Sun, 25 December 2016
We first spoke to Craig Shimahara for Podcast #26, way back in June 2015. Since then, his film Masterless has debuted in Japan, and his architectural visualization practice Shimahara Illustration has gone from strength to strength. On his second visit to the Chaos recording suite, Craig talks about all things VR. A lot of questions come up: Where are we in Gartner’s “hype cycle” of VR? How do VR experiences deal with scale? Is VR accessible to old, or short, or tall people? And how can we use it to tell stories? Chaos Group's CCO Lon Grohs adds his thoughts to this engaging listen, which highlights some of the frustrations of a medium which is still finding its feet.
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Fri, 16 December 2016
Ever since the T-Rex stomped onto the screen in 1993, audiences have been captivated by “Jurassic Park.” Steven Spielberg’s film heralded a new era of family-oriented event movies, and Chris has already discussed the film’s groundbreaking effects with Matt Winston and Steve “Spaz” Williams and Mark Dippe.
Direct download: CGGarage_Podcast101_DanielThron_JurassicPark.mp3
Category:VFX -- posted at: 5:07pm PDT |
Fri, 9 December 2016
Since November 2, 2014, Chris Nichols has interviewed 99 people for the CG Garage Podcast. Legendary photography Norman Seeff, architectural pioneer Art Gensler and director Wes Ball are among some of the big name guests who’ve graced the Chaos Group recording suite. But it’s also served as a platform to discuss the deeper and more esoteric nature of just about anything CG related, as well as Chaos Group’s new products. For this extra special live episode, Chris’ guests are two of the hottest directors in Hollywood right now: Tim Miller (“Deadpool”) and Joseph Kosinski (“TRON: Legacy,” “Oblivion”). Both come from backgrounds in CGI and VFX, and they offer indispensable insights on how Hollywood works. Tim talks about the casualties of Blur Studio’s Nerf battles, why he’s not involved in “Deadpool 2,” and the tantalizing animated sci-fi project he’s working on next. In his podcast debut, Joe tells us about his rise from architectural imagery to cutting-edge blockbusters, and “Granite Mountain,” his forthcoming feature film. You should tune in whether it’s your first or your hundredth listen. And here’s to another 100 podcasts!
Direct download: CGGarage_Podcast100_TimMiller_JoeKosinski.mp3
Category:general -- posted at: 3:02pm PDT |
Sun, 4 December 2016
Art Gensler’s name will be familiar to architects and designers, but if you haven’t heard of him, here’s a rundown. In 1965, Art founded M. Arthur Gensler Jr. & Associates, which is now the world’s biggest architecture firm in terms of revenue. It creates everything from wine bottle labels to the biggest buildings in the world. Chances are you’ve set foot in a Gensler-designed space at some point in your life, be it a Gap store or the Shanghai Tower. Despite the enormous success of his company, Art comes across as humble and amiable in this interview with Chris. This genial nature extends to the whole company—it was years ahead of Apple and Google in valuing its employees, and providing nice surroundings where they could be creative and productive. As well as talking about his company, Art also tells Chris about how he played a round of golf with Arnold Palmer, and his book on the principles which have made Gensler so successful. Gensler’s official site [http://www.gensler.com/] |
Sun, 27 November 2016
David Lee Strasberg is the son of Lee Strasberg, the acting coach who introduced the method theory of acting to Marilyn Monroe, James Dean, and Marlon Brando. David has followed in his father’s footsteps, serving as an acting coach and actor in his own right. But why was he at this year’s THU festival in Portugal, and why did Chris record this podcast with him? It turns out that digital and 3D art has a lot in common with acting: it’s all about faking things. And they’re both about embracing passion, and changing your approach to art so you get it right. Strasberg’s knowledge of all things theatrical has a lot of relevance to digital humans, too—especially when it comes to avoiding a trip down the uncanny valley. It’s a blindsider of a podcast, and David’s thoughts on how we recognize and interact with fellow humans are literally mind-blowing. The Lee Strasberg Theatre and Film Institute [http://www.methodactingstrasberg.com/] |
Sun, 20 November 2016
Vfxblog, Ian’s site [https://vfxblog.com/] |
Sun, 13 November 2016
