”.Jonathan Holmes: “Eye-catching design with beautiful lighting and a very melancholy atmosphere. Loving it!”.Jacob Norris: “Fantastic mood and the minimal use of colors really helps to highlight the shapes of this beautiful architecture”.Emanuele Serra: “This work attracted my attention, simple in its composition, but very interesting in the use of night lights, expressing the intense strength of the structure. I like how the colors and contrasts of the composition have been balanced”.Paul Roberts: “The main building is very well modelled with an atmospheric mood and detailed context. The composition is strong with the form defined by using a predominantly dark building defined against the lighter sky. Modelling is to a good standard with a good amount of information communicated in the surrounding site without it distracting from the main focus”.Nicolas Wirrmann: “I particularly liked the mood, the lighting work and subtle post processing. The result is an elegant photorealistic render. (The moon might be a bit too much though 😉)”. Interview with Ramees MuhammedFox Renderfarm: Hi Ramees! Thank you for accepting our interview. Could you have a brief introduction about yourself?Ramees: Hi, you’re welcome and thank you for this opportunity to discuss.I am a CGI Generalist from India and living now in Qatar. I have been in the industry for the last 10 years. I now work as a Forensic 3D animation specialist.Fox Renderfarm: Congratulations for winning first place in the Without borders Challenge, how do you feel about it?Ramees: Thank you! Well, it feels great. It was special and exciting. The challenge itself was an exciting thing to take part in. Winning it gave me confidence and I look forward to doing more. Also I’d like to thank Hum3D for the opportunity and the entire Jury for selecting my work.Fox Renderfarm: Why did you choose Aspire Tower as the main building of your project?Ramees: Having lived in Qatar for more than 9 years, the Aspire Tower and the park has always been my favourite area to visit. It’s a beautiful structure and it’s the tallest one inthis tiny country.It’s seen from anywhere in the city of Doha due to its height and it’s beautifully lit during the night. I always wanted to do something with that in 3D, yet never got an opportunity. Then came the Hum3D Challenge.!Reference image - Aspire Tower - Ramees MuhammedReference imageFox Renderfarm: The Aspire Tower you created is so amazing and realistic, could you share with us the modeling process?Ramees: The modeling was a straightforward process. I modeled it from scratch. I used the available elevation drawings from the internet and used modeling tools in 3ds Maxlike Lathe, Edit Poly and Spline Surfaces. No plugins were used for modeling.The process includes:- Lathe based on the outer shell profile.- Edited polygon and created sub shell structures (Iron stripes that run from the base to the top) using edge to spline option.- Some additional polygon modeling for added details like welds, canopy etc.- Floors are done using Lathe and Shell.- There are a lot of wire mesh layers made out of edge to spline option, they run all through out of the structure for added detail, especially since they look better when lights cut through them.- Curvy structures like the pool extension are done using spline to surface modifier.!Clay -Aspire Tower - Ramees Muhammed!Clay -Aspire Tower - Ramees Muhammed!Clay -Aspire Tower - Ramees Muhammed!Clay -Aspire Tower - Ramees Muhammed!Clay -Aspire Tower - Ramees MuhammedFox Renderfarm: The night lighting makes the scene really fantastic. Could you introduce your lighting work?Ramees: I used an HDRI as the base lighting. This was overlaid with some color correction in order to get the desired color profile. Once this was achieved, I started lighting the scene elements.For the building, I placed little sphere lights that runs throughout the spline cage (as used in the real building). For the interiors, I simply used Corona light material with some opacity maps to simulate the internal lighting. I used a backlighting technique for the roof torch, which projects from the floor to the torch.For the ground level, I lit the floors using a large Corona sphere light that bursts out in a high intensity.I used similar technique for the the nearby buildings, placing lights on the visible areasand used image lights for the inside. These are accompanied with added bloom and glare.I scattered some tiny lights on the ground - these were distributed across the landscape with multiple colors to simulate the traffic movements as well as objects.!Night view - Aspire Tower - Ramees MuhammedNight viewFox Renderfarm: We are all impressed by the excellent rendering and mood-setting, how did you set the rendering?Ramees: I believe the key part of setting the right mood was achieving the right texture of sky.I used the color corrected HDRI with a backplate multiplied on top of it.The rendering part was straightforward. I used an LUT overlay and some color correction inside the frame buffer. The lights were rendered