Posted By:Chad Ashley, Author at Greyscalegorilla | Page 2 of 2

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David Ariew Creates Stunning Space Music Vid with the help of Signal

February 8, 2017 - By 

Charlottesville VA native and talented C4D freelancer David Ariew recently traveled to outer space. David was not truly in the stratosphere, but he did create an amazing music video for “A Bad Think” created entirely in C4D with Otoy’s Octane Renderer.

David also used one of our tools, which made us very proud. David used Signal to help him with all those beautiful flickering lights. Here is what David had to say about his experience with Signal:

“I really wanted to create a run-down looking space station to complement the melancholy vibe of the song, and having the lights flicker both brought life into the static scenes and created a moody feel. GSG Signal allowed me to create that animation procedurally, with no keyframes, and there’s even a flicker preset under the Signal scripts folder! Then it was just a matter of linking the power of the light to the blank Signal tag, and increasing the strength and variation until the power hit the zero mark on occasion.”

David was also nice enough to record a quick video demonstrating his blinking light technique with Signal and Octane.

You can learn more about our Signal Plugin here.


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Guest Daily Render Artist: Rick Lundskow

February 2, 2017 - By 

 

Rick Lundskow aka @lundskow

We’d like to welcome Daily Render Guest Artist Rick Lundskow @lundskow to our ongoing series of awesomeness.

Follow the GSG Daily Render Series on Instagram, Facebook, Twitter, and Tumblr


What is your name, position, and where do you currently work?

Rick Lundskow

Art Director

Cornerstone Church

 

How did you get into Cinema 4D?

I’m almost positive I saw a motion graphics video on vimeo back in 2010/2011. It was so impactful that I wanted to learn how to create art like it. I immediately downloaded the trial version and started watching Greyscalegorilla tutorials. After the trial expired I used the demo version. The demo wouldn’t let you save or render out projects, which was a slight bummer because some of the pieces were sweet. However, I could recreate them if I really wanted them.

Once I moved to Michigan to work at Cornerstone, I budgeted for Cinema 4d Studio. That’s when the real fun began.

 

When did you start your daily render practice?

I tried to start daily renders but they took too much time or I ran out of ideas too quickly. I got in my head too much… Each piece had to be amazing, but often times they were not great by any stretch of the imagination.

At Half Rez this past year I had a chance to talk to Beeple, the master of daily renders. He really encouraged me that it wasn’t as big of a deal as I was making it out to be. I just needed to make something happen. I don’t know what it was, but it clicked in my brain and I started the next day, September 15th.

What is the hardest part about doing a daily render?

Time would probably be the most difficult part of a daily render for me. Some nights I don’t get home until 10pm-12am and I haven’t even started on my project. The worst is when I get home late and I don’t even have a concept. On those nights, I wanted to give up. And there were many of those nights. However I’m sure other people have had that same exact excuse but have continued anyway. So I told myself that I couldn’t have any excuses for missing a day.

 

What have you learned by making something every day?

Probably the most significant thing I’ve learned is lighting and reflections. Lighting can make or break your render, so I experimented with different techniques until I found something that works for me. Since I don’t have a fancy render (which might change very soon), I wanted to learn the most with the tools that I had on hand.

As far a basic life skills go, I learned that I can put too much pressure on the creativity. I want the design to be better than the day before it, or create a compelling piece that will sell to millions of people. The former is stressful and the latter hasn’t happened yet. Daily renders are more like experiments. No pressure on the outcome. You try an idea that doesn’t work, but you fix those mistakes the next day and publish your findings. It’s important for me to realize that when I fail, I just found another way of not doing something.

What Hardware and Software do you use to make your work?

I do most of my work on a 2012 MacBook Pro. Nothing too fancy about it but it gets the job done. If I stay late at work, or have some free time over lunch, I’ll create piece on my Mac Pro with 12GB of ram. Then render it out using Team Render across 3-4 of the other machines in the office.

Aside from using Cinema, I use Illustrator a lot to create splines. The shape builder inside Illustrator is incredibly powerful for making custom shapes for lathes, sweeps, and extrudes. I recently purchased ZBrush core. While Cinema’s sculpting tools are great, there were a few features about ZBrush that made it easier to sculpt heads.

 

What is your day to day like at work?

My work schedule changes on a daily basis. I tend to have a theme to each week day though. Mondays are meeting days. A nice easy transition into the work week. Tuesdays are typically my big project day. I can get the most done without a ton of distractions. Wednesdays are a big filming day. We do video announcements in our Sunday services and we record & edit them mid-week. Thursdays are the busiest days because we’re trying to finish the work week strong. So I’ll finish projects that I didn’t quite complete the other work days. Coffee is a requirement for Thursdays. The great thing about my job is that I don’t work Fridays. Actually, I don’t think I’ve had a job in the past 10 years that required me to work Fridays. It’s pretty amazing.

