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 7월 31일이며, 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 31 July 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
How to Make a Stylish Spacecraft in Blender
Imagine if we humans, in the distant future, exploring the borders of our dimension, rediscovered ourselves in the past, thinking that it is another species.The third place winner in the Student category of the FGT3D Explorer Challenge goes to Andrey Oliver with his work, Explorers from the future. “Great combination of painterly looks and 3D rendering. who didn't ever park his ship in a no-parking spot? The cartoony and still technical design of the vehicle looks absolutely stylish. The colors of the paint finish pop out greatly surrounded by this rough and hazardous landscape.” One of our judges, Kariem Saleh said, who is an award winning film director and animator based in Berlin, Germany.Let's find out how Andrey made the amazing artwork through the exclusive interview with Fox Renderfarm.!Explorers from the future © Andrey OliverExplorers from the future © Andrey Oliver Fox Renderfarm: Hi, Andrey! Thank you so much for accepting our interview! Could you give us a brief introduction about yourself? Andrey: Hello! Thanks for the opportunity. My name is Andrey and I have always been interested in 2D and 3D art, as it was a way I found to release my creativity and thoughts, the art world. Fox Renderfarm: Congratulations on winning 3rd place in the Student Category of the FGT3D Explorer Challenge, how do you feel about that?Andrey: I feel extremely happy to have won third place and to have competed with exceptional artists. It's great to see your art on the podium. Fox Renderfarm: How long did you finish the work, Explorers from the future?Andrey: On March 24, 2021 I found out about the contest through @tonycartoonish, a great artist, and since that day I have been thinking about what to do. It must have taken me 5 weeks to model and render all the art.!Samantha Donut @ tonycartoonishSamantha Donut @ tonycartoonish Fox Renderfarm: What software and plugins did you use?Andrey: I used Blender and Substance Painter to model the ship and scenery, and also used and modified some Quixel Bridge props to complement the naturalness of the scene with secondary elements and textures. In the end I used Photoshop for retouching. Fox Renderfarm: What’s the inspiration behind your artwork? Any references?Andrey: For the Explorers theme, I thought about making a spacecraft, after all I've always admired the Star Wars or Guardians of the Galaxy spacecraft designs, and so I made my spacecraft inspired by them but stylized.!Explorers from the future!Explorers from the future Fox Renderfarm: The believable lighting, mood setting, attention to details, even the No parking sign are rendered nicely. How did you make it?Andrey: As a 3D artist, I have always sought to add naturalness to the works, observing the real world and the behavior of nature and light. I think that the small details make the narrative of the scene more complete.!Explorers from the future-3!Explorers from the future-4 Fox Renderfarm: How did you make the great combination of painterly looks and 3D rendering?Andrey: I think a stylized modeling with a hand texture painting in Substance Painter and small touches in photoshop were essential to achieve this effect.!Explorers from the future-10!Explorers from the future-4-6!Explorers from the future-11!Explorers from the future-4-5 Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?Andrey: Yes, the biggest challenge was the complexity of the shape of the spacecraft and its numerous parts, but after a long time of testing, the best way was to divide the spacecraft into several categories of parts, so I was able to have greater control in the modeling.!Explorers from the future-9!Explorers from the future-8 Fox Renderfarm: Any artists or artworks inspired you most?Andrey: @thisnorthernboy was an artist who inspired me a lot in the design of the ship.!Explorers from the future-7Deep Space Fleet II @ thisnorthernboy Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey?Andrey: I am self-taught in 3D. I started studying when I was 13 years old out of curiosity, learning everything from internet videos and manuals and today I have a great experience with these programs. To complement my learning, today I also study Animation Design at college. Fox Renderfarm: Do you have any recommendable learning methods to improve professional skills?Andrey: If you really want something, you will get it, the beginning is always the hardest. Draw what you like, model what you like, so you will have more pleasure in what you are doing and learn better. Look at the great artists and get inspired. Fox Renderfarm: What do you think of the FGT3D Challenge, any suggestions for us?Andrey: I think FGT3D is an amazing idea, which stimulates the contact and minds of countless artists to show their potential to the world. Fox Renderfarm: Do you have any advice for future participants in the competition?Andrey: Enter the contest, do what you like, gain experience, have fun!!FGT3D Explorer ChallengeFGT3D Explorer Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in March, 2021 and sponsored by our amazing sponsors, including Xencelabs, Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners again! And thanks to everyone for participating! See you at our next FGT3D Challenge!
