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The explorer © Yisus Castellon Clay render © Yisus Castellonv What’s the shape of Explorer in your mind? Made with ZBrush, Photoshop and Keyshot, “The explorer”, created by Yisus Castellon, conveys the message of innocence and euphoria to discover new things. Let’s find out how he made the beautiful 3D artwork in the exclusive interview with the best cloud rendering service provider, Fox Renderfarm. - Yisus Castellon - Freelance Artist in 3D creatures and characters - From: Mexico - Artstation: https://www.artstation.com/yisus193 Fox Renderfarm: Hi Yisus, thank you so much for accepting our interview! Could you give us a brief introduction about yourself? Yisus: Well I'm a happy husband and father, and freelance in 3D creatures and characters. I have worked for some indie titles as a conceptual artist and sculptor, I live in the beautiful city of Guadalajara in Jalisco, Mexico. Fox Renderfarm: What’s your inspiration for this amazing work “The explorer”? Yisus: For this art in particular my inspiration was my daughters, they are just 4 and 2 years old. Even the simplest things surprise them and their taste for knowing the world around them. Fox Renderfarm: The character is realistic, could you introduce how you make the modeling and texturing? Yisus: First I do a quick sketch in photoshop to define some character traits. When the sketch is finished, I continue with the blocking in ZBrush, I will define the main parts and from there I will increase the details in subdivisions. For this project I did the texturing from the ZBrush polypaint. Fox Renderfarm: The coloring and lighting are perfect. How did you make them? Yisus: I already had an idea of how I wanted the final art, so I took many references of night lighting, the whole environment is made from photos and overpainted, in the render of the character simulate the lighting that had already worked in the environment, to make a little easier the final composition. Fox Renderfarm: Did you meet any difficulties when creating this work? And how did you solve it? Yisus: I had them mainly in how I wanted to convey this message of innocence and euphoria to discover new things, it caused a bit of conflict in what pose the character had to do. Something that helped me a lot was seeing my oldest daughter surprised when she saw a butterfly. And that's where it all came from. Fox Renderfarm: What’s your pipeline of 3D art? Yisus: It depends a lot on the project, but something that I always use as a base is to make a sketch either in photoshop or in ZBrush. At first I was only dedicated to concept art, but some projects have required me to learn new things such as retopology (this is something that I keep learning) if it is the case of video games, or sculpture for collectibles. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey? Yisus: Taking it more seriously, I've been around for two years now, a big part of my education has been watching tutorials and practicing. And I've been professionally for just under a year. I've been working for some indie titles as a freelancer, and the latest project I'm working on is a board game that will include collectibles. Fox Renderfarm: Any artists or artworks inspired you most? Yisus: There are many artists around the world who inspire me. But the ones that I think have given me an example to follow and be the artist I want to be are: 1.- Soren Zaragoza Cinematic_1 mood © Soren Zaragoza 2.- Limkuk Muse of tragedy © Limkuk 3.- Edgar Gómez Skeletor © Edgar Gómez 4.- Ancelmo Toledo Croconel © Ancelmo Toledo 5.- Marco Lorenzana Arte en Cuarentena...2 © Marco Lorenzana 6.- Daniel Bel The Flash_Sideshow Collectibles Premium Format © Daniel Bel Fox Renderfarm: The composition, lighting and coloring of your works are fantastic, how do you enhance your good sense? Yisus: I see many references from other artists, lighting schemes, color palettes, textures, composition, all these help me to lay out the final image in my head and bring it to reality. Fox Renderfarm: Any other things you want to share with the CG enthusiasts? Yisus: Practice daily and always put quality before quantity.