Mikki Willis joined Chris at THU festival for this surprisingly philosophical and anthropological podcast. Mikki had established himself as a music video director, with a career beckoning in feature films, when he found himself at the site of Ground Zero on September 11, 2001. The horrific events of that day caused him to completely re-evaluate his life and his career. From that terrible experience, a deeply thoughtful man has emerged. He’s full of advice for artists, such as how to balance humankind’s innate desire to create with the 21st century’s demands of cashflow and celebrity status. He also talks to Chris about how to nurture talent in young children by destroying technology, and how ending up in a submarine – both metaphorically and literally – can be a good thing. Elevate, Mikki’s film festival [http://elevate.us/] |
Sun, 6 November 2016
It’s hard to imagine what games would be like without “Half-Life 2.” Released in 2004, Valve’s sci-fi shooter set a new precedent in game design, marrying realistic characters with an involving story which propels the player through awe-inspiring environments. As a concept artist and character designer at Valve, Moby Francke was a driving force behind the game’s groundbreaking look and feel. He found himself working at the company almost accidentally, and he had to adjust to a new world of digital art and gaming. But he became a key player on the company’s games, including “Team Fortress 2,” “Portal,” and “Left 4 Dead.” In this podcast, Moby tells Chris about his unconventional career, and his early years in the hinterland of Washington DC and the lush tropics of the Virgin Islands. He also chats about his thoughts on character versus environment design, the influence of Eastern European architecture on “Half-Life 2,” and the joys of inspiring a new generation of talent at the THU festival. Moby’s official site http://mobyfrancke.com/ |
Fri, 28 October 2016
Eric Stultz currently serves as a Principal and Design Director at Gensler’s LA offices. He’s worked on some epic buildings, such as the Shenbei Arena in Shanghai, Costa Rica’s Convention Center, and the proposed Farmers Field NFL Stadium in Los Angeles.
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Sun, 23 October 2016
Steve “Spaz” Williams and Mark Dippe’s story is Hollywood material in itself. The pair found themselves working at ILM to create the watery creatures in James Cameron’s “The Abyss,” and they worked with the director again on the menacing liquid metal T-1000 in “Terminator 2: Judgment Day.” But the crux of their story comes behind the scenes at Steven Spielberg’s “Jurassic Park.” The pair were met with scepticism when they said the dinosaurs could be rendered with CG technology, and had to work in secret to create test renders. But they ultimately won the team over with their realistic creatures, which stand up to scrutiny to this day. It’s a hugely enjoyable podcast. Steve and Mark are tremendous characters who bonded over a love of Alice Cooper, and they come across as part rebellious teens, part buddy cop partners, and part bickering elderly couple. In the nicest possible way. |
Sun, 16 October 2016
Any film buff will know the name Stan Winston. The special effects legend created the titular monsters from “The Terminator,” “The Thing,” and “Predator.” He was a key player in Hollywood’s transition from practical to digital effects in the early 90s, and he constantly pushed the boundaries of his craft. Sadly, Stan passed away in 2008, but his legacy lives on through a formidable collection of blockbuster films—and his son, Matt. In this podcast, recorded at THU, Matt reveals a more human side to the man who made monsters, describing him as a cross between Father Christmas and Dr Frankenstein. He also discusses the blend of art and technology in both practical and digital effects, how his father performed an autopsy on Chewbacca’s head, and why “Jurassic Park’s” T-Rex was even scarier on set. As Matt mentions, Stan’s deep knowledge of effects has inspired the founding of the Stan Winston School of Character Arts, an online university with courses in everything from makeup to marionettes to miniature cities. It’s an awesome resource—even if all your sculpting is done digitally. |
Sun, 9 October 2016
Many people think of a Hollywood director as someone who’s egotistical, brash and shouty. That’s not the case with Brenda Chapman. The artist turned writer turned director comes across as humble, unassuming and honest in her conversation with Chris. And maybe her personality has had a big part in her success as a director of “The Prince of Egypt” and “Brave,” the latter of which made her the first female director to receive the Academy Award for Best Animated Feature Film. The idea of women working in such a notoriously male-dominated industry is something Brenda talks about a lot, and she shares some horrific tales of casual sexism in the Hollywood studios. But she also talks about learning from some of the industry’s unsung heroes, the differences between directing live action and animation, and how her relationship with her daughter inspired “Brave’s” storyline. This episode is an absolute treat which is both informative and touching. Brenda's official website http://brenda-chapman.com/ |
