Convite à Submissão: Festival de Animação por Computador do SIGGRAPH Ásia 2022
Fox Renderfarm News
Como fornecedor líder de serviços de cloud rendering e render farm, a Fox Renderfarm está aqui para lhe trazer uma notícia sobre o Festival de Animação por Computador do SIGGRAPH Ásia 2022.O Festival de Animação por Computador do SIGGRAPH Ásia 2022 (SACAF 2022) está agora aberto para inscrições. O festival convida criadores de todo o mundo para submeter seus projetos e ajudar a mostrar a mais inovadora e emocionante animação computadorizada do mundo.Neste dezembro, o SACAF 2022 se reunirá em Daegu, Coréia do Sul, para celebrar o vibrante, diversificado e inspirador mundo da animação por computador. De curtas-metragens a visualizações científicas e deepfakes aprimorados com AI, o festival deste ano promete seu programa mais expansivo e convincente de todos os tempos.Um júri internacional dos melhores especialistas em animação por computador julgará os melhores trabalhos inscritos em cada categoria; a partir desse conjunto de melhores escolhas, eles entregarão três prestigiosos prêmios 2022: Melhor Projeto Estudantil, Especial do Júri e Melhor em Show. Além disso, os juízes selecionarão entre 30-40 (ou mais) "melhores dos melhores" trabalhos de toda a lista de inscritos, para serem curadores nas duas "estrelas" do festival: o sempre espetacular Teatro Eletrônico e o Teatro de Animação.A cada ano, o Teatro Eletrônico e o Teatro de Animação nunca deixa de deslumbrar e encantar o público da conferência ansioso para sentar-se e desfrutar de uma amostra divertida e instigante da melhor animação CG do mundo.Se sua obra é animada, e um computador foi usado em alguma parte de sua produção, SACAF 2022 quer vê-la! Participe das festividades e ajude o festival a honrar o melhor da animação CG -- envie seus últimos projetos em qualquer uma das seguintes categorias:1. Curta-metragem Animado por Computador: Inclui animação de personagens, trabalhos narrativos, trabalhos experimentais, sequências de abertura, cinemática de jogos, seleções e/ou montagens de séries de televisão animadas, formato new-media.2. Filmes de Longa-metragem Animados: Seleções e/ou montagens de animação por computador criadas para filmes de longa-metragem animados.3. Vídeos Musicais: Obras comissionadas e/ou independentes que utilizam qualquer combinação de animação computadorizada, efeitos digitais e ação ao vivo para ilustrar, aprimorar e/ou complementar uma criação musical.4. Comerciais de TV e Web: Anúncios criados total ou parcialmente com animação computadorizada e/ou efeitos digitais. Esta categoria também inclui spots promocionais, pára-choques(broadcast bumpers), e anúncios de serviço público.5. Visualizações e Simulações: Animações de computador criadas para explicar, analisar ou visualizar informações para aplicações incluindo pesquisa científica, arquitetura, engenharia, simulações de sistemas, educação e projetos documentais.6. Efeitos Visuais para Filmes e Programas de TV: Seleções e/ou montagens de efeitos visuais criados para filmes de ação ao vivo e/ou para programas de televisão.7. Animação em Tempo Real: Jogos, web e animações móveis que são reproduzidas no mesmo período de tempo que leva para reproduzi-las. As demonstrações de tecnologia em tempo real também são encorajadas! As demos de tecnologia em tempo real devem ser submetidas ao Real-Time Live!8. Outros: Animações de computador que não se encaixam em nenhuma das categorias acima.O prazo de entrega termina em 15 de agosto de 2022. Visite a página do SACAF 2022 para obter mais informações, incluindo como submeter, regras e exigências de submissão, e um FAQ.Ou você pode enviar seu trabalho diretamente entrando no Sistema de Submissão SIGGRAPH Ásia.Por favor, compartilhe as notícias com colegas de classe, membros da equipe e colegas de trabalho - SACAF 2022 quer ver sua obra também!"Usando novas ferramentas criativas e plataformas de colaboração - desde produção virtual e fluxos de trabalho em tempo real baseados em motores de jogos até visualizações alimentadas por estações de trabalho virtuais de alto desempenho baseadas em nuvem - mais animação habilitada para CG está sendo produzida do que nunca", disse SACAF 2022 Chair e editor-chefe da AWN, Dan Sarto. "As pessoas estão de volta aos cinemas, streamers estão enchendo suas plataformas com conteúdo de entretenimento animado para todos os públicos em todos os gêneros, o metaverso está na língua de todos, e as empresas de tecnologia grandes e pequenas continuam a desenvolver a forma como grandes dados podem ser transformados mais fácil e rapidamente em imagens úteis. Mal podemos esperar para ver os últimos, mais convincentes e inspiradores trabalhos animados por computador produzidos em todo o mundo. Fique bem, fique seguro, e esperamos vê-lo em dezembro próximo em Daegu!"De SIGGRAPH Asia
募集：SIGGRAPH ASIA 2022コンピュータ・アニメ・フェスティバル
Fox Renderfarm News
Fox Renderfarmは、主要クラウドレンダリング業者としてSIGGRAPH ASIA 2022コンピュータ・アニメ・フェスティバルに関するニュースをお届けします。SIGGRAPH ASIA 2022コンピュータ・アニメ・フェスティバル (SACAF 2022)は現在応募可能になりました。このフェスティバルでは、世界中のクリエイターたちのプロジェクトを募集し、世界に向けて最も革新的でエキサイティングなコンピュータアニメーションを紹介しています。SACAF 2022は今年の12月に韓国の大邱で開催され、活気に満ちた多様で刺激的なコンピューターアニメーションを盛大に祝います。短編映画から科学映像、AI強化のディープフェイクまで、今年のフェスティバルは最も広範囲で、魅力的な内容を約束します。コンピュータアニメーションのトップエキスパートからなる国際審査委員会が、各カテゴリに応募した作品を判定し、数ある強者の中から2022年度における賞を授与します：最優秀学生プロジェクト、審査員特別賞、最優秀パフォーマンス賞。さらに、審査員は応募者全員から30～40 （またはそれ以上）の「最高作品」選び、その中から2つのフェスティバル「スター」を決めて、あのエレクトリック・シアターとアニメーション・シアターで上映します。エレクトロニック・シアターとアニメーション・シアターは毎年、世界最高のCGアニメのエンターテインメント性と示唆に富む作品を楽しみたい、と熱望する観客たちを魅了し、喜ばせてきました。アニメーションで、その制作にコンピュータが使用されていたのであれば、是非SACAF 2022に応募してください！フェスティバルに参加し、最高栄誉のCGアニメーション賞を狙ってください。次のカテゴリに最新のプロジェクトを提出可能です：1. ショートコンピューターアニメーション：キャラクターアニメーション、ストーリーを語る作品、実験的作品、オープニングシーケンス、ゲームシネマティックス、テレビアニメシリーズのセレクションおよび/またはモンタージュ、ニューメディア形式が含まれています。2. アニメーション映画：アニメーション映画のためのコンピュータアニメーション、またはモンタージュ。3. ミュージックビデオ：コンピュータアニメーション、デジタルエフェクト、および実写などの組み合わせを使って、依頼または独立の音楽作品の表現に使用されたもの。4. TVおよびWebコマーシャル：制作にコンピュータアニメーションやデジタルエフェクトを取り入れた広告作品。このカテゴリには、プロモーションスポット、放送バンパーとグラフィック、公共サービスのお知らせも含まれます。5. 視覚化とシミュレーション：科学研究、建築、エンジニアリング、システムシミュレーション、教育、ドキュメンタリープロジェクトなどのアプリの説明、分析、または視覚化するために作成されたコンピュータアニメーション。6. 映画およびテレビ番組のビジュアルエフェクト：実写映画やテレビ番組のために制作されたビジュアルエフェクトやモンタージュ。7. リアルタイムアニメーション：ゲーム、ウェブ、モバイルアニメーションの再生時間はレンダリング時間と同様です。リアルタイムのテクノロジーデモも推奨されています！リアルタイムのテクノロジーのデモは、リアルタイムライブに提出してください！8. その他：上記のカテゴリに該当しないコンピュータアニメーション。提出期限は2022年8月15日までです。詳しくはSACAF 2022ウェブページをご覧ください。提出に当たっての要件やよくある質問などがあります。または、SIGGRAPH Asia 提出システムにログインして作品を直接提出することも可能です。クラスメイト、チームメンバー、同僚たちにこのニュースを共有してください！SACAF 2022は皆さんの作品をお待ちしております！「仮想プロダクションやゲームエンジンベースのリアルタイムワークフローから、クラウドベースの高性能仮想ワークステーションを搭載した視覚化まで、新しいクリエイティブツールやプラットフォームで今までにない数のCGアニメーションが制作されています」とSACAF 2022のチェアマンであり、AWNのパブリッシャー兼編集長であるDan Sarto氏は述べています。「人々は劇場に戻り、ストリーマーはあらゆるジャンルのアニメーションコンテンツを配信、メタバースもかなり話題となっています。テクノロジー企業はその規模によらず、ビッグデータをより簡単かつ素早く画像に変換できる方法を探り続けています。世界中の各地で制作された最も新しく、最も魅力的なコンピュータアニメーション作品に出合うのが待ち遠しいです。12月に大邱でお会いできることを楽しみにしております！」BY SIGGRAPH Asia