A planet explorer that wears an exoskeleton on top of his spacesuit that helps him in planets with high gravitational force. The exosuit automatically fits the astronaut's body thanks to his electronic joints. The excellent artwork, Exsolar, is created by Alberto Nicolini, a freelance concept artist and 3D modeler from Italy. In this interview, Alberto told us how he made the artwork and his experience of being an outstanding artist. Exsolar © Alberto Nicolini - Alberto Nicolini - Freelance concept artist & 3D modeler - From: Gallarate, Italy - Artstation: https://www.artstation.com/albertonicolini Fox Renderfarm: Hi Alberto, thank you so much for accepting our interview! Could you give us a brief introduction about yourself? Alberto: Hello everyone, it's a pleasure for me to be part of this event, and I hope my Exsolar work can be useful to someone during this contest. There's not much to say about me, I'm an Italian concept artist and 3D modeler, at the moment I'm working as a freelancer from home. Fox Renderfarm: As a freelance concept artist and 3D modeler, do you think 2D art skills help you a lot in 3D art developing? Alberto: I think they can surely help you out to quickly solve problems at early stages or maybe to finalize the final image, but I think you can achieve great results without them as well. Fox Renderfarm: How long did you take to finish the work, Exsolar? Alberto: It's really hard to tell, because I worked on it during my spare time, but for sure it took me more than two weeks. Fox Renderfarm: Could you introduce how you make the modeling and realistic texturing? Alberto: I have used ZBrush as the main program for the modeling, starting from a rough block-out of the shapes and then a quick render and paint over to define better the overall design. After this I made the clothing in Marvelous Designer. And back again to ZBrush to define and detail all the exosuit parts and the pose of the character. The texturing I made it's procedural so I didn't use any UV maps, but everything was obtained thanks to the material editor in Keyshot. Fox Renderfarm: How did you make the perfect coloring and lighting? Alberto: In Keyshot, I've tried to set up my ideal lighting and coloring, adding some light sources and modifying the hue of a basic HDRI. I prefer to make most of the work about the light and color inside the rendering program, so I don't have to adjust it that much in Photoshop and make just a slight color correction. Render Final Image Fox Renderfarm: Among all the projects you’ve done, which project do you feel proudest and would you share with us how you make it? Alberto: I don't have a favourite project, but I'd like to share with you the "Lake Nymph" because it came from a sketch I drew after a nightmare. My process it's almost the same for every project, but I can share with you some images taken in different parts of it. Fox Renderfarm: What’s your pipeline of 3D art? Alberto: It depends from time to time, but I always start from quick sketches on paper or in Photoshop. After that I collect all the references that can be needed throughout the project, they can be images from other artists, photos of real life details, movie shots or just whatever gives me inspiration or ideas for the project. Then there is the modeling process, it starts from the block-out of the main shapes until the detailing phase. As I mentioned before I use ZBrush as the modeling tool, but it happens that sometimes I use different programs, depending on my needs. During the modeling phase I always like to do fast overpaints that help me to solve problems or just to check if I'm going in the right direction. When I'm happy with the modeling I pass to the rendering phase where I set up lights, textures, materials and composition. Finally I make the last touches in Photoshop, with color correction and overpaint if needed. Fox Renderfarm: The composition, lighting and coloring of your works are fantastic, how do you enhance your good sense? Alberto: I think that developing a good eye it's probably an endless process for an artist, of course looking to other artists’ works help out, as it is watching movie and video games, but I think the most important thing is to go outside and take a deeper look to what is around us in the real an daily life. Fox Renderfarm: Could you briefly tell us your educational and work experience along your CG journey? Alberto: I have studied New Technologies of Art at the Academy of Fine Arts of Milano, where I've discovered for the first time ZBrush during an academic course, it was suddenly love. Thanks to that I discovered digital art, so I signed up for a two years master in advanced digital arts. I started to work just after my degree but in a different field and doing concept art just in my spare time. After quitting my job , two years ago, I became a full time freelance artist. Fox Renderfarm: Any other things you want to share with the CG enthusiasts? Alberto: I think the most important thing above all the others is having fun and enjoying your projects. I take this opportunity to thanks again Fox Renderfarm and to wish everyone good luck for this amazing contest! "As 2020 is a difficult year, we will all be explorers to seek hope in 2021. The explorer can be a traveler looking for a mysterious place, a spacecraft roaming through the Milky Way, or a doctor researching the vaccine. Please create your 3D render, show the explorer in your mind and explore your possibilities." More info: https://www.foxrenderfarm.com/fgt3d-explorer-challenge.html