How to Create a Cute Story About a Little Bulb by Blender: Introducing FGT Art May Winner, Anahad Kashyap
As a platform to show CG talent, FGT Art, organized by the best cloud rendering service provider, Fox Renderfarm, welcomes CG artists all over the world to show off their impressive 3D artworks which were rendered with Fox Renderfarm. Congratulations to our FGT Art May Winner - Anahad Kashyap, a young freelance artist who is proficient in Blender regarding modelling, animating, and rendering.Anahad’s award-winning artwork “Ignore”, made by Blender and Mixamo, is interesting and lovely, showing a cute story about a little bulb. Let’s find out how he created the artwork in the exclusive interview below.- Anahad Kashyap- Freelance Artist- From: India Fox Renderfarm: Hi Anahad! Could you have a brief introduction about yourself? Anahad: My name is Anahad Kashyap and I am currently studying B. Des. Industrial Design in Vellore Institute of Technology, Vellore, Tamil Nadu, India. The date “23rd May 2021” marked one year of me learning 3D modelling and CG and my work experience includes doing a few freelance projects and making videos for my YouTube channel.Blender Showreel 2020 © Anahad Kashyap Fox Renderfarm: Congratulations on being the May winner of FGT Art! How do you feel about it?Anahad: Honestly, I am super thrilled and honored that you guys chose me as the winner and I can’t thank you guys enough. Fox Renderfarm: Could you share with us your inspiration/references/moodboard of the work ‘Ignore’?Anahad: Earlier I took a challenge of creating one digital render daily for a month and on my 6th Day I created this:!Ignore - Anahad Kashyap - Day 6This was inspired by a very old advertisement of an electrical company popular in India. Actually the thought of a personified Light Bulb excited me a lot and I set on making it. One of the biggest hurdles I faced while making this was “how to make it believable?”........I know it sounds a bit ironic as the character itself doesn’t exist at all. My references included pictures of light bulbs, nuts and bolts (duh!). Few of them are: Fox Renderfarm: How long did it take to finish the work? Anahad: The whole process (modelling and texturing) took me around 12-13 days of mostly working at night due to college. Majority of my time was spent on creating the environment because the character was already done…...I just modified it a little to match human proportions better. Fox Renderfarm: The character is cute, could you share with us the character design and modeling process?Anahad: The character modelling took around 5-6 hours completely cause although not very complex, I wanted to make it as detailed as possible. Few clay renders are:!Ignore - Anahad Kashyap - 0067Then comes the most important part of making any 3D render feel realistic, which is adding Surface imperfections. There are many types of surface imperfections like micro scratches, fingerprints, dust buildup in crevices, etc.The surface imperfections which I considered for the character were fingerprints and micro scratches. Fox Renderfarm: The environment is rich and realistic, could you introduce how you set the environment and made all the details?Anahad: Ah yes, The Environment (sigh!)......By far the most work I have ever done on any 3D environment. Everything in the scene (like the laptop, brick wall, poster, windows, ferris wheel etc.) was self modelled and textured. And just like the character, surface imperfections are suuuuuuuuuuuper important here also, like surface scratches on the table top, wipe marks on window panes, fingerprints on the laptop screen (It’s a touchscreen laptop 😝😝), etc. Here are two images of the environment….one without surface imperfections and one with imperfections.- Without Imperfections: !Without-Imperfections- With Imperfections: !Ignore-Anahad-KashyapAnd the thing even more time taking and frustrating than self modelling all the assets is making a visually balanced composition i.e. positioning all the assets carefully to make the scene visually pleasing and ensuring that none of the areas look more visually weighted than others. One has to ensure that the focus point of the scene (in this case that being the bulb character) remains in focus. Here is one of the MatCap render of my scene:!anahx-kashyap-123456789123456798I used MatCap view to arrange the composition of the scene and if the project demands it, I sometimes render the whole animation sequence in MatCap view because it saves a lot of render times and gives an exact view of how the animation would look when fully rendered. Fox Renderfarm: As a freelance artist, why do you choose Blender as your main tool, and what is the biggest advantage of Blender for you?Anahad: As a growing freelance artist, Blender offers the complete package of what a 3D artist could need. It has features like support for fire, water, cloth and smoke sim, 2D animation, video editing(basic), sculpting, remeshing, etc. along with the primary use case which is 3D modelling and animation. Personally, the biggest advantage of Blender for me is the ease of use and a very flat learning curve. I don’t have anything against any other 3D modelling apps and I am aware that all of them are unique in their own way and have their own set of features but for me Blender had the most visually appealing viewport and less intimidating controls for a beginner. Fox Renderfarm: How do you improve your CG professional skills? Could you give some Blender learning advice to CG learners?Anahad: This is a question where I can answer both the parts together! The thing I do apart from all the freelance work is I try to recreate movie scenes as closely as possible. Like watching movies from great directors like Steven Spielberg, David Fincher, Christopher Nolan and picking scenes from the movie which look the most visually appealing to me and then recreating them in Blender. The first step to this includes matching up the 3D camera with the camera used in the film along with the correct focal length. For this I use an app called “fspy” which works perfectly for this.Hope this helps! Fox Renderfarm: Have you used or heard of Fox Renderfarm before? If yes, how do you feel about it?Anahad: Actually I did hear about Fox Renderfarm earlier but never got around to using it. But when the time came for rendering my project, It was very much clear through the creation process that my PC won’t be able to handle it. So I decided to give it a try now I freaking love it. The features I love the most are:- Super fast transfer of heavy files- Reasonable Price- Easy to use InterfaceCan’t wait to use it for my YouTube videos!!!!! Fox Renderfarm: Any other things you want to share with the CG enthusiasts?Anahad: Yes there are a few things which I would like to say to CG enthusiasts…….Never get disheartened by looking at other great artist’s work on social media. Nobody starts at the top…….And to never give up…….One Day the grind will pay off in one way or the other.Koenigsegg Gemera © Anahad Kashyap Who’s our next FGT Art winner? Shine your talent and win great prizes!