Winners Announced for FGT3D Fox Challenge!
Fox Renderfarm, the leading cloud rendering services provider and CPU & GPU render farm, held a 3D challenge competition called FGT3D FOX Challenge from March 22nd to June 5th. !Winners Announced for FGT3D Fox Challenge 1The theme of the competition is to create a 3D fox. You can let your imagination run free and create a unique 3D fox. Besides the grand prizes, all works will have the chance to become Fox Renderfarm's mascot and become a representative to meet friends around the world. The competition was deliberately divided into two groups, one for professionals and one for students, depending on their abilities. From each of these two groups, the judges selected the top three works in the ranking.The competition has recently concluded successfully and the winners have been announced, so let's take a look at who the winners are and their beautiful and creative foxes. Professional Category 1st Place!Winners Announced for FGT3D Fox Challenge 2Title: Fennec Fox WarriorCreated by Alex Salles What Alex saysI made a rough sketch sculpting in ZBrush, once I got a nice shape I started to add the primary and secondary shapes of the anatomy. I did the reptopology process and Uvs using 3Dcoat. I did a basic painting in Substance Painter to make the textures of the leather, feather and so on. After that I moved to 3D Max and got started working in hair and fur, using Ornatrix. Besides that, I work in the lighting process and the shaders, I used V-Ray to make it. After I got the result that I expected I moved to Photoshop to make the post process. What our jury saysBen Cheung: Complete design work, shows off the work well, attention to details. Lighting and fur are very well executed. Love the ears, eyes can be worked more to show more of the fighter spirit, and can add a tad more sss, so that skin tone as a bit of transparency. Lighting can be a bit more dynamic to show 3D space. Otherwise excellent work.Tom Grimes: Wow! Such a fantastic level of detail in everything in this scene, and the Fennec Fox is a great choice that gives the image a lot of character! Look at that fur, those whiskers, those eyes, the outfit... I could go on, everything has so much detail!Miho Aoki: The details in this image are fantastic! The fur looks detailed and soft, and other materials and surfaces, like the leather, tree bark and plants, create a contrast with the character. This image has many colors, and the colors work together to enhance the image. 2nd Place!Winners Announced for FGT3D Fox Challenge 3Title: Little Venice FantasyCreated by Kay John Yim What John saysUrban foxes have become a familiar sight in London - they started appearing in the city following World War I, quickly adapting to the once rural areas now developed into housing and transport systems. In "Little Venice Fantasy" I fantasize an urban fox living among Londoners, settling in a seductively elegant Bohemian interior decorated into her own urban forest. What our jury saysFrank WANG Yefeng: My top choice for the competition is “Little Venice Fantasy.” This artwork stands out for its astonishing composition, rendering quality, and concept. This fictional Venetian room is transformed to a botanical pantheon of the fox by the artist. It triggers a positive emotion from the viewers and the imaginations of its rich stories! The carefully considered visual effects, reflection, and diffused lighting contribute to the convincedness of the work, and make the viewers want to stay with it for a long time. Amazing job!Miho Aoki: The fox is looking at the table and looks like waiting. The surrounding looks magical and makes me wonder if something more mystical and fantastic will happen soon.Tom Grimes: I don't know what story this image tells, but I like that about it, the juxtaposition of the wildflowers growing right inside a room. I like the colors and overall "pop" that this image has.John's another beautiful work rendered with Fox Renderfarm: Ballerina: A CGI Fantasy Created by Kay John Yim 3rd Place!Winners Announced for FGT3D Fox Challenge 4Title: Muscle FoxCreated by Lee Ming ng What Lee Ming saysSleeping muscle fox, don't wake him up! What our jury saysBen Cheung: Nice work! Nice lighting, dynamic character with dynamic lighting. Materials and fur are well done. The facial is also nice. Wondering what kind of pain is he bearing. Defiantly pro and top-notch technically. Just thinking maybe turn up a bit more sss will render the skin a bit more transparent probably will look even more appearing. And don't forget the peach shader, adding that will create some peach effect into the skin. Well done and makes me wondering what kind of interesting story behind the scene. Student Category 1st Place!Winners Announced for FGT3D Fox Challenge 5Title: Roufox (روفاکس)Created by Yahya Khajehi What Yahya saysA robotic hover fox who can be your sage and agile sidekick in dangerous zones! What our jury saysBen Cheung: A bit more complicated design compares to others, well lit, materials are nice, dirt texture is nice, lighting is quite appropriate, next can try to play with highlight in the comp to create more metallic feel, also can put into a darker background to show off the robot, and a bit more dynamic lighting to show more 3D space.Miho Aoki: The robot looks very mysterious, and the design of the body and the face makes me wonder what the purpose of this robot is. The detail on the textures makes the character look metallic, heavy and