Sun, 2 October 2016
Globetrotting concept artist Igor Knezevic has seen it all. Born in Yugoslavia, he left after the country was torn apart by war in the early 90s. He worked on East German construction sites, and then found his way into the gaming industry. As he moved around Europe and the US, he saw the evolution of the internet and the pop of the dotcom bubble, before settling in LA for a job which involved inserting Mike Myers into CGI backgrounds for CD-Roms. A true polymath, Igor’s gone on to provide concept designs for movies such as “X-Men: First Class,” “In Time,” and “Terminator Genesys.” At the same time, he’s created and nurtured a business which sells revolutionary 3D printed designs. In this captivating chat with Chris they discuss their shared Eastern European heritage, the unionization of the visual effects industry, and the big differences between working in TV and film. And he reveals his lifelong hatred of Commodore 64s. |
Mon, 26 September 2016
No podcast this week but I figured I would give people a preview of some of the amazing ones we have that will be coming up soon.
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Sun, 18 September 2016
Out of home printed advertisements, such as billboards, are a genre of CG unto themselves. The resolution of the images can reach 15K or 20K, far beyond the 2K or 4K of media. As technical director at production company Taylor James, David Wortley knows the subject intimately, as well the challenges of generating thousands of HD PNGs for online car configurators, and creating pharmaceutical adverts which sell a product without baiting lawsuits. Through his decade of experience at Taylor James, David’s also built up an immense understanding of 3ds Max’s ins and outs, and his blog is an essential bookmark if you want to get more from Autodesk’s 3D software. He finishes the podcast with his cautiously optimistic thoughts on virtual reality – including how a simple shot of a girl playing a violin can become a powerful experience in the medium. |
Sun, 11 September 2016
Darin Grant’s hugely important career in the visual effects industry has been one of choices. When he started at Digital Domain in the early 90s he had to choose between its gaming and visual effects departments. He discusses the differences between the Perl and Python programming languages. And, in his role on the committee of the Academy’s Scientific and Technical Awards, he has to jostle the merits of production ray-tracing renderers against life-size animatronic horses. As one of the industry’s key players, and he’s happy to share the immense knowledge he’s gained from working at companies including Google, Method Studios, and Autodesk. Listen to find out how Darin’s grandmother understood his work on What Dreams May Come, his thoughts on the future of cloud-based rendering how it lowers the barriers to entry, and his fascination with video conferencing technology. |
Mon, 5 September 2016
Director David Chontos has brought his unique vision to a number of projects, including bonkers Coca-Cola advertisement “The Happiness Factory,” trailers for games including “Clash of Clans” and “ReCore,” and his atmospheric short film “Sisters.” His next project, Kismet, takes him into virtual reality via a spookily accurate fortune teller. In this podcast, he talks to Chris about the golden age of crazy music videos in the late 90s, what virtual reality needs to establish itself alongside traditional mediums such as films and games, and how much he hates IKEA kitchens. Essential listening from an early explorer of the virtual world. |
Sun, 28 August 2016
Roland Emmerich has carved a career for himself in Hollywood as the guy who destroys cities and envisages the end of the world. In films such as “Independence Day,” “The Day After Tomorrow,” and “Godzilla,” he depicts aliens, climate change and giant lizards wreaking havoc around the world. He’s often overlooked as a major force who completely changed the sheer scale of Hollywood movies. Fellow German Volker Engel has been behind Roland most of the way. He started out overseeing the practical effects in Roland’s early movies “Moon 44” and “Universal Soldier,” before providing the large-scale destruction for “Independence Day.” At the same time, Volker and fellow German effects guru Marc Weigert founded Uncharted Territory, an innovative pop-up visual effects studio which has even made its own movies. Here, Volker talks to Chris about everything from his early days in Super 8 animation to realtime visual effects via ncam, and the challenges of scaling back production for Roland’s (comparatively) low-budget 2011 film “Anonymous.” |
