Sun, 11 March 2018
Chris and Lon jetted off to San Francisco to record this podcast with Adobe product manager Zoana Gee, and engineering director Ross McKegney. They reveal how they’ve created Adobe Dimension, formerly known as Project Felix, a clever box of tricks which marries photorealistic 3D imagery with Adobe’s trademark ease of use
Of course, 3D is notoriously complicated, and Zorana and Ross discuss the machine learning Dimension uses to build and configure 3D scenes from 2D images, and the role of V-Ray’s AppSDK behind the scenes. There are knock-on effects from this democratization of 3D: it cuts out human-shaped bottlenecks in workflows, and changes the way artists and designers interact with clients.
Listen to find out how Dimension fits into the bigger picture of Adobe products, and how AI and the cloud figure in its future.
Sun, 25 February 2018
Since Chris and Lon were in Sofia for a week to hang out at our headquarters in snowy Sofia we decided to sit down with the man behind the V in V-Ray. Vlado, no stranger to the CG Garage, spends some time with Chris to give our listeners a better idea about all the work going into the next version of V-Ray, and beyond. Many people already know a bit about these features, but there are also many other things you may not know about.
We discuss why the next version of V-Ray is actually called Next, how the actual core of V-Ray is being completely revamped, as well as some of the many exciting new features. We also tease some new features that are not still coming up such as a complete redesign of the frame buffer, and our very own cloud service, called V-Ray Cloud.
V-Ray Next beta is available today to registered V-Ray users of V-Ray for 3dsmax. check out all the following links for more information and more in depth looks at some of those upcoming features.
Sun, 21 January 2018
While the THU festival is all about bringing brilliant artists together, a lot of it couldn’t happen without its media partners. In this podcast, Chris chats with some the people who help out behind the scenes.
In the first part, Chris is joined by Lenovo senior product manager Greyson Davis and Gnomon chief technology officer Eric Miller. Eric is fresh from a presentation featuring Lenovo’s latest tech, and they talk about how laptops are on the verge of usurping desktop PCs, the future of GPU and cloud rendering, and the varying hardware requirements of digital artists.
In part two, Chris meets Te Hu, a coder and artist who won ArtStation’s THU Golden Ticket contest. Te, better know as Ford, used an innovative modular system to generate characters for the winning piece, and he also talks about his day job at ILM’s ILMxLAB VR/AR department, and how he uses technical skills to create cinematic visions.
Te is joined by ArtStation’s product manager Daniel Wade, who tells Chris how ArtStation has gone from a small startup to an essential recruitment and analysis platform for the games, film, media, and entertainment industries.
Sun, 24 December 2017
Maxx Burman was destined for a career in the film industry — but how he got there is surprising. His grandfather and parents were practical effects artists, creating the groundbreaking makeup for The Wolfman and The Planet of the Apes, respectively.
Helping his parents out on all-nighters gave Maxx a strong worth ethic, and a hard-earned knowledge of what happens behind the scenes in Hollywood. But an early viewing of The Matrix inspired him to carve out his own career path in the less-messy world of VFX.
After establishing himself as a freelance matte painter and VFX supervisor, Maxx’s entrepreneurial spirit kicked in. His most recent venture is Kitbash3D, a handy online repository of professional, optimized 3D models of different styles of architecture, from “Victorian” to “Neo Tokyo,” ready to be “bashed” into backdrops, matte paintings and 3D environments. It takes the guesswork, and hard work, out of creating believable cityscapes.
As Maxx reveals in this podcast, that’s not all he’s working on. He’s creating a game for Nintendo, still working as a freelance matte artist, and even starting a company to manage all his endeavours. He and Chris talk about adventures in Digital Domain's keyboard graveyard, how Maxx has gone from artist to businessman, and how he ensures his projects succeed.
Sun, 19 November 2017
For this podcast, Chris is joined by a quartet of artists, directors and filmmakers at THU festival in Portugal.
The first is Manny “MANu” Carrasco. This sweet and humble artist started out in traditional animation, before going 3D for the Turok video games, and then moving into concept art for movies such as Anastasia, Prince of Egypt and Space Jam.
Throughout his career, Manny has always found solace in nature, and he’s turned a love of animals into a new venture: Expedition Art. This NGO invites artists from the visual effects and gaming industries to contribute works to help protect endangered species around the world.
One of Expedition Art’s panel members is David Levy, who joins Chris in part two, alongside director Ruari Robinson and concept artist/filmmaker Ryan Woodward. Each has experience of making short films, from Ruari’s high-concept Leviathan pitch, to David’s award-winning short Plug, to Ryan’s beautiful animated passion project Thought of You.