believable.Frank WANG Yefeng: Fascinating design! A turbine-engined fox automaton!! We know it will move. Will it shoot lasers from its eyes?Tom Grimes: Interesting design, lots of detail and good lighting are what appeal to me here. I am also intrigued as to what this fox robot was built for, what is its purpose? I would love to have seen it in a more complete scene or setting with more of a story to it! 2nd Place!Winners Announced for FGT3D Fox Challenge 6Title: Vulpes CreaturaeCreated by Jessica Chan What Jessica saysAssembled mechanical fox compiled from found objects. What our jury saysBen Cheung: Great design, feels legonish, but is it a boar? Anyway, lighting is nice, GI is nicely executed.Miho Aoki: The mechanical walking creature is very artistic! It looks made from small parts like screws and tiny blades. The materials on the surfaces are very well done. They look like painted and bare metals.Tom Grimes: I like the abstraction here, with the colors in particular calling back to a fox. Nice materials and lighting - would love to see this in a full 3D scene, with something that gives a sense of scale (is it large or small, I am not sure!). 3rd Place!Winners Announced for FGT3D Fox Challenge 7Title: Mod FoxCreated by Sithuka Bihan What Sithuka saysA modern neon fox who achieving the world. What our jury saysTom Grimes: I am really drawn to this image, despite (or perhaps because of) its simplicity. I really love how everything has this wonderful glow, and how cute the fox looks and their expression and pose which somehow makes them look a little timid and vulnerable. Makes me feel like this could come from a video game.Frank WANG Yefeng: Stylish!Let's congratulate these award winners! And we are also very grateful to all the participants, your beautiful foxes will be kept in our hearts forever!As the CG industry's always professional cloud rendering services provider, and a TPN-accredited render farm, Fox Renderfarm is offering a $25 free trial to all new users. We'll be holding regular 3D challenge, so feel free to follow us, and maybe you'll be the next number one!
시그라프 아시아 2022 컴튜터 아니매이션 페스티벌, 출품작 등록 시작
Fox Renderfarm News
안녕하세요, 아시아 최대 클라우드 렌더링 플랫폼 폭스렌더팜입니다.오늘 시그라프 아시아 2022 컴튜터 아니매이션 페스티벌 (SACAF 2022) 소식을 가져 왔습니다.그라프 아시아 2022 컴튜터 아니매이션 페스티벌 이제 출품작 등록이 시작되었습니다. 전세계의 크리에이터는 자신의 프로젝트를 제출하고, 혁신적이고 흥미로운 컴퓨터 애니메이션을 선보일 수 있습니다.오는 12월에 대구에서 개최될 예정인 SACAF 2022에서는 단편 영화부터 과학적 시각화, 인공지능 기반 딥페이크에 이르기까지 다양한 프로그램이 마련될 예정입니다. 각 카테고리에 출품된 작품은 컴퓨터 애니메이션 전문가로 구성된 국제 심사위원단의 심사를 거치며, Best Student Project, Jury Special, Best in Show 등의 시상이 진행됩니다. 또한 심사위원단은 제출된 작품 가운데 30~40개 가량의 최고(best of the best) 작품을 선정하여 일렉트로닉 시어터(Electronic Theater)와 애니메이션 시어터(Animation Theater)를 통해 행사 기간 동안 상영합니다. 프로덕션의 일부에 컴퓨터를 사용한 애니메이션 작품이라면 SACAF 2022에 응모할 수 있으며, 출품작의 주요 범주는 다음과 같습니다.1. 단편 컴퓨터 애니메이션: 캐릭터 애니메이션, 내러티브 작품, 실험 작품, 오프닝 시퀀스, 게임 시네마틱, 애니메이션 텔레비전 시리즈 및 뉴미디어 포맷의 셀렉션 및 몽타주.2. 애니메이션 장편 영화: 애니메이션 장편 영화를 위해 만든 컴퓨터 애니메이션의 셀렉션 및 몽타주.3. 뮤직 비디오: 컴퓨터 애니메이션, 디지털 효과 및 라이브 액션의 조합을 사용하여 음악 작품을 묘사하거나 향상/보완한 작품.4. TV 및 웹 광고: 전체 또는 일부를 컴퓨터 애니메이션 및 디지털 효과로 만든 프로모션 광고, 방송 광고 및 공공 서비스 알림.5. 시각화 및 시뮬레이션: 과학 연구, 건축, 엔지니어링, 시스템 시뮬레이션, 교육 및 다큐멘터리 프로젝트를 포함한 응용 프로그램에 대한 정보를 설명, 분석 또는 시각화하기 위해 만들어진 컴퓨터 애니메이션.6. 영화 및 TV 프로그램을 위한 시각 효과: 실사 영화나 TV 프로그램을 위해 만들어진 시각 효과의 셀렉션 및 몽타주.7. 실시간 애니메이션: 재생하는데 걸리는 시간과 동일한 시간에 렌더링된 게임, 웹 및 모바일 애니메이션 작품 또는 실시간 기술 데모.8. 기타: 위의 범주에 속하지 않는 컴퓨터 애니메이션.출품작의 제출 마감은 오는 8월 15일이며, 제출방법과 규칙을 포함된 자세한 내용은 SACAF 2022 웹 페이지에서 볼 수 있습니다.또는 SIGGRAPH Asia 제출 시스템에 로그인하여 직접 작업을 제출할 수 있습니다.이소식을 주변 친구나 동료에게 나눠 주시고 더 많은 작품 제출하기를 기대하겠습니다!SACAF 2022 Chair 겸 AWN 발해&편집장인 Dan Sarto는 "가상 제작 및 게임 엔진 기반 실시간 워크플로우에서 클라우드 기반 고성능 가상 워크스테이션에 기반한 시각화까지 새로운 크리에이티브 툴과 협업 플랫폼을 사용하여 지금은 그 어느 때보다 더 많은 CG 애니메이션이 제작되고 있습니다." 라고 말했습니다. "사람들이 극장과 스트리머 돌아왔고, 모든 장르의 모든 관객을 위한 애니메이션 엔터테인먼트 콘텐츠를 창조하고 있습니다. 또한 메타버스가 화제 된 시대에 크고 작은 기술 회사들은 빅 데이터를 유용한 이미지로 더 쉽고 빠르게 바꿀 수 있는 방법을 계속 확장하고 있습니다. 전 세계에서 제작된 가장 흥미롭고 영감을 주는 최신 컴퓨터 애니메이션 작품을 보고 싶습니다. 건강 조심하시고 올 12월 대구에서 뵙겠습니다!”BY SIGGRAPH Asia
Call for Submissions: SIGGRAPH Asia 2022 Computer Animation Festival
As the leading cloud rendering services provider, Fox Renderfarm is here to bring to you a news about SIGGRAPH Asia 2022 Computer Animation Festival.The SIGGRAPH Asia 2022 Computer Animation Festival (SACAF 2022) is now open for submissions. The festival invites creators from around the world to submit their projects and help showcase the world’s most innovative and exciting computer animation.This coming December, SACAF 2022 will convene in Daegu, South Korea to celebrate the vibrant, diverse, and inspiring world of computer animation. From short films to scientific visualizations to AI-enhanced deepfakes, this year’s festival promises its most expansive and compelling program ever.An international jury of top computer animation experts will judge the best works entered in each category; from that pool of top picks, they will hand out three prestigious 2022 awards: Best Student Project, Jury Special, and Best in Show. In addition, judges will select between 30-40 (or more) “best of the best” works from across the submission pool, to be curated into the two “stars” of the festival: the always spectacular Electronic Theater and Animation Theater screenings.Each year, the Electronic Theater and Animation Theater never fail to dazzle and delight conference audiences eager to sit back and enjoy an entertaining and thought-provoking sample of the world’s best CG animation.If it’s animated, and a computer was used at some part of its production, SACAF 2022 wants to see it! Join the festivities and help the festival honor the best in CG animation -- submit your latest projects in any of the following categories:1. Computer Animated Shorts: Includes character animation, narrative works, experimental works, opening sequences, game cinematics, selections and/or montages of animated television series, new-media format.2. Animated Feature Films: Selections and/or montages of computer animation created for animated feature films.3. Music Videos: Commissioned and/or independent works that use any combination of computer animation, digital effects, and live-action to illustrate, enhance, and/or complement a musical creation.4. TV and Web Commercials: Advertisements created entirely or partially with computer animation and/or digital effects. This category also includes promotional spots, broadcast bumpers and graphics, and public service announcements.5. Visualizations and Simulations: Computer animations created to explain, analyze, or visualize information for applications including scientific research, architecture, engineering, systems simulations, education, and documentary projects.6. Visual Effects for Films and TV Programs: Selections and/or montages of visual effects created for live-action films and/or for television programs.7. Real-Time Animation: Game, web, and mobile animations that are rendered in the same amount of time that it takes to play them back. Real-time technology demos are also encouraged! Real-time technology demos should be submitted to Real-Time Live!8. Others: Computer Animations that do not fit in any of the above categories.The submission deadline is 15 August 2022. Visit the SACAF 2022 webpage for more information, including how to submit, submission rules and requirements, and an FAQ.Or you can submit your work directly by logging into the SIGGRAPH Asia Submission System.Please share the news with classmates, team members, and colleagues - SACAF 2022 wants to see their work too!“Using new creative tools and collaboration platforms – from virtual production and game engine-based real-time workflows to visualizations powered by cloud-based, high-performance virtual workstations – more CG-enabled animation is being produced than ever before,” says SACAF 2022 Chair and AWN publisher and editor-in-chief, Dan Sarto. “People are back in theaters, streamers are stuffing their platforms with animated entertainment content for all audiences in all genres, the metaverse is on everyone’s tongues, and technology companies big and small continue to expand how big data can more easily and quickly be turned into useful imagery. We can’t wait to see the latest, most compelling, and inspiring computer animated works produced around the world. Be well, stay safe, and hopefully, we’ll see you this coming December in Daegu!”BY SIGGRAPH Asia
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 Render Realistic Snow With Blender
FGT3D Snowman Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in September, 2021 and sponsored by our amazing sponsors, including Maxon, Chaos, Poliigon, HDR Light Studio, Pilgway, TopoGun, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Snowman ChallengeCongrats to Swikar Poudel for winning third place in the Student category with his work, Snowman at the top of mountain.“Such a simple composition, yet it really appeals to me. There is a sense of peace and retrospection as the snowman looks out over the wide landscape. I love the overall mood and overcast lighting, and also technically I am very impressed with the realism of the snow - it is very hard to render snow, and this is some of the best I have seen.” One of our judges, the Corona Renderer Team said, who is also one of our sponsors.Here’s the interview between Swikar and Fox Renderfarm, in which we can find out how he created this wonderful 3D render.!Snowman at the top of mountain © Swikar Poudel-minSnowman at the top of mountain © Swikar Poudel Fox Renderfarm: Hi, Swikar! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Swikar: Myself, Swikar Poudel from Nepal who loves to explore the science behind such a beautiful nature . I am a beginner blender artist . I joined the CG community 2 years ago!Fox Renderfarm: Congratulations on winning 3rd place in the Student Category of the FGT3D Snowman Challenge, how do you feel about that?Swikar: I feel very proud of myself as the judges knew what thing I wanted to emit through that CG image . Being a very very beginner , this achievement meant a lot to me! Fox Renderfarm: How long did you finish the work, Snowman at the top of mountain?Swikar: It really took 3 weeks . I used to imagine concept art while teachers were teaching subjects in School . Yeah ! It was a wonderful experience . Fox Renderfarm: What software and plugins did you use?Swikar: I used Blender for my artwork . I didn’t use any plugins . The thing I imported was a snow material from polyhaven . The materials of the mountains below were made by a combination of black and white color with noise . !Snow Material-1!Snow Material-2Snow Material Fox Renderfarm: What’s the inspiration behind your artwork?Swikar: I watched Nim’s Dai documentary called “14 PEAKS “ on Netflix. Scene I saw in it was my inspiration!14 Peaks: Nothing Is Impossible | Official Trailer | Netflix Fox Renderfarm: The realism of the snow is impressive. How did you make it?Swikar: By tweaking snow material , with displacement maps .. I searched google to know what real snow looks like and then I began to work for the realism of snow . I tweak the snow material for more than 3 days . Fox Renderfarm: The overall mood and overcast lighting are amazing. How did you make them?Swikar: We all know , at the top of the world there is no external lighting . So to make the scene as in the real world . I simply added HDRI and some Area lights.!HDRIHDRI Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Swikar: To make snow look like real snow was a great task to me which I solved by tweaking different values such as displacement , transparency etc . Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey? Swikar: I am at School level right now . I am in Grade 11. I have about 1 year experience in CGI work ( except school days ). Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Swikar: Being a complete beginner , I don’t have any suggestions! Fox Renderfarm: Have you ever tried Fox Renderfarm’s cloud rendering services? If yes, how do you like it?Swikar: I haven’t yet but I will surely try it . Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Swikar: It would be great if you list out the total number of participants at the time of publishing results . And also Computer hardwares and cash prizes would be great! Fox Renderfarm: Do you have any advice for future participants in the competition?Swikar: Give your best!
Interview With Andrey Oliver, Who Won First Place in the Student Category of FGT3D Snowman Challenge
