We are delighted to bring you our conversation with Mohammad Beigi, a multi-talented 3D Generalist and Motion Designer based in Melbourne. Mohammad has captivated audiences with his profound ability to intertwine compelling narratives with visually striking designs. His recent achievement in the FGT3D The Ruins Challenge further attests to his mastery of CG art. In this interview with Fox Renderfarm, the industry's top cloud rendering service provider and leading render farm, Mohammad uncovers his inspiration, processes, and challenges faced while creating his renditions of post-apocalyptic scenes.
Fox Renderfarm: Hi Mohammad! We are honored to have you here! Please introduce yourself first to our readers.
Mohammad: Hello! I'm Mohammad Beigi, a 3D Generalist and Motion Designer based in Melbourne. With over five years of experience, I'm passionate about crafting visually compelling content and continuously exploring new techniques in the field. Excited to share my journey with you!
Fox Renderfarm: Congratulations on winning 3rd place in the FGT3D The Ruins Challenge professional category! Where did you hear about The Ruins Challenge and why did you decide to participate?
Mohammad: Thank you! I heard about The Ruins Challenge through social media. I decided to participate in The Ruins Challenge because I'm a big fan of apocalyptic and end-of-the-world games and movies. I'm fascinated by the way these stories depict the collapse of civilizations and the visual storytelling involved.
Fox Renderfarm: How was the scene in this photo conceived and designed? Where did you get the inspiration from?
Mohammad: This scene was actually an idea I attempted at the beginning of my career, but at that time, it didn't come out as well as I had envisioned because of the lack of knowledge in many areas. I always had a strong fascination with post-apocalyptic settings, and this image is a culmination of that interest. It combines elements inspired by games and films like The Last of Us, I Am Legend, and 28 Days Later. A single character in a vast desolation. The SWAT officer symbolizes the last remnants of order in a chaotic world, standing amidst the ruins of civilization. The overturned buildings, abandoned vehicles, and decaying infrastructure all serve to tell the story of how fragile our world can be, and how quickly everything we know can fall apart. This artwork was a way for me to revisit and refine an idea that has been with me since the start of my journey, merging cinematic inspiration with my own creative vision.
The Last of Us © Naughty Dog
I Am Legend © Warner Bros. Pictures
28 Days Later © Fox Searchlight Pictures
Fox Renderfarm: Can you describe the process of designing the overall composition of the scene? How long did it take you?
Mohammad: I started by designing the terrain to reflect the abandoned and decayed setting. The placement of collapsed buildings and overgrown vegetation was key in setting the tone for the scene. I carefully placed the decayed vehicles and debris to add realism. The SWAT officer was positioned as the focal point, suggesting a narrative within the scene. The lighting was designed to simulate an overcast day, enhancing the somber mood. I then focused on rendering the scene with attention to textures and details. I applied color grading to emphasize the bleak atmosphere and added subtle atmospheric effects like fog to enhance depth. Creating this scene took approximately 2 days, from conceptualization to the final post-processing stage.
Days Gone Process © Mohammad Beigi
Days Gone Process © Mohammad Beigi
Fox Renderfarm: The scene includes a variety of textures and details. How did you select and apply these elements effectively?
Mohammad: For the trees and vegetation, I utilized photo-scanned foliage from Quixel Bridge. These assets are incredibly detailed, capturing the natural imperfections and variations found in real-world plants, which helps to create a more immersive environment. I also selected a variety of surface textures from Quixel Bridge, such as cracked asphalt, rusted metal, and decayed concrete and also several decals for the ground and some of the vehicles. These textures add depth and realism to the environment, ensuring that every element feels grounded in the world I created. The key to making these elements work together was blending them seamlessly. I paid close attention to the transition areas, ensuring that where the foliage meets the ground or where buildings have crumbled, the textures align naturally.
Fox Renderfarm: How did you use Cinema 4D, Redshift, and After Effects to achieve the final look of "Days Gone"?