How to Create the Exploration Escape of the Last Colonist in Lightwave 3D
FGT3D Explorer Challenge organized by the TPN-Accredited cloud rendering services provider, Fox Renderfarm, was started in March, 2021 and sponsored by our amazing sponsors, including Xencelabs, Corona Renderer, TopoGun, Friendly Shade, Graswald, Raysync, Textures.com, Texturebox and iCube R&D Group. After the selection by our jury, 3 Professional artworks and 3 Student artworks were picked and would be awarded the prizes provided by our amazing sponsors. Congratulations to all the winners! And thanks to everyone for participating!!FGT3D Explorer ChallengeThe third place winner of Profession category is David Aguero! Congratulations! His artwork, Leaving the colony, stands out for its rich colors, exquisite details and excellent composition with a sense of depth.“A spaceship is leaving a town on the bottom of a cliff. The town appears to be some sort of a mining operation or settlement. The artist used colors and surface materials very effectively. The color of the town is like the rocks and doesn't look like a very good place to live. The spaceship is painted green and looks very different from the town. It makes me wonder if the spaceship is escaping from the dying town or on a mission to save it, but it looks like a great adventure is waiting for the people aboard.” One of our judges, Miho Aoki said, who is the Associate Professor of Computer Art University of Alaska Fairbanks.Here’s the interview between David and Fox Renderfarm, in which we can find out how he created this wonderful 3D render.!Leaving the colony © David AgueroLeaving the colony © David Aguero Fox Renderfarm: Hi, David! Thank you for accepting our interview. Congratulations for winning third place in the FGT3D Explorer Challenge, how do you feel about it ?David: It feels amazing! I love to create art especially when the subject matter is one of my favourites. Fox Renderfarm: Could you share with us your inspiration/references/mood board for the work Leaving the colony?!Project Eagle © Brennan MassicotteProject Eagle © Brennan Massicotte !Exploration © JULIAN CALLEExploration © JULIAN CALLE !EXO - Mechanized Mars Exploration Rover © Daniele SolimeneEXO - Mechanized Mars Exploration Rover © Daniele Solimene Fox Renderfarm: How long did it take to finish the work? And what software and plugins did you use?David: 10 days in free time, from 2 to 3 hours, I use Lightwave 3D 2020, World Creator and Affinity Photo. Fox Renderfarm: The artwork builds a strong story, which is fantasy. Could you share with us the story behind it?David: The back story: the colony didn’t progress as expected, so, resource to make a self sustained living wasn't possible, everyone is dead or left the colony some time ago, the last colonist put together a small shuttle (the shuttle was for low flight scouting, it took some years to be modified for planetary capabilities, also the low gravity of the planet was handy) . Fox Renderfarm: Did you make the model of the colony and aircraft from scratch? Could you share with us the modeling process?David: I made all from scratch, for the ship I first used a kitbash technique for rapid prototyping, then some classic modeling. For the city was made very low poly, and thinking like lego parts.!Leaving the colony © David Aguero-1!Leaving the colony © David Aguero-2!Leaving the colony © David Aguero-3 Fox Renderfarm: We were all impressed by the rich colors of the work, how did you set the color to make sure the harmonious colours and the right balance?David: That took some serious tweak on the materials, the light and the atmosphere, but with some color theory in the head, oranges and blues are always great looking color palettes. Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it?David: The problem I encountered in order to put the ship in the foreground, I needed it to lower the contrast for the background with more fog, so the illusion of being quite far doesn't break, it was hard to get the right amount, so the background doesn’t get lost, too. Fox Renderfarm: As the old friend of Fox Renderfarm, do you have any new projects or plans to share with us?David: I have been working full time now as Art Director, so my job now is more to manage other artists. Also, my current job has an NDA.Pwnisher Alternate Realities Challenge Submission © David Aguero !Healing © David AgueroHealing © David Aguero !haunted hall © David Aguerohaunted hall © David Aguero !The Last Shuttle © David AgueroThe Last Shuttle © David Aguero !The harvest © David AgueroThe harvest © David Aguero Fox Renderfarm: As a successful CG artist and entrepreneur, what do you think are the most important factors in making a successful commercial artwork?David: Stay fresh, every new show, movie, artist, you need to follow the trend to stay updated with all the amazing art out there. Fox Renderfarm: Any other things you want to share with the CG enthusiasts?David: For young artists, try to enter as many challenges as you can. It is perfect to do your own things and practice, grow your portfolio and win some amazing tools along the way. Practice makes the master.
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