FGT3D Snowman Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in September, 2021 and sponsored by our amazing sponsors, including Maxon, Chaos, Poliigon, HDR Light Studio, Pilgway, TopoGun, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Snowman ChallengeCongrats to Andrey Oliver for winning first place in the Student category with his work Bewitched Friendship. Made with ZBrush, Blender, Substance Painter, Marvelous Designer, Photoshop and Lightroom, the technically accomplished entry stands out for its great modeling, materials and lighting.“I love the playful character design and the composition. The snowman’s magic wand wisely lights up the scene as practical lighting, making the viewer anticipate the next event in the characters’ journey. In addition, the characters’ rich details and expression really enhance their personalities.” One of our judges, Frank WANG Yefeng said, who is the Assistant Professor in the Art Department from Rhode Island College.!Bewitched Friendship © Andrey OliverBewitched Friendship © Andrey Oliver> Caption: A friendship of contrasts, a snowman wizard and his fire warrior friend, on a journey to free themselves from a spell, in the abandoned ruins in search of Gwydion's book, the book of a great old wizard, the only one capable of helping them.Let's find out how Andrey made the amazing artwork through the exclusive interview with Fox Renderfarm. Fox Renderfarm: Hi, Andrey! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself? Andrey: Hi! Thank you very much for the opportunity, my name is Andrey. I am passionate about 2d art and especially 3D and I hope someday to work in a great 3D animation studio. Fox Renderfarm: Congratulations on winning 1st place in the Student Category of the FGT3D Snowman Challenge, how do you feel about that?Andrey: Thanks! I feel very happy to have competed with such good artists and especially to see an art that I dedicated so much to be in first place. Fox Renderfarm: How long did you finish the work, Bewitched Friendship?Andrey: This art took me quite a while, I started sketching my ideas from the first day it was announced focusing more on the Snowman design and then on the other elements.!Caleb O-Brien-s Snowman referenceCaleb O'Brien's Snowman reference!Nicholas-kole Snowman referenceNicholas-kole Snowman reference!Interview With Andrey Oliver-1!Interview With Andrey Oliver-2!Interview With Andrey Oliver-3 Fox Renderfarm: What software and plugins did you use?Andrey: I used ZBrush to model the characters, Marvelous Designer to create the clothes, Substance Painter to make all the materials and textures, I joined all the elements in Blender. I used Photoshop and Lightroom for the initial sketches and to edit the final render as well. Fox Renderfarm: What’s the inspiration behind your artwork?Andrey: I've watched Lord of the Rings several times, so I think part of the idea came from the film's sets and compositions. After all, I wanted to represent an epic adventure, and for me nothing better than Lord of the Rings as inspiration.!Lord of the Rings References!Lord of the Rings References-1Lord of the Rings References Fox Renderfarm: How did you make the playful character design and the composition?Andrey: It took me a while to decide on the character designs because I wanted them to be unique. I decided to make two contrasting characters, a small but powerful one, and a great warrior, but with a good heart, ice and fire, so many differences, but united by a great friendship, I always had that in mind while I was doing the work.!Interview With Andrey Oliver-4!Interview With Andrey Oliver-5!Interview With Andrey Oliver-6!Interview With Andrey Oliver-7!Interview With Andrey Oliver-8!Interview With Andrey Oliver-9 Fox Renderfarm: Great use of warm and cool lighting. The snowman’s magic wand wisely lights up the scene as practical lighting, making the viewer anticipate the next event in the characters’ journey! How did you make the lighting?Andrey: I used several lamps to make the scene, always thinking from left to right, with a stronger lighting on the snowman and less on the warrior. The cold tones are concentrated in the snowman and the warm ones in the fire warrior. I chose the night to give more prominence to the characters than the scenery.!Interview With Andrey Oliver-10!Interview With Andrey Oliver-11!Interview With Andrey Oliver-12!Interview With Andrey Oliver-13!Interview With Andrey Oliver-14 Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Andrey: The biggest difficulty was time, even though I started on the first day, I had to spend several days without working on the project, but I finished. Because of time, I almost couldn't put the second character in, but without him the artwork wouldn't be complete.!Interview With Andrey Oliver-15!Interview With Andrey Oliver-16 Fox Renderfarm: Any artists or artworks inspired you most?Andrey: I was very inspired by both Nicholas Kole's style and Caleb O'Brien's modeling for the snowman, for the other character I was inspired by Ed Laag's art. !Photo Studies (skating) © Ed LaagPhoto Studies (skating) © Ed Laag!Colossus © © Ed LaagColossus © © Ed Laag Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey? Andrey: I'm self-taught in 3D, I started studying at 13 out of curiosity. Learning everything with videos, manuals and watching other internet artists and today I have a great experience with these softwares. To complement my learning, today I also study Animation Design in college. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Andrey: If you really enjoy doing what you are doing and dedicate yourself, you will achieve your goal. See tutorials on the internet, search forums, and if you can, buy a course, because it will be worth it if that's what you really want. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Andrey: I think FGT3D is an incredible idea, which stimulates contact and the minds of countless artists to show their potential to the world. Fox Renderfarm: Do you have any advice for future participants in the competition?Andrey: Don't hesitate, enter the contest, make your best art and enjoy the work, it's a great experience you get.