Anything advice to anyone out there just getting started?

Great art isn’t about having the best resources, it’s about using what you have. There’s something special about taking what little resources you do have to create something beautiful. It gives you an appreciation for the things around you. When you hit a roadblock, figure a way around it. Don’t let circumstances hold you back from accomplishing what you want to do.

Also, don’t make it more complicated than it needs to be. Start with a 5 minute idea and work from there. Most of my projects come from a small element I see in my day to day world. Find something that inspires you and run with that idea.

 

Where can people learn more about you?

I’m currently rebuilding my website from scratch, so currently I don’t have more info available.


 


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HDRI Studio Rig 2.142 Update

December 15, 2016 - By 


Attention HDRI Studio Rig Customers:

Update to HDRI Studio & Browser to version 2.142
New Features:
  • HDRI Studio’s Icon can be double clicked in the Object Manager to open HDRI Browser quickly.
  • New “Show all” feature in HDRI Browser to view every single HDRI in your collection at one time.
  • HDRI Browser remembers all settings when layout is saved
  • HDRI Studio and Browser are now compatible with Cinema 4D’s Take system so you can quickly iterate through different looks.
  • In R18 HDRI Browser loads the low-res version of the selected HDRI into the viewports “Environmental override” channel. This allows a realtime preview of the HDRI in the viewport when OpenGL with Reflections is turned on.
  • HDRI Browser can be linked to remote “Packs” folder via the “Change Directory” option. This allows for a large collection of HDRIs to live on a different drive and for multiple versions of C4D to share the same folder saving you from having to duplicate potentially tens of gigabits worth of HDRIs
Bug Fixes:
  • R18 Reflective floor bug fixed
HDRI Expansion Pack Customers note:

In this update you may notice that your HDRI Expansion pack names have changed and now match what is found in our online store. We apologize in advance if this change causes any missing texture errors, however they are easily remedied by re-selecting the appropriate HDRI in the Browser. This new naming system will allow for us to create a better on-going experience for our customers.

If you own HDRI Studio Rig, you can download your update in the customer area. Don’t own it? We can fix that! Check it out here!


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Pixel Plow gets GSG Certified

October 7, 2016 - By 

We are happy to announce that cloud rendering company Pixel Plow is now officially GSG Certified!


Who is Pixel Plow?

Pixel Plow is a cloud rendering service that is based in the Pacific Northwest. We’ve been watching them for some time and have continuously been impressed with their service in both terms of speed and cost efficiency.

Here is how they describe themselves, “During our search for a good render farm service, we began taking a critical look at how other farms operated. We quickly discovered several ways to increase accessibility, affordability, and security in every aspect of your render farm experience. Pixel Plow is the continuation of our effort to provide this experience in a simple, competitive package.  With thousands of clients in over 65 countries around the world, Pixel Plow is quickly becoming a dominant force in the cloud rendering industry.”


What does GSG Certified mean?

In a nutshell, it means that we fully endorse Pixel Plow. First off, we have made sure all our products work in their system so you don’t have to worry whether or not they have our plugins installed. Secondly, we believe Pixel Plow offers a top-of-class cloud rendering product for the best price. Many times in our testing, Pixel Plow would be even more cost effective than an Amazon EC2 system of similar specs!


Why  Pixel Plow?

  • Greyscalegorilla tools are fully supported. No more worrying about what cloud rendering solution has all of our tools.
  • Pixel Plow supports both Physical AND Arnold.
  • Ease of use: We think cloud rendering should be as simple as possible. We also think cloud rendering shouldn’t be stressful or complicated.
  • Affordability: Pixel Plow’s unique “Power Level” setting allows you to adjust the potential cost of your render. Making it fit within most budgets. We think cloud rendering should be affordable for all.
  • Great Support: Pixel Plow is based in the USA so you can usually get support quickly and not have to worry about things getting lost in translation.
  • NO FTP NEEDED: Pixel Plow will write image files directly to your system. No FTP’ing back and forth. Yay!

 

 


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GSG Podcast Ep. 005: C4D Layouts, AskGSG, And The Take System

October 3, 2016 - By 

GSG Podcast Ep. 005

In this podcast, the GSG team discusses their favorite ways to customize Cinema 4D, season three of AskGSG, and the Cinema 4D Take System. Enjoy!



