
What happens when two 3D artists sit down to share what they’re working on? In Episode 2 of Behind the Render, Chad and Nick break down a new Wood Wall Panel animation, answer your questions about Cargo, and troubleshoot a render inspired by a standout piece from the Greyscalegorilla community.

Downloaded a glass material only to have it look almost black in your scene? The fix is simpler than you might think. In this quick tip, Nick Campbell explains why it happens and the one setting that gets your glass looking the way it was meant to.

You can use an image to color your MoGraph clones, but there's one crucial step that's easy to forget. Nick Campbell walks through the problem in this quick tip and shows exactly what you need to do to get the effect working the right way.

Ever wonder how Chad Ashley creates such convincing plywood renders? In this behind-the-scenes conversation with Nick Campbell, he breaks down his workflow and shares practical tips for modeling, materials, lighting, and composition that you can apply to your own renders.
If your vibrant colors are turning pale and desaturated in your final Redshift renders, you aren't going crazy.
You just need to toggle one hidden setting.

Create tactile, hand-sculpted clay bust renders in Cinema 4D in minutes, not hours, using Redshift and Greyscalegorilla Studio. Fast, artistic workflows. Real materials.

Learn how to maximize your Redshift workflow in Cinema 4D by using a full-screen IPR window. Discover layout tips, denoising tricks, and rendering settings to help you see your materials and lighting more accurately using Greyscalegorilla tools.

How to get ultra-real results with 3D models and glass materials from the Greyscalegorilla Studio app.

Feel like your 3D render is missing something? It might be that you need to play around with some image textures.
Want to work like a real photographer or cinematographer in 3D? In this tutorial, learn how to professionally light Metahumans inside of UE5.

In this in-depth tutorial, learn how to set up a dynamic rope simulation and then finish it up in your render of choice.