Sun, 21 August 2016
The visual effects industry is packed with people from the field of architecture, including our own guru and podcast host Chris Nichols. But Andy Waisler is a rare exception: after beginning his career in architecture, he was hired by Digital Domain to apply his knowledge to movies such as The Grinch and The Time Machine. But then he returned to architecture to hone his skills. He’s an incredible character, and in this revealing podcast he shares the similarities between architecture and visual effects, and how this is going to become particularly important in the world of VR. He also talks about how he’s made tiny bathrooms feel palatial, and the clever, story-oriented design of Bad Robot’s Santa Monica offices. |
Sun, 14 August 2016
One of the most fascinating aspects of V-Ray is the way people react when you tell them many of the images in the IKEA catalog are created with 3D software. It’s a definite wow moment, and people are often more impressed by than V-Ray being used in Hollywood blockbusters. Behind IKEA’s use of 3D is Martin Enthed, the company’s Development and Operations IT Manager. Martin’s love for computers began in the early 80s, and before he worked at IKEA he sold software for Autodesk, and supplied Volvo with the first ever 3D rendering of one of its vehicles. The crazy world of IKEA is the subject of most of this podcast, though. Martin talks to Chris about why the company has embraced 3D technology, how it’s trained its photographers to use the software, and how to develop software which puts cookies in jars. He also mentions the future for IKEA, which involves exciting AR and VR apps so consumers can see how the Mörbylånga table will fit into their living room. And next time you tell someone that the IKEA catalog is mostly CG, and they don’t believe you, just point them to this podcast. |
Sun, 7 August 2016
Tristan Salome and Matthieu Labeau of Nozon, hang out with us during Siggraph 2016 to talk about Presenz. The application allows for 6 degrees of freedom of pre-rendered content. The application now works for V-Ray and is in closed beta. This podcast gives people an insight as to what this application does and how it can fit into your needs. |
Sun, 31 July 2016
As one of the biggest advertising agency in the world, Saatchi & Saatchi has to have an intimate understanding of the products it sells. It’s even located its LA offices just across the street from Toyota’s offices, possibly so it can have first-hand access to car designs before they hit the road. Michael Wilken, Saatchi and Saatchi LA’s director of 3D, joins Chris for this fascinating podcast. Both Michael and Chris have in depth understandings of automotive design and how to make amazing car renders, and they discuss running footage, character lines, and accessory combinations. Michael also talks about the future of the advertising industry, including Minority Report-style customized ads based on your personality, and the exciting prospect of everyone knowing what it’s like to sit in a concept car—thanks to VR. It’s an engrossing chat, and by the end of it you’ll know all the trade secrets of (im)perfect car renders. |
Sun, 24 July 2016
In 1979, George Miller’s directorial debut Mad Max shocked cinema audiences around the world. It existed at a perfect intersection of blockbuster and Australian new wave cinema, knitted together with a punkish spirit and comic book aesthetic. Its sequel, 1981’s The Road Warrior, heightened the action and established Max as a true action hero, while 1986’s Beyond Thunderdome explored the fringes of the franchise’s crazy apocalyptic world. After an almost 30-year-hiatus Max returned to the big screen last year in the universally acclaimed Fury Road. For this podcast, living movie database Daniel Thron discusses what works and what doesn’t in this hugely popular and influential series of movies, whether Tina Turner can ever play anyone other than Tina Turner, and how the films’ tight edits and dramatic scores create horror and excitement. |
Sun, 17 July 2016
Two time VFX nominee and member of the Academy, Bryan Grill of Scanline VFX speaks to us about his impressive career working from the ground up to be one of the top people in the field. His long career at Digital Domain and Scanline have been blessed with many great stories. He recently finished supervising Independence Day: Resurgence. |