 

Show Notes/Links:

Ask GSG Season 3 Starting Soon on Twitch
HDRI Link – Coming Soon
Customizing C4D Palates
Learn the Take/Tokens Systems everybody

Brograph Podcast – http://brograph.com/podcast/
Windows Utilities Video – https://greyscalegorilla.com/tutorials/top-five-free-windows-utilities-for-motion-designers/
CV ToolBox – https://www.cineversity.com/vidplaytut/cv_toolbox
Active Solo – https://nitro4d.com/product/magic-solo/
Magic Anim Curve – https://nitro4d.com/product/magic-animcurve/
Digital Kitchen – http://thisisdk.com/
Set A Custom Layout With New.c4d – https://greyscalegorilla.com/tutorials/cinema-4d-quick-tip-2-make-a-custom-new-scenefile-new-c4d/

Shift C – https://vimeo.com/49187251
SSS Balls Beeple – https://www.instagram.com/p/BK3IftsB2mt/?taken-by=beeple_crap


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2016 GSG Customer Showcase

August 1, 2016 - By 

2016 GSG CUSTOMER SHOWCASE REEL

TO ALL OF OUR CUSTOMERS: THANK YOU!

 

It’s here! Hot off the Siggraph 2016 show floor. Our very first customer showcase reel! Big thanks to Mike Alfini for his awesome editing skills, and to ArtList for providing the killer music.

We’d also like to thank our AMAZING customers around the globe for sending us such beautiful images that showcase our tools! We are in constant awe of your talent and dedication! We are already looking forward to our 2017 Customer Showcase, so get ready!



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Cinema 4D R18 is HERE!

July 25, 2016 - By 

Maxon just announced the much-anticipated Cinema 4D R18 update and we are breaking down all our favorite new features!

VISIT MAXON.NET FOR A COMPLETE LIST OF NEW FEATURES

We are excited to bring you these quick breakdowns and we promise more in-depth tutorials are not far away. Also, be sure to check out Maxon’s site for a complete list of new features. So enough talk, let’s see what’s NEW in Cinema 4D R18!


New Mograph Object: Voronoi Fracture



New Mograph Effector: Push Apart


New Viewport Enhancements


New Mograph Features


New Knife Tools


New Mograph Effector: RE:Effector


New Thin Film Shader


New Bump Map Feature: Parallax


New Vertex Color Tag


GreyscaleGorilla Transform R18 Integration



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GSG @ Siggraph 2016

July 19, 2016 - By 

It’s Siggraph time again and GSG will be in Annehiem with live shows, demos at our very own GSG Booth, and maybe even some new product teasers! Below you will find all the information you need. Find out the When, where, and how to see all things GSG at Siggraph!

General Siggraph 2016 Information and tickets can be purchased here.

When is Siggraph?

The Exhibition is from July 24th to July 27 and is in Annehiem California.

Who from GSG will be in attendance?

Nick, Chris, Chad, and EJ will all be speaking, demo-ing, and hanging out.

How can I see all the action?

Easy. You can either be there for the real-deal OR you can tune into c4dlive.com for streaming content! We will also be streaming from time to time via Facebook.

I heard that GSG has a booth, is that true?

Why yes it is! GSG will be in a corner booth that is part of Maxon’s big ole’ booth. It’s the first time we’ve had a “booth” at Siggraph or any other event, so stop by to chat and pick up some swag!

GSG Siggraph Demo Schedule:

Tuesday, July 26th @ 10:30am PST : Chris Schmidt

Tuesday, July 26th @ 11:30am PST : EJ Hassenfratz

Tuesday, July 26th @ 1:30pm PST : Nick Campbell

Wednesday, July 27th @ 11:30am PST : Chad Ashley

Thursday, July 28th @ 12:30pm PST : Chad Ashley

Get Social!

We will also be live Facebook streaming throughout the show, so be sure to keep an eye out on FB for that. Feel free to tweet at us during the show as well @gsg3d. We’ll also be posting to Instagram as well!

 

 


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Guest Daily Render Artist: Allison House

June 13, 2016 - By 

Allison House

We’d like to welcome Daily Render Guest Artist Allison House to our ongoing series of awesomeness. She will be taking over our daily render feed for the next 6 days. She is an amazing designer who cut her teeth in silicon valley with Dropbox, tackled a whole Tweedy music video in C4D, and now is spreading her love of 3D and design all over the world. Check out our interview with Allison below.

Follow the GSG Daily Render Series on Instagram, Facebook, Twitter, and Tumblr


Can you start off by telling us a little bit about yourself?

What’s up, party people?! I’m Allison House, a designer, visual artist, and educator. I spend my days jamming on 3D art and illustration projects from my studio in Austin, TX. If you’re into lo-fi geometric art with an aggressive neon streak, you might dig my stuff!