out as separate passes in order to get more control during the post production.Post Production - The moon was added in here and placed somewhere below the roof level to give emphasis on the tower height.The color correction was the tricky part as it wasn't easy to determine what's best. I produced outputs in two color tones, though I submitted only one for the challenge.The process included several levels of color balancing, playing with hues on individual items, toning, saturating and adjusting levels.!Aspire Tower - Ramees MuhammedFox Renderfarm: How long did it take to finish the work? Did you meet any difficulties when creating this work? And how did you solve it?Ramees: The overall process took around a week and this was done during my time off the work desk.The key challenge, like in any project is setting the scene and etermining the overall look. This process took the most time as the it was the backbone and the rest of the process was okay. I spent some time on the modeling too.The tower in reality has a slightly different color tone which is not really my favourite.I always tried to reimagine the scene and thought of how it can be presented. I wanted to make the scene a bit more dramatic. This was achieved after spending some time with a lot of trial and errors.!Early render draft - Aspire Tower - Ramees MuhammedEarly render draftAdding the moon was a choice I had to make - yes, a slightly larger one that glows in the dark.Fox Renderfarm: Could you briefly share with us your education and work experience along your CG journey?Ramees: I studied Bachelor of Science in Visual Communication and an advanced diploma in Multimedia from my hometown in India.In my 10+ years of career, I’ve spent my most time working for a company which is somewhat unique in terms of production. I am the head of a team that produces Forensic technical animations that are used for Civil arbitrations and Construction tenders etc. I have worked with some of the world renowned engineers and agencies during my stint here (Could not disclose any names due to the nature of my job which are confidential).This includes some of the major airports in the middle east, Oil and Gas and Marine related projects.Aside from that, I do concept designs in my own time - which includes aircraft (Sting R12, EVA X01), some architectures and hobby renderings. (savannahr.artstation.com)!Starways Arena © Ramees MuhammedStarways Arena © Ramees MuhammedFox Renderfarm: How do you improve your CG professional skills? Could you give some learning advice to CG learners?Ramees: As an artist who hasn’t been working in the ArchViz industry for a very long time, the challenge was one of my attempts to get back in the scene.For me who has been doing non photorealistic illustrations and animations, it was a challenge to learn the theory and the psychology. It’s more important than learning the toolset. I believe it’s all about observing the world around us. It’s how we tell the story throughour renders which matters.Learning new software and toolsets as well keeping ourselves updated with the latest technology is equally important. I used to watch the tutorials available on the internet over and over. Even if we know how to use them, there will be always something as a takeaway from every one of those - the way everyone uses every tool is different.Knowing these little tricks and shortcuts are always important, they make our lives easier and our jobs effective.!One fine evening in Venice © Ramees MuhammedOne fine evening in Venice © Ramees MuhammedFox Renderfarm: Any artists or artworks inspired you most?Ramees: Oh there are manay.I used to watch videos from Agnieszka Klich. Her presentation on how to approach every project is always fascinating.!Agnieszka KlichAgnieszka KlichMarek Denko is another inspiring artist, whose renderings tell stories.!Marek Denko© Marek DenkoI love the works of Bartosz Domiczek and Artur Tamiola from Common Point.Their works breath the liveliness. !Bartosz Domiczek© Bartosz Domiczek!Artur Tamiola© Artur TamiolaThe work from Pedro Fernandes (Arqui9) is amazing and it’s crazy how they use the post production on an extreme level.!Pedro Fernandes© Pedro FernandesFox Renderfarm: Have you used or heard of Fox Renderfarm before? If yes, how do you feel about it?Ramees: Yeah and we have used Fox Renderfarm’s services quite a few times in the past.Fox Renderfarm is all for rendering some animations and the approach was quick. The turnaround was fast and we liked it. (Saved us on an important deadline event).Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Ramees: Our industry is a colorful world. We have all the luxury to play with the stuff we love unlike other professionals. We get to do creative things and get paid for that. I don’t think anyone else has that privilege. The flip side is that it’s hard to keep the momentum going. It’s always a creative competition and only those who are willing to go out of the box would survive.And it’s not a hard thing to do. You can do whatever you want when you’re full of ideas.