David talks about taking a step back from the industry and spending time with his family in North Carolina, Ruari discusses the intense hard work which went into Leviathan and Ryan goes behind the scenes on how he created 20,000 drawings for his short.
This is an essential listen if you want to hear about the extraordinary pressure the entertainment industry can put on artists, as well as the coping methods they employ to get through tough times.
Mon, 23 October 2017
Chris recorded a lot of podcasts at THU — and this episode treats you to not one, but two 25-minute recordings.
In the first, Chris chats with celebrated CG portrait artist Ian Spriggs, and digital anatomy expert Scott Eaton. They discuss the history of portraits, and how the fundamental idea of representing humans hasn’t really changed from cave paintings, to paintings, to photographs, and now the world of CG. And they talk about the tech which has got us here, from early days of editing vertices in C, to the seamless artistry made possible with packages such as ZBrush and Mudbox.
Chris’s talk with Steven Wang and Phil Liu nicely complements the first part. Steven now works as a concept artist a Microsoft’s The Coalition game studios, but his prior role was alongside Ian Spriggs at Neill Blomkamp’s Oats Studios — Steven even posed for a portrait for Ian. Phil, meanwhile, serves as world artist at Monolith Productions. They discover a shared history in product design, and talk about how ArtStation, Instagram and Facebook have given artists invaluable exposure — but made the industry more competitive than ever.
They’re both engaging discussions, and Chris does a great job of packing important questions into a short amount of time.
Direct download: CGGarage_Podcast145_IanSpriggs_ScottEaton_StevenWang_PhilLiu.mp3
Category:CGI -- posted at: 11:52am PDT
Sun, 15 October 2017
Presentations are a surprisingly big challenge in the architecture community. It’s easy to wow clients with stills and videos, but if they want changes architects and arch viz studios have to re-render shots and animations.
Barcelona-based company CL3VER has created a clever solution to this issue - a browser-based system which can render realistic 3D models. In this podcast, Chris talks to CL3VER’s creative director Nimrod Friedman, and marketing manager Carlie Pratt.
Despite its simple premise and intuitive, Apple-like controls, Nimrod reveals the huge amount of behind-the-scenes work on a system which reproduces masses of geometry on limited hardware and software. He talks about how it can handle global illumination, ray tracing and reflections, its VR applications, and how they’ve built a cloud-based backend from scratch.
Chris’s enthusiasm and curiosity for the potential applications of CL3VER makes this an animated and interesting discussion.
Direct download: CGGarage_Podcast144_NimrodFriedman_CarliePratt.mp3
Category:CGI -- posted at: 8:45pm PDT
Sun, 8 October 2017
THU has become a staple for digital artists, and now the festival is increasingly welcoming members of the arch viz community. Syria-born Mahmoud Alkawadri has attended the event twice now – and he’s a poster child for the transformative effects of THU.
In this podcast with Chris, recorded at THU, Mahmoud discusses his experience in VFX and exhibitions in Syria and Germany, his current role as a freelance arch viz artist, and his plans to return to VFX and filmmaking. Along the way, he talks about setting up his own business, the importance of managing your time, and architecture in Dubai.
It’s a deep and insightful conversation about how films and architecture can influence and share ideas with one another.
Mon, 25 September 2017
Paul Nicholls is a third of the team behind Factory Fifteen, a London-based directing collective and arch viz and production studio. From a background in architecture, Paul has made a name for himself in creating ambitious short and feature-length films, music videos and VR experiences.
In this podcast, recorded at the D2 Conference in Vienna, Paul talks about how Factory Fifteen was formed, the numerous awards it's won for its groundbreaking projects, and how he uses Tiltbrush to sketch in virtual reality without any aches and pains. He also poses some pertinent technical and business questions about what Chaos Group’s acquisition of Render Legion’s Corona will mean for users.
Paul finishes with a few hints as to the exciting design-driven direction Factory Fifteen will take in the future.
Sun, 27 August 2017
Chaos Group promised a big announcement at the D2 Conference in Vienna. Not only did they not disappoint, but they took the world by surprise. On Friday, August 25, they announced that Chaos Group has acquired Render Legion, the makers of the Corona renderer. Corona has become extremely popular in recent years, especially in the Architecture and ArchViz community. Just after the announcement, Chris sat down with Ondrej and Vlado, the respective brains that started Corona and V-Ray.
We cover how this acquisition was not a choice made in haste and that it took over a year to happen. We also learn that Ondrej has great respect for Vlado which is why Render Legion approached Chaos Group first when they wanted to find a way to grow their company. At the same time, you’ll hear Vlado's big respect for Ondrej and that their goal is to keep each renderer developed separately, as they have a different general philosophy.