Interview With Steffen Hartmann: How to Create a Visually Striking Render With Blender
!FGT3D Snowman ChallengeFGT3D Snowman Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in September, 2021 and sponsored by our amazing sponsors, including Maxon, Chaos, Poliigon, HDR Light Studio, Pilgway, TopoGun, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!What a well composed and visually striking render! The second place winner in the Professional category of the FGT3D Snowman Challenge goes to Steffen Hartmann with his work, A Tale From Snow.“The dirty bumpy look of old snow makes this snowman more terrifying and haunting. The picture shows a scary moment from a very low and tilted angle. It makes me wonder whose point of view this is. Is it from a hidden camera or someone attacked and fallen on the ground? The camera angle certainly adds a sense of mystery and suspense to the image.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Here comes the exclusive interview with Steffen, in which we can find out how he created the good composition and striking character design.!A Tale From Snow © Steffen HartmannA Tale From Snow © Steffen Hartmann Fox Renderfarm: Hi, Steffen! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?Steffen: It’s my pleasure to give an interview. Thanks for having me.My name is Steffen Hartmann, I'm living in Germany and I work as a freelance 3D artist and illustrator.My main focus is on character design and portraits, but I'm also very open and happy about every opportunity to create environments, animations, props and complex illustrations. Fox Renderfarm: Congratulations on winning 2nd place in the Professional Category of the FGT3D Snowman Challenge, how do you feel about that?Steffen: Winning a challenge always feels good. It is also a confirmation of how far you have come as an artist. Balm for the soul. Fox Renderfarm: How long did you finish the work, A Tale From Snow?Steffen: It took me around 20 to 30 hours over the course of a couple of weeks. Very enjoyable time. Fox Renderfarm: What software and plugins did you use?Steffen: My beloved Blender for all the 3D work plus Photoshop and Topaz Studio for post processing. Fox Renderfarm: What’s the inspiration behind your artwork?Steffen: Side-scrolling video games for the camera position and composition plus my love for scary characters.!ref board Fox Renderfarm: The render is well composed and visually striking. How did you make the modeling and composition?Steffen: My initial idea was to create a side-scroller video game type of scene. So once I had the overall composition in mind I started to block out the scene with simple objects, a camera and some lights. Primitive set building.Then I started to create the main character - Mister Snowman.He started as a bunch of spheres and thin arms and legs made with Blenders Skin modifier. My main goal was to have a cool looking silhouette first and after that I sculpted and added all the smaller details. The hat and nose was sculpted, the teeth are just beveled curves.Blender!early wip!characters silhouetteThe boy was made with the help of a very basic rigged human body. The cloth was simply box modeled with the Subsurface Modifier method. Some details like folds and wrinkles were sculpted with the use of the Multires modifier. I knew the motion blur would eat away lots of the details so I haven't spent much time on him in particular.The environment was rather simple too, just a few planes with subdivisions and basic sculpting for the ground. Trees and some other background elements were free downloads. The fence was created with beveled curves - quick and simple.!blender viewportSnowflakes and motion blur were added with Photoshop in the post processing phase.!no post processing version Fox Renderfarm: The camera angle certainly adds a sense of mystery and suspense to the image. How did you make it?Steffen: Dramatic camera angles for dramatic scenes. The beauty about working in 3D is the ability to quickly change camera positions, move lights around and so on. All you have to do is make use of it and to experiment and be creative as much as possible. Fox Renderfarm: The movements are vivid. How did you make it? Any references?Steffen: No particular reference but I abused Photoshop's Smart Objects and the “Path Blur Filter” quite a bit to get a decent sense of movement.It’s also very helpful to export the background and characters in separate passes.Separate passes Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve them?Steffen: There will always be difficulties and obstacles when it comes to creating art. Good composition and striking character design is key so those areas are the hardest part for me.Creating materials, set building, sculpting and all the technical stuff isn’t that of a problem once you are confident with any 3D tool - in my opinion.It is really all about spending as much time as needed on the initial conceptual phase to have a good working foundation to build on. Fox Renderfarm: Any artists or artworks inspired you most?Steffen: To name a few modern day artists: Maxim Verehin, Oleg Vdovenko and Dan Peacock.But I also love H. R.Giger, Zdzisław Beksiński and the work of the Resident Evil concept artists.!Skull for Tool © Maxim VerehinSkull for Tool © Maxim Verehin!The Murder of Esenin © Oleg VdovenkoThe Murder of Esenin © Oleg Vdovenko!Chompy © Dan PeacockChompy © Dan Peacock!Ridley Scott-s Alien © H. R.GigerRidley Scott's Alien © H. R.Giger!Past Auction © Zdzisław BeksińskiPast Auction © Zdzisław Beksiński Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Steffen: I’m a totally self taught artist who started his art journey roughly 5 years ago with the use of drawabox.com. Which is a great source to learn how to draw.Later I learned digital painting until I got totally lost in the 3D realm with Blender 2 years ago.Since then I have learned modeling, sculpting, animation, rigging and so on.YouTube, Gumroad, ArtStation and all the other platforms are great for free and paid educational content so I never felt the urge to go to an art school.Since about 2 1/2 years I work as a part time freelance artist for musicians, book authors, video producers and more. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Steffen: Never say never and always try out new tools and methods. Challenge yourself as much as possible and tackle your weakest spots.Have faith in yourself but always be open for critique. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Steffen: No suggestions but much love from me for you guys. It was a great experience so far.Looking forward to participating in the next challenge. Fox Renderfarm: Do you have any advice for future participants in the competition?Steffen: Don’t fear competition or be intimidated.Be sure to not rush and take as much time as needed to get a good concept down first.Write it on paper, sketch/ paint it or block it out with simple shapes directly in 3D.Collect a bunch of reference pictures, throw them into PureRef (free tool) and make use of it.Get inspired by movies, tv shows, artworks, music, books… There is sooo much cool inspiration out there. Submit your work right before the challenge is over. There is no need to rush and submit days or weeks before the official end. You will find yourself fine tuning your project a lot towards the end and that might be the reason for you to win or miss.Have fun!