Create without Borders: How John Yim Recreated the Dolmabahce Palace in C4D with His Unique Style
!WITHOUT BORDERSRecently, Hum3D just ended their Without Borders 3D Visualization Challenge with the winners announced! Hum3D, as a devoted 3D models provider who has helped 3D artists from more than 80 countries to save time on 3D modeling, initiated the challenge to remind us not to set borders and restrictions to our imagination, and travel without borders by creating 3D renderings in this special period of time.!Hum3DFox Renderfarm, as the world’s leading render farm, spares no efforts spurring creation and realizing imagination. As the challenge’s sponsor, we are happy to find that our beloved old friend John Yim has won third place in the amazing challenge.John Yim- Architect, Spink Property- From: London, England- Personal website: https://johnyim.com/ John recreated the Dolmabahce Palace with Cinema 4D, Redshift, Rhino, Speedtree and ZBrush. Its sophisticated composition, well-made models and John’s unique lighting style earned him praises and compliments from the jury.!Ottoman Legacy - Dolmabahce PalaceComments from the Jury:Yurii Lebediev: “I adore pictures with soul. And this is the case. Not just hyper-realistic render but great attention to the mood and vibe of the moment”.Martin Krasemann: “Love the poetic atmosphere that is getting out of this image”.Alessandro Maniscalco: “We love the happiness and colors of this picture. The beautiful atmosphere is everywhere and the compositing is very good. Great compositing and environment objects…”.Agnieszka Klich: “The image of the palace drew my attention instantly. It tells a story about the place – thanks to this the author added extra value to the visualization. The building not only has a monumental look but the composition of the image also gives an impression of some mystery behind it (by giving us – the viewers – the possibility to be unseen observers) which we are willing to uncover. The soft color palette gives the place the ‘inviting to visit’ look. Great framing, nice color balance, and story included… all the aspects that make the image successful”.Fabio Allamandri: “This image is a little bit over exposed for my tastes but I like the easter feeling very much. Lots of details! Very good job!”.Maciej Ptaszynski: “Great mood and very nice composition. Beautiful render!”Jacob Norris: “Fantastic work on the architecture and atmosphere in this piece. The flower petals floating in the air and the strong glow from the lighting help to make the artwork feel magical”.Emanuele Serra: “This work immediately caught my eye, I did not know Dolmabahce Palace, but as soon as you look at this work, you can feel the history and magic of that place. I like how the author reinterprets that place, using a very poetic light, increasing this feeling even more by using petals that rest on the water, while a sailing ship plows the sea towards the palace”.Arseniy Korablev: “Festive and solemn artwork. And besides, beautiful and very detailed!”Nicolas Wirrmann: “The amount of modelling work is impressive”.Stephanie Schenck: “This render is more like a painting, effectively capturing the feel of visiting the space, with all of the dreams, immersion, swept-away-ness of the scene”.Ralph Huchtemann: “This one has a very special composition with the boat at the bottom and the tree branches coming from above, which give the palace a frame. Another special thing about this one are all the falling leaves. Very unique composition”.!Ottoman Legacy - Dolmabahce PalaceJohn was so kind that he accepted our interview again. He not only shared his inspiration for the art creation also elaborated on how he modeled the palace in Rhino, how he created the surroundings and his symbolic lighting, and so forth. Please check out our interview and enjoy your journey to the Dolmabahce Palace with John. Fox Renderfarm: Hi John! Thank you for accepting our interview again. Congratulations on winning third place in the Without Borders Challenge, how do you feel about it?John: Thank you very much for having me again, I feel really honored to win third place in the Without Borders Challenge! Fox Renderfarm: Speaking of the theme of the challenge, why did you choose Dolmabahce Palace as your inspiration?John: I started the project “Ottoman Legacy: Dolmabahce Palace” as a challenge to myself - to recreate the most ostentatious and most ornamental facade within the timescale of the “Without Borders” Challenge.Dolmabahce Palace is one of my personal architectural favorites and undoubtedly one of the most vivid legacies of the Ottoman history, but the existing palace as it stands now has aged over time, and its extravagance undoubtedly carries a stigma. As such my concept was to portray the palace in a photorealistic yet poetic manner, with a monumental yet welcoming atmosphere. Fox Renderfarm: The Dolmabahce Palace you created is very detailed, could you share with us the modeling process?John: I initially searched and downloaded as many architectural drawings and photos as I possibly could online, placed them all within a PUREREF canvas, and referenced them at all times while modeling. I also researched for