I’m also on the road a lot for speaking events, where I show other creative people how totally not scary 3D can be. One of my big projects right now is 3dfordesigners.com, an introductory Cinema 4D course for designers and illustrators.

How did you get your start in design?

My background is in software and technology, so I got into design through that. I made my first website as a pre-teen, an ode to Buffy the Vampire Slayer, and was hooked on that rush of making something out of nothing. Working on the web is so great for this—for very little cost, you can make something really interesting and beautiful. I’m still chasing down that feeling.

At 15, I started my first web design business. I called competitors from my bedroom and pitched phony projects, then undercut their quoted prices. That’s how I know teenage girls are cutthroat. I don’t mess with ‘em.

How did you go from 2D to 3D? What was that transition like?

A few years ago, I had a pretty decent design career in technology. I was shaping the future of storage as a product designer at Dropbox. Yes, from my bedroom in Florida to a Silicon Valley rocketship! That means I made it, right? Except… I was getting tired of designing apps. Everything I made was the same inoffensive shade of blue or gray. My rate of production dwindled.

Designing apps didn’t make me come alive any more. When I left Dropbox, I dug into my curiosity and endeavored to find out what would. Playing with Cinema 4D for the first time was like writing my first few lines of code. Earth-shattering, deep-down, gut-level excitement. Something out of nothing. Best day of my life.

Some of Allison’s most early work:

https://www.instagram.com/p/nJeiF5ocLJ/
https://www.instagram.com/p/nJsX7BIcNX/
https://www.instagram.com/p/nKFxpMIcPz/
https://www.instagram.com/p/nKYnO6ocAv/

Can you tell us about the Tweedy music video? How did that come together?

If there’s one thing I’ve learned between hiring at Dropbox and teaching in the classroom, it’s that top performers have this in common: they produce an enormous amount of work. I’ve never had much luck scheduling or micromanaging myself, so I developed a practice that doesn’t require a whole lot of self-discipline. Rather than summoning the willpower to start a session, I make it automatic by chaining it on another activity I already do every day. I call that my “second shift”.

After a few weeks of this, I had already developed a portfolio’s worth of work. That’s when Spencer Tweedy reached out. He and his dad (Jeff Tweedy, Wilco frontman) had recently kicked up a band called Tweedy, and they were about to release their first single, Summer Noon. He asked if I could do a full-length music video for them.

Technically, I could not! The longest animation I’d made up to that point was 2 seconds.  But I said yes anyway, downloaded a 30-day trial of Adobe Premiere, and figured it out over three weeks.

Blog post: http://allison.house/blog/making-tweedy-summer-noon-music-video/

Video: https://www.youtube.com/watch?v=iyO2EY38YcA

We noticed you’ve got a lot going on. How do you balance it all?

Chill hard, thaw hard. When I hear people talk about balance, it’s always scoped to the daily level. You do some work, then come home and do some life. I can’t operate like that. That’s context-switching multiple times a day! Instead, I work and play in long cycles. Two weeks knocking out a project. Three days playing a video game. Five days jamming on a project. Five days making my own stuff. Chill hard, thaw hard.

What’s in your Everyday Carry? What tools, hardware, drinks, foods can you not live without on a daily basis?

I’ve become a HUGE fan of Signal in the last few weeks. I was starting to do more still illustration in my practice sessions because it’s fast to produce. Now I’m like, “Okay, I’m done. What can I animate?” Signal just makes it too easy.

Do you have any advice for graphic designers looking to get into 3D?

Yes! To all designers and illustrators: 3D NEEDS YOUR TALENTS. You don’t need to have the latest hardware (I started learning on an old MacBook Air) or create realistic, chromed-out renders to be successful in this space. Bring your innate creative talent, excitement to learn, and find a deliberate action to take right now. 3D for Designers is a great place to start!

Follow Allison on Instagram


 


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June 6, 2016 - By 

via Instagram http://ift.tt/1tdbwLK

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HDRI Collections “Fall 2015” Released!

January 31, 2016 - By 


We are pleased to announce the latest addition to our HDRI Collection toolset! HDRI Collection 3 “Fall 2015” is a free update and instant download to current license holders. This Collection features over 40 new images to get your renders looking killer! Everything from great exteriors like the Chicago Skyline, to really interesting interiors like an actual Roller Skate Rink!

We are dedicated to updating our HDRI Collections with top-notch images to help take your renders to the next level. Get on board now and take advantage!


If you are a current license holder of HDRI Collection, then look for an email that includes your download link. Or, head over to our updates page and download it there.


 

Not a current license holder or you don’t own the HDRI Collection toolset? Not too worry, you can purchase it now and get access to the ENTIRE library instantly! That’s over 200 HDRI’s and it’s growing every year!

Learn more about the HDRI Collection Here.