How to Create a 3D GK Figure in ZBrush and 3ds Max
FGT3D Hunter Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in June, 2021 and sponsored by our amazing sponsors, including Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox, iCube R&D Group and Marmoset. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Hunter Challenge is now open for submissions!The third place winner in the Professional category of the FGT3D Hunter Challenge goes to ManWai Chuk with his work, Guide Man. “His image gives me the creeps, no one would want to be hunted by this hunter, high details on the textures, lighting and rendering is matching the creepy character, even though the rendering is designed to be a GK figure, but still the scary character and the lighting key gives one hideous feeling.” Our judge Ben Cheung said, who is also one of the 2020 VES Awards Nomination Judges.Let's find out how ManWai made the amazing artwork through the exclusive interview with Fox Renderfarm.Guide Man © ManWai Chuk Fox Renderfarm: Hi, ManWai! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself?ManWai: Hi everyone, my name is Manwai. I come from Taiwan. I am interested in 3d characters. I'm very happy to participate in this competition. Fox Renderfarm: Congratulations on winning 3rd place in the Professional Category of the FGT3D Hunter Challenge, how do you feel about that?ManWai: I am glad that my creation can be affirmed & like my style. Fox Renderfarm: How long did you finish the work, Guide Man?ManWai: It took me about 2 months after I got off work. Fox Renderfarm: What software and plugins did you use?ManWai: I usd Zbrush, 3ds Max, Substance painter, Photoshop Fox Renderfarm: What’s the inspiration behind your artwork?ManWai: Guide Man is taken from my old work Skeleton Centaur. I wanted to give it a different identity. Guide Man leads the dead to the path of judgment. This time, I return to my favorite Japanese dark style. Abandon the use of more aggressive weapons and exaggerated shapes, and instead use small-soldier-style armor and weapons. The simple and expressionless mask and the centaur structure are the characteristics. Carrying the faint light, I want to give a restrained and oppressive atmosphere.!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk Fox Renderfarm: The unusual design of this character caught our eye, as did the depth of field effect, and the presentation of the character as if they were a miniature model from a table top game. How did you make it?ManWai: I usd Zbrush for modeling, 3ds Max for topo & UV, Substance painter for texture. I like the depth of field effect strongly. Substance Painter Iray is great and simple. I rendered and made a miniature model effect in it. Fox Renderfarm: High details on the textures, lighting and rendering is matching the creepy character. How did you make it?ManWai: Textures are made in Substance Painter. Lighting used HDRI in Substance painter and rendering in IRAY. I tried the Marmoset Toolbag to render, but Substance painter is better.!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?ManWai: I exported the FBX format and encountered an uneven surface. When exporting FBX, uncheck Keep edge direction of Geometry. Solve this problem. It took me a lot of time to find it.!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk!Guide Man © ManWai Chuk Fox Renderfarm: Any artists or artworks inspired you most?ManWai: I learned a lot of 3D skills from artists Zhelong Xu& Johnnyxiao.!Welcome to The Strange Planet © Zhelong XuWelcome to The Strange Planet © Zhelong Xu Old Jungle Warrior © Johnnyxiao Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey? ManWai: School education teaches me the basics of art. I worked in post-production and learned the concept of animation synthesis. And learned 3d modeling, mapping and animation in game companies. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?ManWai: Do your own creation and learn from it. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?ManWai: Hope that there will be more diverse challenge themes in the future. Fox Renderfarm: Do you have any advice for future participants in the competition?ManWai: Regardless of the result of the game. You can learn from it. Just do it.
How to Make an Adventurous Treehouse in Blender
The concept of treehouse spurs a lot of imagination about the romantic or adventurous atmosphere with natural beauty from starry night, jungles to tranquille lakes and so forth. CG Boost set “Treehouse” as the theme of their September challenge, setting a stage to let numerous talented artists to splash their imagination and CG techniques.!CG BOOSTFox Renderfarm, as a world leading cloud rendering service provider, sponsored the great challenge. Plus, we are so honored to have the chance to interview the 1st Place winner - Florian Linke.- Florian Linke- Amateur CG enthusiast- From: Vienna, AustriaThe narrative and mysterious ambient delivered by the artwork catches the jury’s attention alone with the nice lighting and balanced compositing.!Treehouse - Florian Linke Florian about his entry:“The tree house built by survivors out of the remnants of wrecked ships that got lost and crashed down the waterfalls is meant to portray the will of people to not give up and survive, no matter the circumstances.This is my first participation, and during the creation of this project I had to learn about many new things like adaptive subdivision and volumes. It took me the whole month to complete, because I am not very advanced (yet), and overall it was really just a lot of fun experimenting around.”Let’s dig into our interview with Florian and enjoy the creative process altogether. Fox Renderfarm: Hey Florian, congrats on winning the 1st Place in the CGBoost Treehouse Challenge! Could you introduce yourself to us?Florian: Hello there and thank you very much, my name is Florian Linke and I am an amateur CG enthusiast from Vienna, Austria. Fox Renderfarm: The winning artwork is quite narrative and appealing, could you share with us the idea and inspiration behind the artwork?Florian: Both nature and pirates have always been very inspiring to me, and the theme of the challenge seemed to go really well with both. The idea is that some ships got lost and ended up crashing down the waterfalls in the background. After that, the survivors built a new home on the tree, partially out of the remains of the wrecked ships. I always liked the idea of never giving up, and wanted to do my best to portray this idea. Fox Renderfarm: What software and plugin did you use to create the artwork? Florian: I used Blender for the entire scene, and GIMP for some minor color correction. Fox Renderfarm: How long did it take to finish the artwork?Florian: I have been working on the project on and off for around three weeks. It took me so long because I had to experiment a lot with different things, and learn a lot of new stuff to be able to make some elements of the scene. Fox Renderfarm: Could you share with us your creative progress, from modeling to the final