historical drawings of the palace, which gave me the idea of adding in Ottoman trade ships and the array of water-front trees - both of which no longer exist.!OttomanI used primarily Rhino and ZBrush to plan and model the main Palace building.I first blocked out the main shape of the building in Rhino referencing architectural plans and elevation drawings. This dictated the primary scale and the proportion of the building in relation to its openings, front-gate and surroundings.Recreating the facade ornaments looked like an overwhelming task at first, but they were in fact largely derived from a handful of ornamental modular elements sculpted and retopo-ed in ZBrush. These modular elements were then imported into Rhino to be further developed (cloned in grids or arrays etc.) until they resembled ornaments of the existing palace.!Ottoman Legacy - Dolmabahce Palace - ZBrushI ultimately created 5 unique ornamented facades in Rhino, which were then exported into Cinema4D, proxied and instanced based on the main shape of the building that I originally blocked out.!Ottoman Legacy - Dolmabahce Palace-c4d!Ottoman Legacy - Dolmabahce Palace-c4d!Ottoman Legacy - Dolmabahce Palace-c4dAs for the surroundings, I took a bit of artistic liberty when setting up the trees and the river - in reality, the trees are scarcely spaced and the existing location where the palace sits no longer serves as a trade port, nor does the historical water-front view of trade ships exist.The water-front “tree-array” was essentially a single Cherry tree modeled in Speedtree, instanced along the water-front with randomized scales and rotations. The colors of the cherry tree petals are slightly desaturated so as not to pull too much attention away from the main building, but rather helped frame and compliment the grey marble colors of the facade.!Ottoman Legacy - Dolmabahce Palace-c4dThe river was a plane with a slightly-displaced water shader, scattered with fallen cherry tree petals (Cinema4D Matrix) to create a warm and welcoming atmosphere overall. Fox Renderfarm: You have chosen a unique perspective to give this work a great composition, could you tell us how you set the composition and layout?John: Trained as an architect, I always approach my renderings with a one-point perspective at the beginning and throughout the look-dev process. Once I am happy with the model and the shaders, I would move my camera around virtually in search of a different perspective that is either more informative or conveys a better story of the building. In the case of “Ottoman Legacy”, the final composition was taken up largely by the river from an off-shore view perspective. Although the close-up one-point perspective render turns out to be my personal favorite of all WIP renders, I believe the off-shore view perspective tells a more comprehensive story of the palace.!Ottoman Legacy - Dolmabahce Palace!Ottoman!Ottoman Fox Renderfarm: In your personal artworks, lighting is always an important part that makes the picture so poetic in this work, could you introduce how you set the lighting and made the hyper-realistic render?John: I used a Redshift Dome Light together with a Sun & Sky Rig to light the scene. !Ottoman Legacy - Dolmabahce Palace!Ottoman Legacy - Dolmabahce Palace!Ottoman Legacy - Dolmabahce PalaceAs in most of my projects, I find my preferred lighting settings by trial and error, for instance, I would rotate the Sun & Sky Rig until I get a sun angle that elevates the atmosphere of the scene without overexposing and negating too many details. The dome light in the scene was linked to a sky HDRI which served as ambient light and the backdrop sky.The final rendering came straight out of Cinema4D Redshift without any Photoshop post-production. However, I did spend a considerable amount of time tweaking the Redshift “bloom” & “streak” settings to achieve the final look, in addition to utilizing an “F250” LUT that ships with Redshift, adding a warm tint to the overall image. Fox Renderfarm: How long did it take to finish the work? Did you meet any difficulties when creating this work? And how did you solve it?John: It took me about 2 months to complete the project. I have faced a lot of challenges – one of which being long rendering times.“Ottoman Legacy” was one of the most detailed projects I have ever worked on – the main building alone consisted of over 1 trillion polys. Previously I would have created a low poly version of the scene, but I took the challenge as an opportunity to see how far I could push the boundaries of rendering in Redshift, for the sake of retaining as much detail as possible.!Serenity II Kiyomizu-dera © John YimSerenity II: Kiyomizu-dera © John Yim Fox Renderfarm: Any other things you want to share with the CG enthusiasts?John: I learned that in order to work efficiently on detailed scenes like “Ottoman Legacy” one has to utilize as few modular elements as possible to maximize computing power and to minimize rendering times. These could be done by instancing and rearranging small-scale modular elements creatively to create entirely different models, as I have done to most of the ornaments but not to the extent of the entire scene.!Pioneers into 2021 © John YimPioneers: into 2021 © John Yim