Sun, 10 July 2016
Regular listeners will recognize Executive Producer Lisa Beroud’s name - she served as producer on a number of movies with Chris at Digital Domain, including TRON: Legacy, The Girl with the Dragon Tattoo, and Oblivion. But, more than that, she made the intense working environment a lot more pleasant by employing masseuses and laying on decent food. Lisa’s career began as a freelance producer in the world of commercials and music videos in the 80s and 90s, before she migrated into feature films via A52 and Digital Domain. She’s picked up a VES award for her work on The Curious Case of Benjamin Button, and she was nominated for her achievements on TRON: Legacy. In this fascinating discussion with Chris, the quietly confident producer discusses what, exactly, her role involves (a lot!), the peculiar smell of the Digital Domain offices, and the fragmented future of the visual effects industry. |
Sun, 3 July 2016
Herzog & de Meuron is an architecture firm best known for its incredible glass and steel structures such as the Beijing National Stadium, The Perez Art Museum in Miami, and the Allianz Arena in Munich. The Swiss company has also dramatically repurposed existing space to create London’s Tate Modern and Serpentine Gallery. But within Chaos Group, the company is more famous for its exhilarating and enthusiastic presentation on VR at the Shape to Fabrication event in London earlier this year. The presenters, Steffen Riegas and Mikolaj Bazaczek, marked an exhilarating finish to what had already been a great day. Of course, Herzog & de Meuron needs to stay on the cutting edge of technology to maintain its status as world-renowned architects, embracing a pipeline which includes 3ds Max, Sketchup and Rhino. In this podcast, which is every bit as enjoyable as their presentation, the team talks about an approach which involves everything from hand-cut cardboard models to a cutting edge pipeline including 3ds Max, Sketchup, Rhino - and V-Ray. Of course.
Direct download: CGGarage_Podcast78_Herzog_and_De_Meuron.mp3
Category:Architecture -- posted at: 8:55pm PDT |
Sun, 26 June 2016
Sally Slade. It’s got to be one of the best names in the industry - as Chris remarks, she sounds like a superhero. But the similarities don’t end there - her career has been the stuff that makes origin stories, from her beginnings in a small fishing village, to her acquisition of superpowers (She can speak Japanese! She understands CSS!), to fate intervening and yanking her from a transpacific flight at the last minute. After getting a foot in the door at the industry via Digital Domain’s work on The Golden Compass, she’s gone on to work on suitably superhero movies G.I. Joe: Rise of the Cobra, Iron Man 3, and Avengers Assemble. Now she’s moved into a completely different world, creating augmented reality experiences for Magnopus. In this epic podcast, she and Chris talk about augmented reality, holograms, and the LEIA 3D phone. She also discusses how she went to work for a whole year dressed as Indiana Jones, and how she plans to turn into a unicorn (for certain people) in the near future. Y’know, like a superhero. |
Sun, 19 June 2016
It goes without saying that Disney is a huge, multinational corporation with fingers in an increasing number of pies: Lucasfilm and Marvel Studios have both been incorporated into the Disney umbrella, and it runs everything from cruise ships and TV channels. An interesting offshoot of this is Disney Research. Headquartered in the Swiss city of Zürich, it specializes in creating computer graphics. It makes sense: Disney's cinematic output is now almost totally CG, and advances in technology can be passed directly onto feature films and animations. In this podcast, Chris talks to Thabo Beeler and Pascal Bérard, who have made some pretty significant advances in digital humans. Including Derek Bradley who was not able to join the podcast, they are all member of the Digital Human League. They discuss the surprising intricacy of human hair, the oft-underestimated importance of realistic eyeballs, the challenges of capturing actors who can’t stay still for long periods of time, and how their work has influenced different areas, including the Wikihuman project. Also, Chris reveals that you can buy a Swiss Army Knife after you’ve passed Swiss airport security. Perfect for cutting up that Toblerone. |
Sun, 29 May 2016