rendering?Florian: First, I started with a simple blockout, to get a rough idea for the layout. I changed this around a lot, until I had a better plan.!Treehouse - Florian Linke!Treehouse - Florian LinkeI then started to replace all the placeholder models with new ones, starting with the cliffs, then the tree, the house, and lastly, the background vegetation.The cliffs are just round cubes, stacked and subdivided, and displaced with a height map. The tree was made using Blender’s skin modifier, by intertwining the branches to create a sort of tree hand.!Treehouse - Florian LinkeLastly, I added some mist, tweaked the lighting, and tried to use volumes to make the waterfalls look more convincing. I then added the background vegetation, which was made in the same way as the big tree, and some smaller plants and treetops made from transparent images of leaves and branches.!Treehouse - Florian Linke Fox Renderfarm: The treehouse is the main object in the whole picture, did you model it from scratch? How did you make it vivid while keeping its structure organic? Florian: I first modeled some planks and wooden bars, then arranged them into sort of wall and floor modules, and then built the house itself out of these elements, keeping it all relatively loose and chaotic. After that I just modeled some decorative assets like nets and barrels and placed them on the platforms around the house.!Clay Render -Treehouse - Florian LinkeClay Render Fox Renderfarm: Are there any special considerations behind the texture?Florian: I tried to make everything look a little mossy, without stressing my PC too much, by mixing a moss material into every normal material. The moss on the tree and rocks is always on top, and on the house, it is in the nooks and corners. Fox Renderfarm: The lighting setup plays an important role in creating the atmosphere. How did you arrange the lighting, especially the fog and the detailed lighting in the cave?Florian: I modeled all the mist and fog in the scene as solid objects first, and then used Blender‘’s mesh to volume modifier to get the volume to have the exact shape I needed. The lights in the cave are just regular point lights, placed inside small lantern models. Fox Renderfarm: Did you meet any difficulty in the process? How did you solve it?Florian: One of the biggest difficulties was actually the cliffs. I am not super experienced when it comes to 3D art, so I had to experiment and try a lot of different approaches to get it right. Fox Renderfarm: How did you encounter CG? Could you share with us your education and career experience in the CG industry?Florian: The first time I knew that I wanted to learn 3D art, was when I played on the original playstation as a kid. Fox Renderfarm: Could you give some advice to the people who want to step into this industry?Florian: Don’t let anything discourage or intimidate you. Learning 3D art is often hard and complicated, but if you keep at it, it will soon become second nature. There are so many programs and helpful tools as well as tutorials available nowadays, often for free or at a very affordable price, so no matter where you stand, nothing stands in the way of your dream! Fox Renderfarm: Any artwork or artist inspires you the most?Florian: I am a huge fan of the works from Zdzislaw Beksinski, his surreal and disturbing, yet strangely beautiful art really helps with getting new ideas. !Zdzislaw Beksinski© Zdzislaw Beksinski
FGT3D Snowman Challenge Is Open for Submissions Now!
FGT3D Snowman Challenge, organized by the best cloud rendering services Fox Renderfarm, is now open for submissions! Olaf in Frozen is loved by audiences all over the world for his cuteness and wacky personality. So why not build your own SNOWMAN! What kind of look will he/she have, what adventures will he go through. Please use your 3D artworks to tell your snowman story! PRIZES:3 Professional artworks and 3 Student artworks will be selected and awarded!Besides, the winning artworks will gain a great amount of exposure and publicity.· Interview with Fox Renderfarm· Advertisement and promotion on our official website, social media accounts, and newsletters. RENDER SERVICE SPECIAL OFFEREach participant can get a free $50 render coupon!You will receive a confirmation email with the coupon code, after submitting the work that meets the demands (read more about the rules). HOW TO SUBMIT:- Use this submission form to submit your entry before the deadline is over.- Also, you can join the community and enter the FGT3D Challenge!- The challenge ends on December 12th, 2021 (UTC+8) and the winners will be announced on December 21st, 2021 (UTC+8). RULES:- Your entry must relate to the challenge’s theme (we strongly encourage you to set your imagination free)- Your entry must be a 3D rendered image, video or 2D or concept art is not allowed- Your entry can be created by one artist or a group- There’s no limitation on styles and the choices of software and plugins- Your entry must be original art created specifically for the challenge- Minimal use of third party assets is allowed, as long as they are not the main focus of your scene (third party textures and materials are not included in this rule and can be used freely)- Feel free to enhance your rendering- Images that depict hate, racism, sexism or other discriminatory factors are not allowed- Works must be submitted before the deadline- If you have any problems please contact email@example.com JudgesBen CheungKariem SalehMiho AokiFrank WANG Yefeng2020 VES Awards Nomination JudgeFilmmaker and Character AnimatorAssociate ProfessorComputer Art University of Alaska FairbanksMedia Artist, Assistant Professor, Digital Media Curriculum, Art Department, Rhode Island College SPONSORS:- Fox Renderfarm - Fast & secure render farm services.- Chaos V-Ray - Visualize anything imaginable with V-Ray.- Corona Renderer - Known for its ease of use, power, and affordability, Corona Renderer 6 is available for 3ds Max and Cinema 4D.- Raysync - Fast file transfer solutions with reliability and security.- Poliigon - Make better 3D renders.- LIGHTMAP - HDR Light Studio makes lighting fun.- iCube R&D Group - iCube R&D Group develops and provides cutting edge and affordable tools for 3D visualisation industry.- Textures.com - A website that offers digital pictures of all sorts of materials.- Graswald - The best way to create nature in Blender.- TopoGun - A stand-alone resurfacing and maps baking application.- Texturebox - Making great textures for free and premium at a low cost.- Pilgway - Make it easy with 3DCoat: Sculpting, Voxels, Modeling, Retopo, Texturing, and UV. Judges- Ben Cheung - 2020 VES Awards Nomination Judge- Kariem Saleh - Filmmaker and Character Animator- Miho Aoki - Associate Professor Computer Art University of Alaska Fairbanks- Frank WANG Yefeng - Media Artist, Assistant Professor, Digital Media Curriculum, Art Department, Rhode Island CollegeLearn More: https://www.foxrenderfarm.com/fgt3d-snowman-challenge.html
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