How To Create A Nostalgic Alfa Romeo Racing Car With 3ds Max
Alfa Romeo is a company with a long history in the automobile and motorsport industry. As a huge car lover, Jason Raptopoulos, the 3rd place winner of Hum3D Car Render Challenge 2020, chose a rare model of Alfa Romeo that few will know of as his inspiration.!Alfa Romeo G1Alfa Romeo G1 !A-hidden-treasure-Iasonas-RaptopoulosA hidden treasure © Iasonas Raptopoulos Made with 3ds Max, Substance Painter, Marvelous Designer, Adobe Photoshop and After Effects, the project took Jason about one and a half months, which brings a feeling of warmth and nostalgia. Let’s find out how he made the beautiful 3D artwork in the exclusive interview with the best cloud rendering service provider, Fox Renderfarm.!Jason Raptopoulos- Jason Raptopoulos (Iasonas Raptopoulos)- 3D artist / Generalist- GreeceFox Renderfarm: Hi, Jason, could you give us a brief introduction about yourself?Jason: Hi! My name is Jason Raptopoulos, I am 34 years old, I live in Greece and, specifically, in Athens. I have been meddling with computers since a very young age and for some years now, with photography too. At the age of 27, I graduated from SAE Athens’ 3D animation course and I have been working as a 3D generalist ever since. I love my job and I enjoy discovering new techniques which, later on, I apply on my projects.Fox Renderfarm: Congratulations on winning 3rd place in the Car Render Challenge 2020, how do you feel about it?Jason: Thank you very much. In a word...excited! At first, when the results came out I could not believe it. Haha. Learning that my project, in which I invested a sizable amount of time creating, stood amongst the top 3 qualifiers was a huge satisfaction for me.Fox Renderfarm: What’s the idea behind your artwork 'A hidden treasure'?Jason: Prior to the beginning of the project’s creation I had plotted a story in my mind from which I did not want to deviate. My goal was whoever viewed my project to feel very emotional and nostalgic but without the need to include human presence. I wanted it implied. These were the thoughts behind the descriptive text that accompanied my project at hum3d.An Alfa Romeo G1 1921 model, stored in a barn where its owner used to take care of. For reasons unknown, though, he had to stop.!WIP-A hidden treasure © Iasonas Raptopoulos!WIP - A hidden treasure © Iasonas RaptopoulosFox Renderfarm: The car render shows your great level of modeling and texturing. Any references and how did you make it?Jason: 3ds Max was utilized for the creation of about 90% of the project. This includes the modeling of the scene, the car, the props and all of the scene’s materials. An interesting fact is that the car has been designed entirely using photos found on the Internet. Unfortunately, no matter how hard I tried, I wasn't able to acquire any blueprints for the specific model. Also, Substance Painter was used for the basic "dusty" look of the car. But, in the end, the material was evolved through 3ds Max.!reference-A hidden treasure © Iasonas Raptopoulos!WIP 1 - A hidden treasure © Iasonas Raptopoulos!WIP 2 - A hidden treasure © Iasonas Raptopoulos!Clay - A hidden treasure © Iasonas RaptopoulosFox Renderfarm: This render has so many details with all the tools, the dust on the old racing car and the light falling in the old barn, which make it look very nostalgic. How did you make them?Jason: I started the creation of the project with an image, a first draft if you will, in my mind in which I had given greater emphasis to the front part of the car, where the light would shed, in a tighter frame. But, while proceeding with the project, that image shifted and I decided to open up the frame a little bit in order to show a further view of the barn and, also, more elements in the scene.. At first, I started with the basic geometries of the barn, the “camera’s” angle and a source of the light too. I used Clay mode in realtime rendering in order to decide where to locate the source of the light. So, by using lots of references, I designed each element, studied their “behavior” when they age and that is when I met a huge challenge. To recreate them in the best way possible. As I have already mentioned, the whole scene was created from scratch using 3ds Max and I also used Redshift as a rendering engine. Pflow was utilized for the dust in the air, the general scene’s lighting is managed by a HDRI dome map and there has been one more light used so as to emphasize the volumetric light on the car.!WIP - A hidden treasure © Iasonas Raptopoulos!WIP 2 - A hidden treasure © Iasonas RaptopoulosFox Renderfarm: Which part of this work are you most satisfied with and why?Jason: Mostly, with the car itself. But I don’t think that I could say that there is something in the whole project that I am not satisfied with. Maybe I could have spent some more time refining the resulting version of the ground. But as it is natural I was always more focused on the main subject of the project, the car, to which I spent the most time designing and detail-refining. The second most important aspect of my project is the lighting which was heavily altered from my