Of all the podcast guests thus far, Richard Edlund’s got to have the most amazing voice. He sounds so bassy and gravelly that he could certainly pick up a second job as a trailer voiceover guy. Not that he’d need to. As he explains to Chris Nichols, his story includes throwing depth charges off battleships, designing Star Trek’s alphabet, driving San Francisco cable cars, making experimental movies, and even inventing the Pignose guitar amp. Richard later turned his considerable talents to the visual effects industry, where he was nominated for 10 Visual Effects Oscars, winning 4 of them for Star Wars, The Empire Strikes Back, Raiders of the Lost Ark, and Return of the Jedi. He went on to set up Boss Studios, an effects house which successfully made the transition from practical to digital workflows through its work on Die Hard, Ghost, and Alien 3. Richard is now chairman of the visual effects branch of the Academy of Motion Picture Arts and Sciences, and he talks about the challenges modern effects pose to board members. It’s an awesome and fascinating 80 minutes - and we recommend turning the bass up to feel the full thunderous effect of Richard’s magnificent vocal chords. |
Sun, 22 May 2016
While at FMX 2016 we spoke to Jonas Skoog from Bläck Studios located in Stockholm. He was also one of the speakers for V-Ray Days. He tells us about the great work being done at the studio, and how they have created a coalition of VFX studios to maximizes and load balance their resources. Jonas is also the Character Lead at Bläck and tells us about his passion for digital humans. |
Sun, 15 May 2016
Two graduates of the Filmakademie, Andreas Feix and Francesco Faranna, talk to us about working on their short Citipati. It was nominated and won a VES Award this year. They also explained to us the unique and interesting education that they got which puts them in the middle of production and prepares them for the real world of post. |
Sun, 8 May 2016
Janelle Croshaw, an outstanding Visual Effects Supervisor at Digital Domain, talks to us about her career as a 3D artist, compositor, and supervisor. Her credits include Zodiac, The Curious Case of Benjamin Buttons, Tron Legacy, Her, and more. We speak about how career took many changes, and the challenges she found taking a leadership role in visual effects as a woman. |
Mon, 2 May 2016
We speak to Blake Sweeney, the head of software at Method Studios. His long history at places like Industrial Light and Magic, Weta, MPC, and Digital Domain has given him a rich history in the world of Visual Effects. He speaks to us about what it took him to get to where he is, and what he thinks is important part in the future of VFX, including a lot about cloud rendering. |
Sun, 24 April 2016
After waiting a bit to release this podcast, Jacqueline Cooper is ready to unveil her VR project MonarchVR, just in time for Earth Day. She has spent many years as a career VFX compositor and decided to work on a VR piece with Edward Dawson-Taylor to bring awareness to the massive decline in the population of the monarch butterflies. We speak to her about her project, her career, and the different challenges and successes she has had. She also shared great stories about growing up in Los Alamos, learning from her father, and how they would compete in their wildlife photography. |
Sun, 17 April 2016
One year since GTC 2015, Jeff Mottle of CG Architect and Chris decided to see what has changed in the world of technology and Architecture Visualization, now at GTC 2016. We speak a lot about VR and to see what has changed in ArchViz and VR in the last year. We also speak of Realtime vs Prerendered and what each of those means in terms of ArchViz. Lastly we speak about GPU rendering and how it has advanced especially in light of the news of the new P100 processor from NVIDIA. |
Sun, 10 April 2016
Stephen Parker, a software technical director at Chaos Group, talks about his history and how he got into computers, visual effects, digital humans, and more. We also talk about GTC 2016 and how AI and deep learning became the big focus at Nvidia. |
Sun, 3 April 2016
Ben Grossmann talks to us about his interesting career path: from weather man in Alaska, to winning an Oscar for Hugo, to starting Magnopus with his partners, that only fringes on VFX. We talk about the state of the union of CG, VR, VFX, and more in this very engaging episode. |
Sun, 27 March 2016
Like many things in CG, rendering on the GPU is a subject that is filled with misunderstanding and misinformation. Blagovest Taskov, the lead developer of the V-Ray GPU team, helps demystify this field by explaining how this type of hardware should be considered. We explore the concept of processors in general and explain the difference between faster, smarter, and working in parallel. This podcast is a predecessor to our visit to GTC 2016 on Apirl 4th to the 7th 2016, and will be the basis for a Guide to GPU coming soon. |
Sun, 20 March 2016