Mohammad: To achieve the final look of "Days Gone," I utilized Cinema 4D for modeling and scene composition, where I created and arranged core elements like the terrain, and placement of buildings, and vehicles to guide the viewer's eye and enhance the narrative flow. Redshift was instrumental in texturing, lighting, and rendering, allowing me to apply high-quality textures from Quixel Bridge and craft realistic surfaces with depth and authenticity. I used Redshift's global illumination and volumetric lighting to simulate an overcast, foggy day, which added a moody, post-apocalyptic atmosphere. After rendering, I brought the scene into After Effects for post-processing, where I applied color grading to enhance the desolate mood and added subtle fog to create depth. Finally, I used After Effects for compositing, blending various render passes from Redshift to fine-tune the final image. This combination of tools and techniques allowed me to produce a cohesive, atmospheric, and highly detailed scene.
Days Gone © Mohammad Beigi
Fox Renderfarm: What challenges did you face while creating the desolate landscape and crumbling buildings?
Mohammad: The main challenge in creating "Days Gone" was seamlessly integrating all the different aspects of the project, from imported models of buildings and vehicles to photoscanned textures, foliage, and environmental elements. Each component came with its own set of requirements in terms of scale, texture quality, and lighting. Ensuring that these diverse assets worked together cohesively was critical to maintaining a consistent level of realism throughout the scene. This involved careful adjustments to ensure that imported models matched the visual style of the photo-scanned textures and that the lighting and atmosphere unified these elements into a believable, desolate landscape.
Fox Renderfarm: Which part of the creation process did you find the most enjoyable?
Mohammad: The most enjoyable part of the creation process for me was designing and fine-tuning the atmospheric details that brought the "Days Gone" scene to life. Crafting the lighting and environmental effects, like fog and subtle dust particles, was particularly satisfying, as these elements significantly enhanced the mood and depth of the scene. Additionally, I took the opportunity to revisit some of my earlier work, which allowed me to reflect on the progress I've made over the years. Seeing how my skills have evolved and being able to apply that growth to this project made the experience even more rewarding.
Fox Renderfarm: Are there any artists whose work has inspired your approach to 3D design? How have they influenced your style?
Mohammad: Two artists who have significantly influenced my approach to 3D design are Zaoeyo and Ash Thorp. Zaoeyo's work, known for its intricate details and clean, futuristic aesthetics, has inspired me to focus on precision and the seamless integration of elements in my projects. His ability to create visually striking compositions with a strong sense of balance and harmony has greatly influenced how I approach scene composition and design.
Ash Thorp, on the other hand, has inspired me with his ability to blend different styles and genres into cohesive, narrative-driven artworks. His mastery of atmosphere, lighting, and storytelling in 3D design has pushed me to experiment more with mood and depth in my own scenes. Both artists have shaped my style, encouraging me to strive for a combination of technical precision and creative expression in my work.
Pause 2017 Opening Titles © zaoeyo (Xiaolin Zeng)
Left © Ash Thorp
SHOGUN © zaoeyo (Xiaolin Zeng)
Akira © Ash Thorp | zaoeyo (Xiaolin Zeng)
Fox Renderfarm: Have you tried or heard about Fox Renderfarm’s services before? What is your impression of our render farm services?
Mohammad: I am familiar with Fox Renderfarm’s services, though I haven’t had the chance to use it yet. From what I know, Fox Renderfarm has a strong reputation for providing fast and reliable cloud rendering, which is something I find very appealing. The wide range of software support and user-friendly interface also stand out to me as great features. It’s definitely a service I’d consider for future projects, especially when working on complex, resource-intensive scenes.
Fox Renderfarm: How did participating in this challenge help you grow as a professional artist?
Mohammad: Participating in the FGT3D The Ruins Challenge significantly contributed to my growth as a professional artist. It refined my technical skills in managing and integrating 3D assets, enhanced my problem-solving abilities through the complex task of combining various elements, and deepened my artistic vision by focusing on atmospheric details to effectively convey mood and depth. This experience not only strengthened my portfolio with a notable achievement but also facilitated valuable engagement with the 3D art community, offering insights, feedback, and connections that broadened my perspective and enriched my practice.
Mohammad’s Social Media:
- My Website: www.Beigi.me
- Instagram: www.instagram.com/mohammadbeigg
- LinkedIn: www.linkedin.com/in/mohammadbeigi