original idea trying to manipulate and create this nostalgic atmosphere.!How To Create A Nostalgic Alfa Romeo Racing Car With 3ds Max -1!How To Create A Nostalgic Alfa Romeo Racing Car With 3ds Max -2!How To Create A Nostalgic Alfa Romeo Racing Car With 3ds Max -3Fox Renderfarm: Did you encounter any difficulties when creating the artwork? And how did you solve it?Jason: Of course, as anyone does, but…I didn’t solve it! Haha. To be honest, my greatest encounter was the rendering time (during trials) and in order to overcome this I needed new equipment. lol. When someone gets the rendering results quicker, they can notice and improve their mistakes a lot faster. On a more technical note, I devoted a big part of my time to the designing and refinement of the ground. I met technical difficulties with Displacemaps and, ultimately, I am not so satisfied with the result. Also, as any designer would agree, one of the slowest aspects, from a creative point of view, of the process is the pre-designing stage, the research for the history of the model and the drafting of a working plan. But after the first steps have been taken, everything gets in a flow finally.Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Jason: In 2013 I decided to enroll in SAE Athens’ 3D Animation course and since 2015 that I graduated I have been employed by or collaborated with various companies. For the last two and a half years I have been working in an animation studio in Greece (Kent-Films, pixelfarm.gr) as a 3D generalist with a specialty in lighting and shading. !Pannacotta CGI © Iasonas RaptopoulosPannacotta CGI © Iasonas Raptopoulos Fox Renderfarm: How do you enhance your professional skills?Jason: I keep trying to discover and experiment with new software and techniques all the time and my goal is to apply those on my projects (if each project’s special conditions and schedule allow it). Social media is the ideal tool to keep track of all the field’s news, learn about new software from companies and, if someone participates in groups or fora, there they will find an endless “library” of knowledge in addition to discussions and queries of colleagues. Alfa Romeo Giulia in Iceland © Iasonas Raptopoulos Fox Renderfarm: Anything else you would like to share with CG enthusiasts?Jason: Above all, in order to have highly creative results we must love what we do. We must always try to discover and meddle with new techniques and never rush to deliver a project. Details (even small ones) are what make a project stand out.!Airbus A320neo © Iasonas RaptopoulosAirbus A320neo © Iasonas Raptopoulos Instagram: https://www.instagram.com/k_johnyim/
How to Use 3ds Max to Create A Photorealistic Car Render Giving Fairytale Mood
Hum3D Car Render Challenge, an annual render challenge, announced the winner of 2020 recently. As the long term partner of Hum3D, Fox Renderfarm is pleased to witness that there are more and more excellent car render artworks emerging year by year. This time we are honored to interview Phil Derbyshire, the 2nd place winner of the challenge and also the special prize winner from our Fox Renderfarm team.!Clay-The Mini Dream © Phil DerbyshireThe Mini Dream © Phil Derbyshire Phil’s award-winning artwork, The Mini Dream, shows a fantastic and microscopic world, made with 3ds Max, Redshift, Quixel Megascans, Forest Pack Pro, ZBrush, Substance Painter, Affinity Photo and Affinity Designer. Phil described the artwork,”No matter how small you may be in the grand scheme of things, there is absolutely nothing that can stop you from dreaming big!”Let's find out how he made the amazing artwork through the exclusive interview with Fox Renderfarm.!Phil Derbyshire- Phil Derbyshire- 3D Artist at TekVisual, LLC- AmericaFox Renderfarm: Hi Phil, thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Phil: Of course, I’m happy to be here! My name is Phil Derbyshire and I am a 3D Artist with a passion for environment design. I am currently working full-time for Tekvisual – An Architectural Visualization studio based in South Florida and I’ve been a full time 3D Artist since 2014 when I graduated with a Bachelor degree in Game Art & Design.Fox Renderfarm: How do you feel about winning second place in the Car Render Challenge 2020?Phil: I feel ecstatic! To be honest, when I saw some of the amazing submissions to the competition, I was going to consider myself lucky if I was placed in the top 10. There were some fantastic pieces of art submitted and I’m grateful to have been placed up there with the best of the best.Fox Renderfarm: With the dreamy feeling, The Mini Dream also gets the Special prize from our Fox Renderfarm team, so what inspired you to make the artwork?Phil: When it came around to starting this project I had three things in mind. Firstly I knew that I wanted to tackle a macro miniature render again. The first time being a few years ago when I created a piece that I called “December 25th 1am: Christmas Morning”.!December 25th 1am Christmas MorningDecember 25th 1am: Christmas Morning When I looked back on it now it’s hard not to see the flaws like the empty room reflection in the bulbs and other such missing details, but I could also still see some