We sit down with Boris Simandoff, a great developer and product manager of V-Ray Cloud and V-Ray App SDK. Since the issue of Cloud is still a bit foggy to some, we get Boris to break this down and help us understand it. From understanding what a virtual machine is, how do you pay for your time on the cloud, the cost of compute vs. storage, and, more importantly, the security of your data, Boris helps us understand it all and gives us a glimpse into our upcoming Guide to Cloud. |
Sun, 13 March 2016
Corey Rubadue and Chris Nichols talk to Dominic Albanese about the diverse and creative world of 3D scanning. From architecture, VFX, Art (both in preservation and creation), to medical; 3D scanning is a very diverse field, and Direct Dimensions has been in this field for nearly 20 years. |
Sun, 6 March 2016
Eric Barba sits down with Christopher Nichols and Stephen Parker to discuss his career that ultimately led him to his new position as Creative Director at ILM in Vancouver. We discuss his background at Art Center in transportation design, his nearly 20 years at Digital Domain, which included a longtime creative partnership with David Fincher and Joe Konsinksi, and an Oscar for his work on The Curious Case of Benjamin Buttons. |
Fri, 26 February 2016
While hanging out in Sofia, Chris decided sit down with Vlado to talk about what Chaos Group has been up to. Since we just released the VRscans service, we figured it was a good time to talk about it. We also talk about what is coming soon in the new service pack for V-Ray for Maya, as well as a host of other subjects including VR, realtime, and a video game he created in high school. |
Fri, 19 February 2016
Corey Rubadue and Christopher Nichols talk to Shane Scranton about the work of VR in Architecture design. We talk about the work that is being done at IrisVR, a company that he help co-found. We also discuss how VR will change the design process and that different flavors of VR serve different needs of the design and presentation process.
Direct download: CGGarage_Podcast61_ShaneScranton.mp3
Category:Architecture -- posted at: 3:19pm PDT |
Sun, 14 February 2016
Starting a new CG Garage series, Dan Thron and Christopher Nichols discuss movies. We start with an in depth look at the Star Wars saga. We discuss why we each think that Empire is the best of all present 7 movies. Daniel also tells us his version of that Episode 6 should have been and why they have been trying to correct from their "mistake" ever since. We hope to do many more of these. |
Sun, 7 February 2016
Curious as to what goes on in our Baltimore office? We talk to Brian Russell, Fernando Rentas, and Ted Vitale about the many ways that V-Ray has helped the design market: from Architecture design, building information modeling (BIM), industrial and product design, and more. |
Sun, 31 January 2016
We chat with Hristo Velev and Martin Naydenski from Bottleship VFX about theyir company based in Sofia, Bulgaria. Coming with a history of visual effects work, they founded the company with an expertise in FX work. They have a strong understanding of fluid dynamics which we discuss along with starting a small VFX company in Eastern Europe. |
Mon, 25 January 2016
Joy and Devon are both environment artists and designers that work in the gaming industry. We talk to them about the challenges and rewards of that area of CG. We also talk about THU, being a student at Gnomon, Devon's recent Gnomon video, the challenges of being a woman in games, both as an artist as well as a gamer, as well as balancing and complimenting each others work as a couple. |
Sun, 17 January 2016
Brandon Davis stops by the CG Garage to talk about his very diverse careers. Having worked in CG for nearly two decades, he also happened to be part of Special Forces in the United States Army at the same times that he was making visual effects. Having worked at major facilities like Digital Domain and Weta, he has worked on Armageddon, The Day After Tomorrow, The Avengers, Iron Man 3, Godzilla, Dawn of the Planet of the Apes, and much much more. |
Sun, 10 January 2016
Daniel Lay, also known as VFX Soldier, stopped by the CG Garage to talk to his old friends, Christopher Nichols and Stephen Parker, about what is going in his life. We talked about his career, what happened when he was VFX Soldier, why he left the industry, and what he is doing now. |
Sun, 3 January 2016
Emauele Lecchi, better known as Lele, is a new member of the Chaos Group team, but also a very long time V-Ray user. He was instrumental in the testing and benchmarking the newest service pack of V-Ray. This is such a huge update that Lele and Chris felt it deserved it’s own podcast as the features are something that the users need to be aware of, since it could change their entire workflow. |