FGT Art, initiated and organized by Fox Renderfarm, is a program that encourages all Fox Renderfarm users to share their talents and get awarded monthly. We are very pleased to announce that the FGT Art February winner is Rahul Venugopal, who is the creator of the award-winning work Cyberpunk Neo Dharavi, and also an outstanding Matte Painter / Environment TD from Framestore. Cyberpunk Neo Dharavi © Rahul Venugopal Rahul is a digital matte painter and compositor, who has worked for many fantastic projects including feature films, high-end TV series, TV commercials, and corporate videos. As a well-travelled artist, Rahul has worked in many countries such as Singapore, India, Bulgaria, Turkey, China, United Kingdom, Canada, and the United Arab Emirates. In his 13-year CG journey, he has participated in the production of many famous movies, including Interstellar, The Expendables 2, Olympus Has Fallen, Eega, ect. From the exclusive interview, you can learn about how Rahul created his Cyberpunk artwork and share with us his CG journey. Rahul Venugopal · Environment TD / Matte Painter at Framestore · Specialize in Matte Painting, Environments & Compositing Fox Renderfarm: Hi Rahul, thank you so much for accepting our interview! Could you give us a brief introduction about yourself? Rahul: I am originally from Kochi, India and I have been in the motion pictures and television industry for the past 13 years. I started my career in Singapore and then went on to work as a freelance VFX artist in 8 countries around the world. At the moment, I am working as an Environment TD / Matte Painter at Framestore, Montreal. Stormy Outpost © Rahul Venugopal Fox Renderfarm: Congratulations! How do you feel about being the February winner of FGT Art? Rahul: I feel really honoured and excited, this project was really a fun one and I feel great to be honoured by the Fox Renderfarm community. Fox Renderfarm: What’s your inspiration for this Cyberpunk artwork “Cyberpunk Neo Dharavi”? Rahul: This started off as a pitch for a client work but later I developed it into my own personal project. My main obvious inspiration for this project was Blade Runner but I wanted to put this scene in a not so distant future and put more relatable elements from the present day. The main idea was to show the division of wealth between state / mega corporations vs the poor section of the society. Also, at the same time show that there is thriving street life culture within slums, possibly infected with crimes, gambling and adult entertainment. Blade Runner Fox Renderfarm: We can see that there are some Indian elements in the scene, could you introduce these details and how you design them? Rahul: I wanted to base this city in India and I took modern-day metropolises like Mumbai as an inspiration where rich and poor districts are almost side by side. I took a lot of elements from Mumbai Dharavi Slums and bashed it with Hong Kong-style neon lights but with flavours of Indian brands and local shops signages. Also, I kept a neon signage of Hindu God Ganesha to give this city a distinctive Asian taste. Fox Renderfarm: The composition, modeling and lighting of the work are pretty great, which part satisfied you most? And could you tell us how you make this part? Rahul: Majority of the models are kitbashed from various commercial and non-commercial 3D kitbash sets so I spend the majority of the time developing the look and feel of the city. I am really satisfied by the overall mood. I think I could have made it more hazy to make it more photorealistic but since this was a personal project, I took the freedom to reveal most of the details that I had put into this work. Fox Renderfarm: How long did it take to finish the work? Have you met any difficulties? Rahul: From start to finish, this took about 3 weeks, getting the layout right was obviously a huge task for such a scale and getting the right blend of 3D and 2.5D for the comp was another challenging task towards the end. Fox Renderfarm: Which cyberpunk artwork is your favorite (including movies, games, etc.)? Rahul: The movie ‘The Matrix’ came out when I was in High School and it just blew my mind and there was no looking back. I knew what I wanted to do for a living and I've been pretty much after VFX ever since. My other influences included Blade Runner, Alien, Terminator 2, Minority Report and Ghost in the Shell. Fox Renderfarm: As an outstanding digital matte painter and compositor, you participated in the production of many movies and TV projects, could you share with us your work experience along your CG journey, any project impressed you most? Rahul: I have enjoyed working each and every project that I have got the opportunity to work on. However, I especially cherish working on Interstellar as a Digital Compositor back in 2014 at DNEG, London. I really enjoyed watching the film and it is one of my all-time favorite movies. Interstellar I also enjoyed a lot working Ad Astra as Lead Digital Matte Painter at Mr.X Montreal. I particularly feel proud about my work in Ad Astra since I was able to contribute to the look and feel of the entire opening sequence where we see Earth from eighty thousand feet above the atmosphere. Ad Astra Earth Opening Environment Sequence Fox Renderfarm: How do you feel about Fox Renderfarm cloud rendering services? Rahul: I was amazed how easy and efficient Fox Renderfarm was even for first-time users and the support I received from your customer care team was top-notch. I think moving forward, I have more confidence to use more 3D and less of 2.5D with the help of Fox Renderfarm :) Fox Renderfarm: Any other things you want to share with the CG enthusiasts? Rahul: It is really exciting times for CG development now, especially with services like Fox Renderfarm which is easily accessible for any artists around the globe. There is no limitation to what you can achieve and I am really excited about what you guys will create since as artists we feed off from each other when it comes to inspiration. Abandoned © Rahul Venugopal Artstation: https://www.artstation.com/metalrahul