potential in the direction I went with it.Secondly David Attenborough’s “Empire of the Ants” documentary was still in the back of my mind, and I wanted to incorporate these little buggers into my render.!Empire of the Ants-The Mini Dream © Phil DerbyshireThe third and final part that was on my mind for the render was, of course, the car! Back when I used to live in the UK, a teacher of mine owned a classic Mini Cooper S much like this one. It’s such an iconic car that I wanted to bring to life in 3D with my own artistic spin.Fox Renderfarm: How long did you take to finish the work?Phil: I spent every spare moment that I could working on this piece! Working from home this past year with no commuting has given me more time to focus on what I truly love. I began with writing down a rough time frame for each part of the project, which I worked on in the evenings and weekends, and stuck to that plan as best I could.!The Mini Dream © Phil Derbyshire-1!The Mini Dream © Phil Derbyshire-2!render-The Mini Dream © Phil DerbyshireFox Renderfarm: We’re all impressed by the great modeling and texturing of the work, could you introduce how you create the car so realistic?Phil: Yes, absolutely! For the modeling, I tried to stick to my references to the best of my ability and attempted to model every detail that could be visible in the final render. For the texturing, I found images of miniatures and real cars decaying. I did my utmost to place the rust in obvious places where it would naturally form. For instance,at the bottom of the doors and at creases/edges and for this process, I utilized Substance Painter. I had a couple of starter rust materials in painter which I then modified to create the color and style that I wanted and went from there.!reference-The Mini Dream © Phil Derbyshire!The Mini Dream © Phil Derbyshire-3!The Mini Dream © Phil Derbyshire-4Fox Renderfarm: The harmony of colors and lighting is also outstanding, could you tell us how you made the artwork look like a fairy tale?Phil: Sure! So, this part was a tricky one that took a lot of experimenting during the project, I heavily took advantage of Redshift’s PostFX to adjust the Bloom/Flare, Bokeh and color controls to achieve the desired look, and it took a lot of trial and error before I was satisfied with the results. I also did something new for me for this project which was to convert and output all of my textures in a ACEScg color space to take advantage of the wider color gamut that ACES provides. The dust particles I made using TyFlow in 3ds Max, I feel that it also helped give it that fairy tale look that I was going for. Lastly, I took the final render into Affinity Photo and made my final color corrections there. I was really happy with the final product.Fox Renderfarm: The details of the image are wonderful, not only the car, but the grass and ants surrounding, could you introduce how you made these details?Phil: Making the ants made me a little anxious at first, as I hadn’t touched ZBrush in a couple of years and that UI always takes a little re-learning when coming back from another DCC, but after a late Friday night of sculpting, the ant mesh was done. The next morning I exported a high poly and a low poly version and brought them into Substance Painter for baking and texturing. That Sunday, I brought them into 3ds Max for rigging and worked on the final SSS material to bring them to life in the way that I wanted.The tree’s and branches are Quixel Megascan assets, I re-textured them inside of Substance Painter to add more mossy details and then converted those textures over to ACEScg. The leaves, grass and moss are 2D atlases I cut out and made simple geometry for, I then used Forest Pack Pro plugin in 3ds max to scatter them on the rocks/branches and ground.Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Phil: The only difficulties I ran into while working on this project, were the scene crashing during rendering. It turned out that some of my computer specs were aging a bit and causing me some trouble as the project became very demanding. My i7-4790k and 32GB Memory from 6+ years ago were now showing their age. I re-sized textures, optimized the geometry, and converted a lot of the objects in the scene into proxies which allowed me to render the project without crashing.Fox Renderfarm: How do you feel about Fox Renderfarm cloud rendering services?Phil: Yes I’ve used Fox Renderfarm in the past for work before we put together a small render farm of our own for our architectural visualization animations. I remember it being easy to use and had the plugins that we needed. Next time I run into rendering issues due to my hardware or if I need it to be done faster, I’ll be uploading my scene to Fox Renderfarm.Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Phil: Never stop learning new things and experiment whenever and wherever you can. You never know where your ideas and dreams can take you and what you can create by just playing around in 3D.!Reborn © Phil DerbyshireReborn © Phil Derbyshire !Day 42 of Isolation © Phil DerbyshireDay 42 of Isolation © Phil Derbyshire Find more artworks of Phil at ArtStation: https://www.artstation.com/philderbyshire
How to Create a Future Alien Planet Scene in LightWave 3D
!Hum3DHave you imagined that in the future, humans will travel to other planets in spaceships to collect new energy?David Aguero, the 2nd place winner of the Hum3D Space Rover 3D Competition, created such an amazing future scene in his award-winning work The harvest, which was made with LightWave 3D, Substance Painter and Affinity Photo.!The harvest © David Aguero ClayThe harvest © David AgueroAs he introduced, “The new season is here and the harvest begins, soldiers, not farmers, extract the Enerplant, a powerful and green energy that floods the spacecraft engines, making possible star travel. It only grows in the exoplanet B7, in a region claimed by the human alliance, is a deadly business, but very profitable, some say, the new gold fever…”It’s pleased that your TPN-Accredited cloud render farm, Fox Renderfarm, has the chance to have an interview with David Aguero, a 3D generalist and Art Director form Argentina. He talked about how he created the cool space rover and the beautiful alien forest. !David Aguero- David Aguero- Freelance 3D Generalist & Concept Design- From: Argentina- ArtStation: https://www.artstation.com/david_agueroFox Renderfarm: Hi, David! Could you give us a brief introduction about yourself?David: Well, I'm 38 years old, living in Argentina, generally working as Freelance, now an Art Director for a local VFX company. Fantasy and science fiction are my favourite subjects.Fox Renderfarm: Congratulations on winning 2nd place in the Space Rover Challenge, how do you feel about that?David: Thanks! As an artist, winning an art challenge is a big opportunity, not only to win something but to get your work boosted to more people’s eyes, that is great.Fox Renderfarm: What inspired you to come out with the idea of making the work ‘The Harvest’?David: From some time I wanted to design a rover involving a "dome-like" windshield, I also love the AT-ST ( chicken leg transport from Star Wars).!AT-ST from Star WarsAT-ST from Star WarsFox Renderfarm: How long did you take to finish the work?David: I started May 22nd, and ended one day before the deadline (5 of June), so I spent 15 days ( on free time and weekends).Fox Renderfarm: Could you tell us how you designed the space rover?David: I tend to do some concepts in 3D, I use basic shapes to quickly find an interesting design, like sketching in paper then I start to add detail and think about the functionality in the process. You can't see in my entry, what my rover can do. If you look closely you have wheels for long distance travel, legs for complicated terrain and the main pod can detach for diving. :)!space rover!space rover!space rover!space rover!space rover!space roverFox Renderfarm: The amazing work has great composition and details such as the robots and colorful trees, could you tell us how you make the amazing environment?David: I start the terrain base in world creator, then in LightWave 3D, I used a powerful instance system to populate small rocks and vegetation, the giant trees were easy to make, they are basic shapes with some 3D scan barks, I use the instance system to make the ivy, and then I use a unified material for the plant with lots of color variation, very fun to set up with the real-time renderer that LightWave has.!LightWave 3D!LightWave 3DFox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?David: The most challenging, was to make the UVs for the rover, too many parts, its takes a lot of time to do it properly, but to save time I didn't do all the UVs, I mirrored half of the rover since it wasn't to be displayed from other angles!!Detail renders of the space rover!Detail renders of the space rover!Detail renders of the space roverDetail renders of the space roverFox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?David: When I was little I was fascinated with the old stop motion movies ( Ray Harryhausen), then in the 1993 Jurassic Park came out and blow my mind, ( I was 15 years old ) since then, I slowly learn what 3D was, started with the 3D studio for DOS, the use TrueSpace, 3ds Max, Maya and finally LightWave as my main 3D program now. Almost self taught, I went to a college to refine my 3D skills but at the time it was very basic, I have a degree in Multimedia designer, I learned more on the internet though.!The Last Shuttle © David AgueroThe Last Shuttle © David AgueroFox Renderfarm: Do you have any recommendable learning methods to improve professional skills?David: Yes! Before going to an expensive college or institute you can start by looking at online tutorials from the best artist out there, I learned a lot looking through the process of other artists, then, if you are serious about it, an institute can open jobs opportunities, contacts and give you some discipline for work.!Healing © David AgueroHealing © David AgueroFox Renderfarm: Anything else you would like to share with CG enthusiasts?David: Follow big artists, buy tutorials, interact in social networks, don't be lazy, share your work, accept critics, help others! And join challenges! They are great exercises to develop deadline skills! And more.
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